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Everything posted by nothke
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Here's one suggestion by me =) click for full I hope it gets into stores -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Cool Cooly!! You MUST make the "Human Space Program" box xD I did some fictional logos myself, one for my future aircraft company and.. domino.. I think that's self-explainable -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I don't understand what you are trying to say. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
For static objects you don't need a convex collider, concave mesh collider works pretty good. If you have a separate collision mesh you should name it something like col_*** or collision_*** so I know that I should remove the renderer there. But I will decide where to put a mesh or box collider if needed. Setting up colliders takes a little time really. I need to write these things down on the OP. I need your models cause I need to check out them first. Sometimes there are silly mistakes (like duplicated faces), useless textures or lots of other possible things, and sending models back and forth from me explaining "change this, change that" would take forever considering there's 15 plots (for now) to do. I will of course consult with everyone if the changes I make are ok or not. Phase B is not modelling, it's planning. Modeling and plot "sale" comes after I lay down the streets for at least one island. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
The ORIGINAL POST has been finally redesigned! I had no idea it would take me this much time, but I hope it's much readable now. Some little things are still missing I will add them later. All new things are written in RED The most important thing is that the number of personal textures now must be less than 3. 5 is an absolute maximum. But note that I will update the texture pack with more textures such as tiled brick and roof tiles, possibly windows. EDIT: I added a few other things in TECHNICAL, make sure you read it. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I'm online again: http://www.ustream.tv/channel/2089342 -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I use 3ds max for all modeling. It doesn't really matter which software you USE.. But which you get USED TO. So I am used to 3ds max. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
OK, I am trying to do the live stream of modeling, inspired by Cooly http://www.ustream.tv/channel/2089342 Lets see if it works, a first time =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I will redesign the entire OP tonight too. It's completely nonfunctional and I'm getting lost all the time. This project actually needs an entire dedicated website I think xD There is so many info you need... General info, info for first time seeing people, for supporters, for developers + technical info, downloads, future projects.. pff -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
It's not entirely randomly generated, perfectly flat region around KSC must've been flattened by hand. I think that the planet has a "general" heightmap or something that could be edited, but on top are randomly generated details (like fractal noise)... Maybe that initial heightmap was made by terraforming software and then some spots on it edited later. I just guess that. At least that's how I'd do it if I had to make a whole planet xD -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I am imagining this to be a constant development project (just like KSP is), so I will publish often, even if the plots are empty. ATM there is an airport, the Eastern island base with the expressway, some my testing objects, a bridge and BobCat's plot, that's all. I want you to test it and boost motivation and give inspiration for future! =) When I play it I have a feeling like I am having all the fun and I am only sending you screens that make you envious =( EDIT: Ninja'd by Ozi If you want you can send me the test model, but it's your choice if you'd rather want to see it complete. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
You mean tonight? -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I had to study ICAO's apron and taxiway design book to get all the dimensions and radii correct... I think I'm still doing something wrong xD I hope Kerbals don't get lost. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
It took a long time to import the model. First I had to open it up as a new project, configure folders that they don't appear in "assets" but a separate "BobCat" folder so it doesn't mess up my own project. Then export the model as an asset, and then import into the other project, and then I realized the part tools were incompatible cause you are probably using a newer version. So I had to redo all your materials to be compatible with my KSP shaders. Then there were some strange "mono develop" components on each model that I had to remove. And there is animation on the top that doesn't do anything (???). I think there are a few smoothing problems on the models, on the tall round buildings, if you look at those vertical white stripes you can see they are dark on the top and light at the botton, that looks like a normal problem (smoothing). As for colliders, the monument doesn't have it, I guess there should be a non-convex mesh collider on it, also on the round highrises IMO. And DON'T raise the ground like that that it has slopes on the sides, make it completely flat. I don't see the point of raising it. The "plot" poly that I put there I remove when I import your model. Also, make it only the top side, you don't need the whole box, except for the waterfront side, but if you don't edit waterfront then I will put a poly over it. Also the scale was strange. I had to scale it up to 1.20 to meet the edges, (not 1.25 like it usually is in KSP). If you sent me the model, I would solve all these problems in 5 minutes and not hours =( also, it would be nice if you could redo the ground so you use my tile textures and cut out the pavement, instead of using one big texture over everything (you don't have to do this, but I suggest) Oh wow... Are you sure all that fits in 360x360m?? =) I hope you got the scale right. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Aaaaand the first community made plot to get finished is... TADA: (few minutes later) construction complete: just epic from every view as seen from the freeway: as seen from the airport: as seen from space: xD Well not really visible, it's 3 pixels wide, but still you can spot it! -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
This is just a bit of (forbidden) roleplaying xD I am trying to get your models into Unity now. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
BobCat's plot is getting shaped up =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
No, it's not possible to dig trough the terrain. I think the game also automatically destroys everything that spawns under it. The only way to make "tunnels" is actually through your models, but which are above terrain Crysis, had for example, a nice feature for digging through terrain. You could delete one of the terrain polys and instead of it it would make a voxel object that you could mold into a cave for example. Or you could build your own model and replace the "hole" poly An another, albeit a bit silly approach, is through "portals". You go into the tunnel structure (which is above land) and at one point (before reaching terrain), you teleport to an identical place, but which is at another location above ground (presumably without noticeable transitions so that you still think you are in the same tunnel). You go through the above-ground tunnel and at the end of it, you go through another portal to teleport you to the real place of exit. Some games are doing it this way. On the future "downtown" island I will have a road tunnel that connects the south and north (you can see it as a dotted blue line on the sketches), and possibly the train route on the island will be underground too. But of course, that's digging through a model -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
.fbx would be perfect, but .dae and .obj are fine too. also don't forget to pack all the textures -
[1.1]Hullcam VDS - mod adopted by linuxgamer
nothke replied to Albert VDS's topic in KSP1 Mod Releases
Hay guys, I was intending to make a camera pack with all the famous (but Kerbalized) space cameras like the Hasselblads, Canons, IMAX, vidicon tubes and CCTV hullcameras (like those used on shuttle, similar to yours albeit in an aerodynamic housing), that were used throughout history. They would all have different functions, some could be used as EVA cameras (Hasselblads), some as hull, some would have giant zoom capabilities some not, depending on the lens.. I was also intending it to have a screenshot system like BOSS, and if it would be possible to add some effects (more contrast, different color balance etc.) to look like the real Hasselblads that'd be amazing. I am pretty busy with the Kerbal City community Project and KASPAR at the moment, but would love to make the models one day. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Streets take the most time to model and texture properly. That is why I made the modular system so I just put pieces together. Here for example I am spending a lot of time to just get this offramp to join the expressway in a normal way. On the future islands, I will make streets and plots more interesting by not making them into giant squares I think =) -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I checked it out xD It's just ridiculous.. Which means, Kerbal enough. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Send me your models and I will solve the problem. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Here is a first common texture pack, you should use these in your plots to reduce the material count as much as possible (don't rename files). There are just 3 textures for now: http://www./download/3ll16kh87hbq81k/KCity_commontextures_v1.rar Use the tile_grass.png for all the grass surfaces; tile_concplate for vertical crude concrete parts like pillars and such, also you can use it for walls; and tilex_road for the road, it's only tiled in one axis, you should make more polys and copy them to get more lanes. and here is a modular street system if anyone needs building roads inside their plot. It uses the same texture from the texture pack. http://www./download/e0oxzq9qdg8i7ev/KCity_modularstreet_byNothke.rar -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I've just tried adding a "downtown" island according to my sketch to the scene, and well.. It's humongous xD That white box in the middle is the same height as Empire State Building.. for comparison =) I hope we ever manage to fill this one up.