-
Posts
807 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by nothke
-
[o.21.x] Space Shuttle Solid Rocket Booster 1:1 Replica
nothke replied to 1096bimu's topic in KSP1 Mod Releases
Use KerbCom avionics mod for thrust equalization, so that you can fly asymmetric rockets like this Shuttle. It has a bit of problems with SRBs, but it usually works =) -
IVA props and various 3D-model bits collection.
nothke replied to Hofugir's topic in KSP1 Mod Development
Good idea, I have a few props made like generic switches and a landing gear lever, also an action group button panel, I might contribute them to your pack at some time. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
The skyscraper needs to be below 300 meters, as the masterplan says so. There is no Kerbin City logo.. It's a city. Do cities have logos? A seal yes, but you certainly aren't going to put it on a skyscraper. BTW, another plot just arrived. =) This might slightly postpone build 2, but you'll have more fun afterwards =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Needles_10 is leaving development. He actually doesn't know how to model. His plot is now free, tomorrow I'll decide what to do with it. You guys could fill it up together. https://docs.google.com/drawings/d/1KYGI-0hz07Zd2GY_qXZzTaJyhq98RIPGaRSOgrsvmiI/edit?usp=sharing -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
-
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Can you post a link of it? -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Don't focus that much on polycount, you should make sure that one poly should be maximum 200mx200m cause if the collider is bigger then that the physics will be wonky. If some are bigger I will slice them in half (it won't damage the model, just divide polys xD). Rather focus on reducing materials as much as possible both in count and in size. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Yeah, but you could've make them smaller but place more of them on the plot. Take a look at this, this is a social housing 400x400 block in my city, notice how the buildings are big, but they look small on the giant plot. And they still provide accomodation for lots of people. Also notice how distant they are so people can "breathe" and have enough light. The little building with orange roof in the middle is school, so the whole residential block is self-contained in this one "plot". That's typical "modern" communist housing xD -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Have you seen how the Korean hotel looks finished? xD Like something straight from Kerbin City =P The island looks good, but many people will have to redesign their buildings cause the scale is inconsistent. I mean, the buildings are ginormous!! People didn't realize that 360x360m is A LOT, so they filled up the plot with just a few buildings. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Looks like that North Korean concrete hotel http://s1.ibtimes.com/sites/www.ibtimes.com/files/styles/picture_this/public/2012/02/10/229597-ryugyong-hotel.jpg btw, now that I've imported everyone's plots, I've gotta say it looks... wow! It filled up suddenly =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I think I will put the hospital from SurfThug there. If you have the passion and you are ready to go into detail, better do something for the next island =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Phase A plan goes vector: https://docs.google.com/drawings/d/1KYGI-0hz07Zd2GY_qXZzTaJyhq98RIPGaRSOgrsvmiI/edit?usp=sharing -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I think someone already did this. Yes, why not. I imagine it to look something like MIT, lots of different buildings, some experimental, clean rooms, robotic/rover test tracks, some lecture halls, some student lounges full of snacks xD But of course it's only for experimental/research purposes, actual rocket engine (for example) production should be out in the industrial zone. I always imagined military in KSP as a not directly "warfare" agency but more like a military is during peacetime, just a shady government agency giving ridiculous tasks to the Space Program.. Just like it is in real life xD Issuing "Kerbin reconnaissance" missions (aka spying), performing experiments for the sake of "safety", or delivering strange cargo to orbit. I imagined a subway on the downtown island (the big island in center where business district is), just going into a loop between the central station and the south point. That idea should come though after railway. HAHA I thought that anyone would presume "modeling" includes textures as well. It's like asking for coffee, and you don't get a cup xD I mean, it's not about modeling it's about making your own plot. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
OH FINALLY SOMEONE TO ADD SOME PLAN SKETCHES!! (beside TW1 on the beginning) The small island is supposed to be a university campus, but I didn't note it back then. I don't yet know about govenment district but most likely I'd do it in the downtown somewhere but separated so it can have big parks. So similar to your proposal but maybe a different island. You shouldn't put a train depot there cause "in my head" there's a river =) Here is how I imagine the river is going: At least that's how it looks like, there are lakes, shallow areas and a big rift in the mountain. Looks like there used to be a river. If we ever find out how to modify terrain PQSmods, the first thing I'll do is dig those passes and make a river there =) Also my map was quite vague, residential and commercial are supposed to be mixed on the downtown island where commercial would be more dense in the south and residential in the north. The industry that's meant to be just over the canal is supposed to be like high tech manufacturing, no big pollution, and more polluting stuff on the north, on the edge of the city. It's very nice that you're contributing to the masterplan, that's what I wanted everyone to do in the first place (for phase , but looks like people prefer modeling =P Actually "polygon" is anything that is a surface of any number of vertices or edges. It can be a triangle or a quadrilateral or any n-gon.. But in 3d graphics when you say "polycount" or "polys" it is the same as triangles or "tris" cause all computer graphics made with mesh modeling is made with triangles cause when you have 3 vertices you know that the surface between them will lay in the same plane. so your question is confusing just like mixing polygon and triangle in computer graphics is. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
If you mean about the garage, someone mentioned it as an idea on the thread, and a few people started building it xD I think Cooly also has one. Doesn't matter xD Less congestion is better. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Here's my first podcast xD: It's terrible, but I just wanted to get it done and not think a lot about it. Next time I'll edit and prepare better xD -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Wow! This really looks great! Keep it up! Lol, yeah, you screwed it up for US now =( BTW, there are already a few Easter eggs in KC, but there will be more in build 2. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Bac9 replied now concerning the lights =) It's nothing special really, it doesn't involve billboarding as I previously thought. It's just several planes intersecting with an emissive texture. Courtesy of Bac9: The lights on the beginning of the runway have the thick wide flare, but others don't, that's why those 2 lights look brighter, I thought they change with distance but actually they don't xD http://i.imgur.com/SrjQJS9.png -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I asked them, they didn't reply. I asked them when I was doing the lights for PAPI plugin EDIT: Bac9 replied now =) It's nothing special really, it doesn't involve billboarding as I previously thought. It's just several planes intersecting with an emissive texture. Courtesy of Bac9: The lights on the beginning of the runway have the thick wide flare, but others don't, that's why those 2 lights look brighter, I thought they change with distance but actually they don't xD http://i.imgur.com/SrjQJS9.png -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Not the cutoff but the alpha translucency + specular shader that collection of pixels is a Kerbal xD it takes like 5 minutes to cross from one side of the terminal to other =( And look at that first floor, it'll need a 100 meter long stairs. I am panicking right now. I can't change it cause I'd need to rework the windows, the curves, and worst.. The access road =( it took me a week to get all this and now I see it's actually unusable. I already have modular billboard structures that I'll spread across the city. It is possible to make it turn on the lights in the night but I am not yet sure if the emmisive texture or actual unity lights are a better method. Rareden will provide some nice advertisements for them =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Terminal hall: It's pretty large, I wish I made it lower. Also, I just now realize that the coolest feature of these big structures are actually the shadows since they are correct in KSP with full day night cycle xD So, I shouldn't've made the roof that monolithic, I should've opened it up or made it different =( Now it would take a lot of time to correct these things, I will not do it for the next build certainly. Though it looks spectacular on the outside -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Ok, this thing has to be in a "continuous" method, so no problems there. I thought you meant like buildings that you enter in EVA and you really need a high quality interior. BTW, looking great! =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
They mostly created their headquarters buildings, but you made an actual FACTORY!! WOW! The first candidate for the future industrial district? =) No problem with that. The airport terminal will be enterable for example, I am planning more buildings like galleries, halls, arenas maybe, and factories that will have interiors. I am all for the "continuous" method, but it depends on performance / polycount / materials /lights how it will all work. KerbQuest is for example using a method of loading a new scene when entering interiors, this could be a good way to have hundreds of interiors and no lag, except you won't be able to look through windows =( Anyway you should build your interior like I said it first, model it directly over (or under) the external model, it won't be much of a problem later to see if we will make it continuous or separate and just add a few doors xD -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
You should avoid boolean when mesh modeling (for games) as much as possible. It makes a lot of mess. Instead, if you want to for example "dig" windows, you should cut up the face and extrude (I mean... INtrude xD) the cut faces. If you really need to use it, then you should correct the edges afterwards. And please Justin, if you want your buildings to look any good, correct your normals (smoothing) so that the boxes don't try to round themselves out: http://blenderartists.org/forum/showthread.php?61087-Smoothing-groups-mini-tut CG Textures is good until you start noticing the similar textures in different games / mods xD Cause they have a free-to-profit-on licence on them anyone could use them in their commercial software. (I'm not saying I don't use them almost everywhere xD) From my side I am left to connect the airport and the Eastern island with the expressway properly, it is there, but I need to meticulously join the two roads so that you don't feel the joint. The airport terminal's exterior is complete, the narrows bridge is complete, and the only thing left is to place the new plots on the Eastern island (there will be 3 or 4 new ones)