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Everything posted by StarVision
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The Open Part Mod - Week 4 Voting Started
StarVision replied to CaptainKipard's topic in KSP1 Mod Development
Darkside: I really like the unique style on this one, very realistic. However I'm not sure how well it would fit into the game. Robotengineer: I like this one because there's lots of subtle details. It's not too simple or complex. StarVision (Me): I threw on the Bump map last minute, and I kind of wished I'd spent more time on it. Here's what it would of looked like without it. Ven: Looks a lot like the stock xenon tank but bigger. I really like the text on the sides. It makes it much more interesting. Cpt. Kipard: The model is great, and I love it. Overall I learned quite a bit about bump mapping and the like, and I'm glad this week had a different approach. Looking forward to whatever is next! -
Alright, I'm just getting mine into a Zip and then it'll be ready. Here it is. I didn't get to include the Specular map. I only just learned about it now. I'll figure it out before next week. I tried to make mine like the Stock tank, so the main sphere is supposed to made of the same material, whatever that is. Download
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I almost forgot the deadline was today, I'll try and finish up in time. 3 hours should be enough. I'm going for something sort of similar to the stock Xenon tank, but I'll try and make it more detailed as it's a lot bigger. Also I'm glad the UV overlapping rule was revised, It should be much easier now.
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Awesome! Some of those features sound cool, and the UI looks good as well. I'm not sure how easy it would be to create the actual Helm. I haven't looked into how creating RPM models works, but I'll try and find out. Glowing panels should be easy enough, just an emmisive.
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I'm afraid modeling is only half of it. Texturing is a very important step in the modding process. Refusing to learn will get you no where. Anyways, there is progress to report, specifically on the bridge:
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Thanks a lot for the advice, also by Archer do you mean the show or Enterprise? Just curious. Anyways, I'll look into the licensing stuff, as it would be me releasing it anyways. Credit will be given to all involved.
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[Tutorial] Animated Landing Leg w/ Suspension
StarVision replied to BahamutoD's topic in KSP1 Mod Development
Wait, you're right, I just remembered mine working fine with AnimateGeneric. I looked back at the config file and I have that as well as HLandingLeg as the module. My bad, but what's so bad about using this method? It doesn't seem broken, I haven't encountered any errors yet. edit: for added clarity, I'm using both methods.: edit2: Actually disregard everything I've said, It's a hacky way of doing it and it doesn't work properly in certain circumstances. -
Wow, that's awesome! I'd be happy to include that with Voyager/ The Enterprise. Also just of curiosity, was the code for this very complex? I'm wondering because sometime soon I would like to try creating my own plugin, for various purposes, but I'm not sure how much time that would take up. I have some C++ experience, so I'm hoping that will transfer over. Anyways, thanks a lot for creating his, and hopefully I'll be able to include in the next two planned releases!
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[Tutorial] Animated Landing Leg w/ Suspension
StarVision replied to BahamutoD's topic in KSP1 Mod Development
You can actually get G to activate them with AnimateGeneric, you just have to make sure the animation name is called "Retract", that's how the old ones did it. Edit: Nevermind that, I got stuff mixed up. -
You bet, I'll even have the bussard collectors turn off as well. The Impulse engines will be there own emissive depending on the throttle. I promise I'll get back to Voyager now. I think I'll leave the shuttlebay as it is, just an empty room with an opening door. I'll stick the EVA hatch there when I'm done, and maybe an attachment point. I'll look into it more after I give the Enterprise a Shuttle and Voyager is released.
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The Open Part Mod - Week 3 Submission Thread! Winner Announced!!
StarVision replied to Ven's topic in KSP1 Mod Development
Same thing happened to me, except it was for the entire OP last week. Cpt. Kipard: I Like the "almost stock" feel, kind of like some of the big rocket packs (Novapunch, KWRocketry). It's also fairly obvious how to position it with the engines sticking out. Snjo: I like the thrown-together look of it, another fun entry. The only real problem I see is that it's basically a cool radially attached part stuck to a non-descriptive cylinder. It's still a cool idea though. Darkside: I voted for this one. Everything is nice and tucked away and the texture is interesting. The top is a bit plain but that's usually covered up anyways. Robotengineer: I'm glad you got it submitted, even though you may have not been done. It shows that you tried, rather than if you didn't submit it no one would have known. The design looks good, just remember to use edgesplit and smooth the model like previously mentioned, it makes it look so much better. Regarding Mine I thought I had fixed the thrust Transforms, but I guess the changes were never saved. I think next time I'm going to focus more on the texturing aspect, just to develop my skills in that area a bit more (because they're needed.) -
That's a good question, I guess I'll find out. Basically overpowered RCS, right? That's planned. I was looking at that, but I think just a separate part should suffice. This way you can also easily place stuff inside before launching. Although that might also be possible with tweakables.So I kind of got side tracked last night. I redid the Enterprise completely including a shuttlebay animation. This will be version 3.0. The model is a lot better and I've used some methods unknown to me before to make it much more accurate and nicer looking. Here's a short album of the ship:
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The Open Part Mod - Week 3 Submission Thread! Winner Announced!!
StarVision replied to Ven's topic in KSP1 Mod Development
The SBD-Debris Free Decoupler The "Stack Boosted Decoupler", when separated, blasts its engines to get you away from the spent stage, and then overheats and blows up. A cheap solution for reducing the amount of debris! Download -
The Open Part Mod ~Week 5/9 Project Started
StarVision replied to Ven's topic in KSP1 Mod Development
I'm just finishing up now. I had to scrap the debris-destroying thing, just because it would often mess-up. Now it blows itself up after firing the engines, which is also removing debris, just not as much. -
I can make them a bit better, those were pretty rough, just to see if it would actually work. I've managed to shrink the texture size and gain quality by shifting stuff around, so that should help, although not by much. That's a good idea, I was just basing it off of the original texture, but adding some newer elements would be cool. I'm hesitant to make it a two-man pod, because then it couldn't hold the original trio, but I guess there's the new one for that. Whenever I start making the Internal for it I'll figure it out. I could always have two versions. In other news I've started working on the shuttlebay, although I can't seem to get the lights and the shuttlebay door to work in the same part. I may have to break it up. Here's a screenshot of it, with the 2.5m pod for comparison.
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Would this effect be desirable?
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Programs to do texturing?
StarVision replied to JewelShisen's topic in KSP1 Modelling and Texturing Discussion
I use Paint.net, although I usually start with baking first. GIMP is also a very powerful tool. basically a free photoshop. -
The Open Part Mod ~Week 5/9 Project Started
StarVision replied to Ven's topic in KSP1 Mod Development
The way it is now it has thrust coming from the top and bottom. I'll probably have to mess with it to make to work better though. It pushes down while also heating up the part below it. -
The Open Part Mod ~Week 5/9 Project Started
StarVision replied to Ven's topic in KSP1 Mod Development
Here is the current model. I'll probably mess with the textures a bit more, and maybe angle the engines. I'm using an emissive as well to make the engines glow. The idea is that it will blow up the part below it, reducing debris. -
The Open Part Mod ~Week 5/9 Project Started
StarVision replied to Ven's topic in KSP1 Mod Development
So does it matter if the part can be used both ways, or can I make it only work in a desirable manner if it's pointing a specific direction? I'll post a picture tomorrow of what the concept is. -
1) I can probably optimize some parts of the model, so that'll cut down a bit, and the texture's also massive, but it kind of needs to be. 2) Don't worry, I'll add an RCS system which should help landing a lot. And it does have landing thrusters, just activate the engine in the main hull. I'm not sure how to go about creating a full-on plugin. I'm learning a bit of C++ right now, which I know is similar. I do intend to redo the Stargazer at some point though. The first plugin I'll probably make will be for the Tardis. Just a simple "Play noise and go to this spot".
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currently it doesn't exist, but I plan to make it open/close. The opening will be about 11x6 meters so plenty of room for ships inside i'm sure.. I'll get the shuttlebay working this release, but I won't do the shuttle until I give the Enterprise the same treatment. I'm not quite sure how I'll make ships stay in there. Probably a docking port of some sort.
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I'm just making sure it works now and then I'll get the alpha up. Edit: Here it is: DOWNLOAD And the corrected landing gear.
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The Open Part Mod ~Week 5/9 Project Started
StarVision replied to Ven's topic in KSP1 Mod Development
Awesome. I've already got a good idea of the style I want to take. It will be very Kerbal. -
I finally figured it out! I had forgotten that KSP doesn't like mesh colliders and animations, so I changed them to box colliders and it worked. However, these aren't as accurate, so I have a question: Would people rather have accurate colliders that didn't move (the collision would always be the starting position of the nacelles) or inaccurate box colliders that moved with the animation? Once that's dealt with I should be able to post an Alpha. Here's a pic of the finished landing gear to keep it interesting: