Jump to content

comham

Members
  • Posts

    475
  • Joined

  • Last visited

Everything posted by comham

  1. Nice work! Texturing is the fiddliest bit in my experience.
  2. That's awesome! re: visible light cone for the tugs spotlights, I think it's an acceptable gamelike abstraction, realistic or not, but more importantly it does make it inconsistent with the other light sources.
  3. Backwards compatibility can take a flying leap, all it does is impede any development progress
  4. Location: http://i.imgur.com/41OmGZU.png I'm still not sure on a name though...... That's really good looking!
  5. http://cgi.tutsplus.com/tutorials/modeling-uvmapping-and-texturing-a-low-poly-t-rex-in-blender-part-2--cg-12861 I found that tutorial very helpful for learning technical texturing 101 once you get into the artistic side, remember noise and grey levels
  6. It seems to me that most organisms that didn't reproduce at all would be, er, poorly adapted to their environment
  7. Yeah, I've been working on my own stuff too, I just find it helpful for someone to tell me what to do, it should hopefully stop me drifting off and doing other stuff and make a coherent whole.
  8. Texturing tips would be much appreciated, I know it's a bit on the "creative skills" side.
  9. Possible handy guideline/list: a city must have a minimum of A town hall or other central governing structure 4 residences (may be identical) An economic structure eg a market or a factory A sign somewhere stating the city name (can be on one of the other buildings) They don't have to be realistic sizes or anything, I'd love it if kerbin was dotted with dozens of little town dioramas like this, and 3 unique buildings is a nice low bar to entry.
  10. I'll help with medwed, so long as you don't mind every building being 1960s budget red brick brutalism. Or if you have some sketches for the other buildings,
  11. Can this be used to assign other shaders to meshes? I've got the blended decal shaders used on bac9's space centre and I'd like to use them on my own buildings.
  12. I learned the absolute basics in sketchup (by bac9's amazing tutorial) then moved to blender.
  13. Slightly too much wear and tear on the tug texture imo, yeah.
  14. oh my god how can you guys get this far on such nice looking things and then leave them in folders Those are my WIP's, just kerbtown/Kerbal Konstructs stuff while I was learning blender. Looking at them now they're actually better than the one thing I did release. Maybe I'll try and shove them out the door before january.
  15. iirc the pope recently denounced part clipping as the 8th deadly sin.
  16. This happened to me earlier too, no manuvers or anything, left wing and right wing collided with the VAB (according to the F3 report) about a minute apart. While 20km out from the VAB. If it was structural failure there wouldn't be any mention of VAB or Launch Tower in the report. When the first wing went I thought I was bummed, then the second one balanced it out and I had a chance to land. The final crash was merely a reflection of bad spaceplane design.
  17. If the new Mk3 parts are too close to yours, you could just scale them up and make them Mk5 parts
  18. The state should have a monopoly on legitimate use of force, and that legitimacy needs to be upheld by prosecuting abuses of power, and that did not happen in this case, from all appearances.
  19. I actually didn't notice the TB2 inspiration till I'd got mine in orbit but it's so perfect, nice job! Some low-profile wheels would complete the look.
  20. Nice editing, just the right length.
  21. Cheers, I mean it's already amazing, I guess it's something to do with being raised on Collect Them All platformers like Spyro, Jak And Daxter, Ratchet and Clank etc but I do like me a list of things to tick off.
  22. That's actually great and perfect. Any chance of some bases requiring other bases to be unlocked first? It would allow for a linear story mode of some kind.
×
×
  • Create New...