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KSP2 Release Notes
Everything posted by Lack
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This'll be good to see. I found that you really don't need to go as far as you think you might. Even the '4x2' (5m x 2.5m) looked sufficient for decently large ships. Twice that should be more than sufficient for a massive looking ship. Some of my larger builds for scale, http://imgur.com/a/hBW08 Best of luck, I'd wanted a more homeworld vibe, but given that I'd never really made any models prior to starting LLL, it was a bit beyond my abilities.
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Ah excellent, thanks. Thinking of having this as a separate download and having it actually replace the models for the stock engines. @sharpspoonful, Ah yes, I was going to ask if you were okay with bundling them but I'd cleared out all my old PMs. The life-support using the oxygen container is just laziness on my part. Here's the MM config to re-enable the 2.5m Copernicus parts. https://dl.dropboxusercontent.com/u/39086055/SXTCorpunicus2-5m.zip
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Primarily I just wanted to re-size to 3.75m, it was a better fit than the 2.5m and I didn't want to break old saves. The general dislike of straight resizing is that they're not visually distinct and easily identifiable from the icon. I have a lot in LLL, and that's something that gets on my nerves with the whole 2x1, 4x2, ad infinitum deal. The configs are still there and it's a minute's work to re-enable them. Edit: Should have a MM config to re-enable them up shortly, just testing it actually works.
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Yeah, that was just an over-sight. If you scroll down the OP there's links to SXT-12 and 11. They still have the craft-files in. I think the supports probably need beefing up a bit.
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No, that's quite intended. It's so not to clutter the menu up with re-sizes. If you go to their config files you can change the 'category = -1' to 'category = structural' or 'category = propulsion'. They're in SXT/Parts/Hull/inflatableTank/2-5m I was going to write a MM config for it, but haven't got round to it yet.
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Thanks, I've always stuck to shortcuts so hadn't noticed that area. With the .mu I normally get a trace-back error about materials, nodes and shaders. I'll try that out. @blackheart, Thanks. I'll send you a copy later. Edit: Cut it down to about 5.5k tris without any appreciable loss of quality. The other areas don't like it so much.
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Thanks, I saw that suggested when I googled it, can't find where the tool is in Blender though. I'll have to have a look around for it. Edit: Found it.
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The nodes are very close together, I suspect you've accidentally attached the top to the bottom and the bottom to the top. I've done it quite a few times. @ SchildConstruct, The taking it out, yes. The not putting it back in, not so much. I've added a link to the OP. @Mach, NathanKell, That's the plan. Blackheart's re-texturing might have some odd results; I'm trying to follow what Squad have done in their UV mapping, but their layouts are certainly not how I would have done it. I suspect that the earlier models just used whatever the software threw out, with little attempt to organise it (The most recent ones are far better in this regard, the extra experience shows). I couldn't get the .mu importer for Blender to work either, so I'm having to re-make them by eye (and screenshot). It perhaps doesn't help that I know sweet fanny adams about how rocket engines actually work, so the piping and those sort of details will almost certainly be wrong. I don't suppose someone who does know would be willing to provide slightly 'kerbalised' sketches of how they might conceivably look under there. Actually, while I'm asking for assistance, don't suppose anyone knows any nifty ways to simplify a cylinder in Blender. I realised I was using 24 sided cylinders for the piping, rather than something simpler, so the tri count is about 7k (although that's about the same as the Mainsail) and I can't be bothered to re-do them all and then re-do the UVs.
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Lack replied to PolecatEZ's topic in KSP1 Mod Development
Very nice, I take it you got the texture swapping to work then, did you end up having to use FS for that in the end? Also, for everyone talking about memory usage: Polecat's referencing the existing textures, as I understand it, same trick I've been using for SXT and a few others have done. -
Could be, I'd suspected it was the MODEL{} node but hadn't actually tested that formally. Might try a dummy collider as a seperate .mu and adding that in as well, I may have sort of overwritten the animation in Unity, so can't quite be bothered with re-making that. Edit: Links: If you've got a current save running LLL I'd suggest a backup, no-one's reported any problems so far but better safe than sorry. LLL-12.zip Optional: LLL-12-Extra.zip I've split LLL-Extra into an extra DL, simply since there's some things in there that are slightly more un-polished. Also, the HDD space is down about 30%, not sure how that translates to RAM savings. Edit 2: SXT is also updated, re-skinned the LV-T80 and added a 2 person lander can. See OP for link. Edit 3: Been working on a LV-T45 without the 'thrust plate'. Edit 4:
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Bit of work on updating the LVT-80 engine @Antimatter, I wouldn't worry about that, the advantage of just sticking to part mods means it's a hobby you can pretty much put down and pick up again at will, so it fits around my schedule nicely. @likke_A_boss, Thanks. No one's reported any problems from LLL-12, so I'll put up a link later tonight. @Pockrtplanesairways, I'd be careful about all this going around asking people to do things for you, and then listing excuse as to why you are unwilling to at least try yourself. You risk coming off as a bit of chancer. Besides, I'm the wrong person to come to if you're wanting an IVA. If it's got a window and a dial it's done as far as I'm concerned. @SSSPutnik, Very nice. I always like seeing your stuff for the Jool-5. @K3|Chris, Wait, so you've actually got it working? I had buoyancyForce defined before and it didn't help. Been trying to get that to work for ages, without any luck even with Snjo's help. Could you send me your set up?
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I think it's less if you're running an old operating system as well. I've still got Unity and KSP running on XP, so I tend to crash when much over 1.8Gb. Should probably relegate this machine to an off-line set up now. I've got one running win8 (not my choice) upstairs that could work. Edit: Yeah, decided to re-size the Copernicus rip offs to 3.75m. The 2.5m parts are still in there, just set category to -1, so I can set up an MM file that'll put them back in propulsion and structural.
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Yeah, they changed a load of the texture names in .23.5. Looks like they've re-exported them from Unity, and since the current part tools don't automatically re-name textures (unlike the old one), it's just used whatever working name the dev was using at the time, rather than model000.mbm, etc.
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Figured out the problem with the lander can, wasn't the model, there was an errant full-stop in the stack_node. Animations are done in Unity. Photoshop CS4 for textures. Blender for modelling and UV unwrapping. I learnt on Sketchup, but as you say, exporting .dae makes a bloody mess of things. It's good for first steps and giving you something to practice with in Blender, but quickly becomes more enemy than friend. Ctrl+J,Shift+J,Alt+J and 'w'-> remove doubles are good for cleaning up sketchup models in Blender. They'll join meshes, and convert triangles to quads and get rid of duplicated vertices. Can't remember cmd which does which, so I just press them and see what happens. @Pockrtplanesairways, Probably not any time soon. The Soyuz is fairly well covered by other mods. I'm especially fond of the Soy-Juice. @Antimatter, MrWizerd, I kept finding the odd part was missing here and there. I'm fairly sure I've got them all so I'm glad to find people aren't having problems there. I'll move to a public test soon. @Gristle, If you can go to the config for the parts in question, open it up and look at the MODEL{} section. You'll see texture = x , Squad/Parts/.../x Follow that folder structure and tell me if x exists. If it doesn't, or is renamed, then there's the problem. You'll need to copy them across from a stock install, or do what I suggested a few pages back with making a seperate folder with the stock textures and then changing the configs. Here's some examples from the parts in your screenshots texture = model000 , Squad/Parts/Command/Mark2Cockpit/CockpitDiffuse texture = model003 , Squad/Parts/Command/crewCabin/cabin
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Well, one part is solved. I'd leant on my key-board and mucked up the PART{ at the beginning of the config, but it's hanging on loading now. That tends to be a problem with the materials but I can't for the life of me see what it is I'm missing.
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Nope, this was only about 10 minutes apart. Only thing I changed was the calculated smoothing angle in Unity, but the back up copy should still have worked.
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I'm in the same situation, made a nice backup of when it did work, which now doesn't work. Hmm.
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With that final rocket, I managed to blow up the centre engine about half-way up. Going to pretend it was totally deliberate and a cunning way to save weight. And now that landing pod is refusing to load, oh great.
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Well, found where'd left the files. I really should name them better than untitled, untitled1, untitled1bnew3, etc. nested in various vaguely titled folders. Two person landing can: The hand-holds round the side still work: And it lines up nicely with the existing IVA for the stock lander can (which saves me a tonne of work): Also, Think I'm getting the hang of this plane lark, Or possibly not, And a sensible, well proportioned, rocket:
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Yeah, just forgot about them. They just need a bit of touching up and then should be ready. I shouldn't worry about about talking, these aren't exactly state secrets. PM folder cleared out a bit, I normally manage to catch it before it fills up.
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The light grey circles in the middle. Here's a miny version of how it normally looks. So you'll want to do what I suggested above with a copy of that texture from a stock install of KSP.
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That for the probe, MEM descent module and inflated tanks? The gold-foil there comes from the crew-cabin texture (Squad/Parts/Command/crewCabin/cabin.mbm), so if he's changed that'll be why.
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Better Atmospheres Development Thread
Lack replied to Thesonicgalaxy's topic in KSP1 Mod Development
Well, they've got some +rep coming their way then. Great work Erona, if you're readng this. -
Better Atmospheres Development Thread
Lack replied to Thesonicgalaxy's topic in KSP1 Mod Development
Now that's certainly impressive. Great work. -
@Damaske, Yeah, the game currently doesn't support multiple nodes joining together, which is a bit of a problem for parts like the 2(2x1). I just use a strut or two and that generally fixes the problem. @tygoo7, Nowt much I can do about that, he's using Mega for his hosting, which I've never managed to get working. But if he's changing the textures so wildly, then that's going to happen. Looks like the probe-core texture got dumped on the cupola pod there. The most efficient way to do it would be to make a note of the affected parts, look in the config file and see which textures of Squad's it is using. Get a copy of those from a clean install, make a new folder called 'SquadTex' in Game Data, and then copy the squad textures across (as in GameData/SquadTex/Parts/.../model001.mbm etc.). Then go back to the SXT part config, and change the lines that say something along the lines of 'texture = model001, Squad/Parts/.../model001' to 'texture = model001, SquadTex/Parts/.../model001'. Edit: And I updated the DL for SXT with the fix for the 2.5m material bay last night.