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nothke

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Everything posted by nothke

  1. As for vegetation don't do anything yet, I am planning to give you all a standard texture for grass, dirt and pavement and transitions between them, and another one for simple vegetation with transparency (like 2 kinds of tree and a bush). I am also thinking between making just 6-poly trees as I've used for backgrounds in racing games. It won't look good from up close, but it does from the distance and if you put many of them. The other 3d tree model is 100+ polys and it still looks pretty bad. As for a train station, I was thinking about trains. I like trains. But again... I don't think they will be featured as a mod in KSP anytime soon, and putting tracks in the city for no good use is no fun. It's better to make more freeway overpasses than tracks. If there are tracks in the future, we could add more elevated tracks, or even a thin monorail would be really nice. Also, we can "dig underground", there's 10 meters from the surface to the sea level for some "cut-and-cover" subway xD. I think it will be fun later when all the plot models are done and we need to put more stuff in, then, just like in real life, we have to plan and see where to put things and not ruin existing structures. It will feel like a real, developing city =) You can help by giving ideas or some sketches of what do you think it should be done next. My opinion is we need a new island with differed use, commercial, residential, industrial and different functions, we should define where to put parks, sport areas, transport hubs and alike FIRST. This time we should constraint the master plan even more, so that now it feels more real and useful. And ofcourse more oblique streets, not just square plots =) And next time, I (or someone else) should build the island model with defined plots and streets first, and then send to others so they can build according to it. So, more technical preparation next time. This time it's a mess, and it's intended to be just so we can see how it can function xD For example, I see people are down to modelling, but I reckon it will be mind boggling when it comes to mapping and combining all textures/materials
  2. Sure, I'll do the bridges =) I like them and I don't think there are not many stylistic options available.. So, I am going now, here is the model of the island in .fbx and .dae. Nothing is textured nor is final, but you can get some idea, the offramps are just there for testing the slope and access. When I saw the expressway in game it's really tall.. Not very realistic really. I don't know if I should lower it to 20 meters. At least I am sure I wont touch the expressway's position. If I do something with it, it will be after you do your models. The plots are divided into single objects. http://www./download/opu938tq0i5y3p2/KCity_eastern_test2.rar The final plot update:
  3. Sorry, C2 is already taken by NGTOne, the only left now are B3 and D4 (D4 has terrain inside it), and 2 bridges! I had no idea noone wants bridges xD
  4. Yeah, I'm sorry, he PM-d me few seconds before you posted.. =P (correcting now) I finished one ramp piece of expressway just to see if it's too steep and it works as intended, and it does.. Although it's a bit too high, so the ramps are steeper.. With this one dirt texture it really looks like Dubai before construction xD Early aerobatics: No collision problems, amazing And here's some hotrod action: oops, wheel's gone (I collided into wall not a random wheel falling off) well at least there's a wall.. And there is a little problem.. For I managed to fit the island to well into surroundings, but the terrain will get slightly into plot D4. Noone has taken it yet, but I recommend for it to be some sort of boring housing projects neighborhood xD so people are not really invited to go there and check the terrain going through the buildings
  5. I use 512 textures, I know they look poor, cause it looks like KSP gets a big performance drop when looking into static objects, don't know why, but reducing texture sizes helps. For ground I use tiling textures, one for grass, one for concrete, one for roads also, then the rest for building maps which are not tiled. I have yet to try out how it really looks when you finish it. I need to see how b9 does it xD
  6. Ok, I was actually planning to add an off ramp on your plot, but I better not. I will leave the expressway hang in the sky for you to put pillars or anything else to support it. For now, I can give you this close up wire plan so you can see where the expressway is: http://i.imgur.com/QUiMrCC.png?1 I guess you design your plot and then I'll adjust the offramps and the road according to it xD in the mean time I was thinking of adding offramps over the water that go into the street on the side. Would be cool, but then your building passage is not really "the entrance to the city", and if you are planning to make a building with a hole where the expressway is passing, that would be really cool cause then we can put a big sign saying something like "welcome to Kerbin City" above the passage =) http://i.imgur.com/utfqFOX.png?1 http://i.imgur.com/fsjMOdT.png?1 The expressway is exactly 30 meters wide from end to end, and the road surface is exactly 31 meters from the ground. I would give you a finished model today but I found out now that I need to go away for one day, which means I can't model or do this work, probably even manage the plot "sale", so you'll have to wait a bit. If I manage to finish something in next 30 minutes, I'll fetch it for everyone.
  7. For the KASPAR racks I'll see with Kospy, he may be interested in making an extension to his plugin that allows automatic attachment to stack attach points closest to the Kerbal. Or stack attach points that are specially tagged to accept KASPAR racks only. That would also ensure proper and precise placement without the need for micro-rotation management. For now in my cargo bays I am using surface attach so I have to position them properly and at right angles. Otherwise, at an oblique angle it works, but it looks ridiculous.
  8. A 3d model ready for importing to unity. I need to align the models first vertex to vertex, that's quite hard to do only with KerbTown.
  9. I was thinking of making an industrial district later, together with a nearby freight airport so that you can fetch payload from, for example Probodobodyne factory with an airplane to the KSC for launch =) A full logistics cycle xD So don't reaaally focus on that now, however I want to see your (plural) sketches and ideas about future districts/islands. That should be phase 2 =) .fbx, .dae preferred, I don't know blend files but I guess it's convertible. I need to be able to load it in 3ds max so I can set it up, clear up materials and join up the roads and waterline. I think that they work well, just like for dynamic objects. You can find the "airlocks and ladders tutorial" on the forums
  10. I was thinking about it, but then I thought.. Hmm.. It's a community project and I want to let everyone be creative. I want to see what it's gonna look like all together first =) I guess that some people will make really low poly simple stuff and some are going to put too much effort in it, so I don't expect it to look realistic at all, and it doesn't really have to for now. but lets wait (work) and see. Yeah, do really what you want. Not too much, but my lines are not that important, I just put them so you don't get the "squary" look of the entire island.
  11. Take D2 now, and if you are as ambitious as you're saying you'll get more for the next island =) You have a 230x230m plot, you can do there whatever you want, not just one building of course. I hope that was not sarcasm, because it somehow sounds like it =P If it's not, then I'd really like to see a sketch of what you mean.. Do you mean the offramps or the highway? Updated availability http://i.imgur.com/NMUPQMm.jpg
  12. I am just making it. I'll send it to you in some hours, maybe it's not gonna be finished, but at least you'll see where it is. Currently I am thinking of changing it's course a bit. and I have to model the offramps correctly first and you see what I'm doing with the streets now. I am fearing they are a bit too narrow. But it's a smaller problem to widen them. I have to test it in KSP first Also these are just "sketch models" I need to texture and model and the same time when I get the idea what I want first
  13. Thanks guys, behold the availability map (added to the front page too)
  14. I know I can't dig through terrain and I am not intending to. I am intending to close off the tunnel because "of the collapse". The one that is going beneath the airport however will be passable as it is going through the model and above the sea. So you will be able to pass from the airport terminal and over the Narrows bridge. I don't want to do a lot of things around the terrain cause it all might change in the next version. That's why new islands and sea level are safer. 0.1m high pavement included. That is.. The pavement is at 0 height and the street is at -0.1 I will post some photos of the streets later. Remember that your base is 360x360m flat square, I will join it up with the streets. If you have streets in your plot, I will join them up with the streets on the outside. Well, the general floor height on the planet Earth is according to the eye height. Eyes should be in the middle of the floor and ceiling, plus 30cm height for construction gives a floor height. I don't know how tall are Kerbals but you can figure it out. I won't just take the models directly into the game, I'll inspect and see if the floor height is relatively good and that the plots don't jump out. So no worries. I've actually seen the Statue of Kerbiberty somewhere, and it looks really good. Maybe we should have a Kerbiberty island in the bay =) It's not meant to be New York or any other Eartly city really, but the statue is ok I think. As for hangars, ships and helipads these are good suggestions =) This is perfect for the airport bridge, I actually imagined a long cantilever bridge there, except yours is monstrous xD I'd scale it down to some reasonable size. I'm gonna do it in a minute. =)
  15. DEV CORNER (if you are just a stranger using this mod and have just seen this corner, please unsee it) Note: From now on, term "developer" will be used for a person who applied and is modelling a plot or a bridge. DEV DOWNLOADS: Common Texture Pack Here is a common texture pack (current version #2), you should use these in your plots to reduce the material count as much as possible (don't rename files). http://www./download/jxx77ly6io2sdh9/KCity_commontextures_v2.rar Note: Use the tile_grass.png for all the grass surfaces; tile_concplate for vertical crude concrete parts like pillars and such, otherwise use tile_concrete.tga; 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. Modular Street Models Here is a modular street system if anyone needs building roads inside their plot. It uses the same texture from the texture pack. You don't NEED to use the models in your plot, but I think they could help you. If you don't use them, at least use the common road texture for your streets. http://www./download/e0oxzq9qdg8i7ev/KCity_modularstreet_byNothke.rar TECHNICAL: IMPORTANT!!! Note: "Personal textures" are those which are made by you and only used on your plot. "Common textures" are textures provided in the download above by me. Modelling guidelines: DO NOT setup your models in Unity, set up the models on the plot in your modelling software Use less than 3 personal textures (don't forget one mesh can have only one material), but use as many common textures as you wish! DO NOT use transparent textures. But if it's REALLY needed, you can use only one. One mesh can have only one material/texture applied to it!!! That is a KSP limitation, it doesn't support material IDs. Keep things low poly. DO NOT use 3d text (unless it's a single company logo or smth like that)!! If you want to write text on a building or pavement, make a texture instead or cut out on a single plane (no depth). Personal textures should not be bigger than 512x512px. keep in mind that if they are bigger, Unity will automatically reduce them to 512x512px. If you REALLY have to use 1k textures, please inform me Before you send me the models: Make sure you read the entire dev corner especially the Modeling Guidelines, then make sure you do not have overlapping faces, invisible polygons, multiple materials on a single mesh, and similar To have collisions working properly ingame, this is what prefixes you should put on names of your meshes so that I can quickly apply the proper colliders in Unity: nocol_ = these meshes should not have any colliders attached (graphical-only models) colbox_ = these objects should have box collision applied to them colonly_ = for these objects a renderer will be removed and mesh collider added colonlybox_ = for there, a renderer will be removed and box collider added if you DO NOT put a prefix, for those objects I will put a mesh collider if any other primitive shape is needed like capsule or sphere, logically use "colsphere_" or "colcapsule_" or "colonlysphere_" etc. you get the point. This naming thing is not required, but very IMPORTANT, and if you name your objects properly, it will save me A LOT of time, otherwise you'll delay the publishing. How to send me the models: Do not send me .mu files cause I cannot setup the objects in the game! You need to send me models as exported from your modeling program and preferably in .fbx format! If your software does not support exporting .fbx format, .dae or .obj are accepted. keep in mind that I will edit your models if they contain overlaping faces, multiple-materials-on-single-mesh, invisible polygons, excessive z-fighting in-game, and similar mistakes, and I may change textures if there already is a VERY similar texture already in use (to reduce the number of materials), but I will otherwise NOT change your models. If the models happen to intersect some existing structures or they don't match plot or requirements, YOU WILL BE NOTED and I will not change it without your consideration. This is why I do not advise that you send me the unity projects but you MAY, if you happen to have set the plot up in Unity, but is not recommended I repeat. Make sure to send me TEXTURES separately, most formats do not bundle the textures inside the file. PHASE A Eastern island development refer to this spreadsheet to see the plot and building status: https://docs.google.com/spreadsheet/ccc?key=0Aq-Kp1pObiWgdEVRSG54eHFtS2NKWFoyZHJranFub1E&usp=sharing (all plots taken join phase View the initial plot plan here Info: The island is 1500x1500m. with some edges chamfered off and a small bay at C1. The island has an expressway passing through coming from the airport bridge, passing over the central street, going out over the high bridge on the north. There are 3 offramps, 2 climbing from the south, and one in the middle of the central avenue coming climbing from the north. The expressway is raised on pillars and it's height is 30 meters above ground. Base model: The base model created by me (Nothke) consists of the island's streets and an expressway running through it. expressway passing through coming from the airport bridge, passing over the central street, going out over the high bridge on the north. Plots The island is divided into 15 plots that you can see on the plot map. The plots are 360x360m, but note that some plots are chamfered/cut and there is an elevated expressway running through the island so make sure to have 30 meter clearance for it (see map). There are 20m wide roads between all plots that I will model that lie beyond the plot's 360x360m boundary and it's pavement on all sides lies at 0 height (ground level) so make sure your plot edges are lined up at 0 so I can weld it to the streets. There are no elevation changes (obviously), but you can make it inside your own plot. Developer guidelines: What to consider: The shape of coastline on the waterfront plots is free for you to design, so you can model a marina or a little river in your plot. Make sure the sides are 10m+ deep. The ground level (0) will be 10 meters above sea level. The plots DON'T NEED to be accessable by foot/rover, although it would be nice if they are. The buildings are more for looks and aerobatics than access, this is not GTA, look at it more like if you made it for a flight simulator. However again, you can make accessable buildings if you really want. You can make streets and passageways inside your plot, apparently 360x360m is too big to just have an outside street. Keep the polycount at a reasonable level.. In other words keep it low! This sounds vague but, yeah it depends. No real world commercials or signs - Kerbal world fictional (eg. Rockomax hires you!) or parodies (like in GTA series) allowed. No offensive stuff. This is quite obvious but I know some of you might want to make phalus-shaped buildings What to focus on: Good looks from the distance - Look Flight simulators or maybe simcity models, they don't look good from very up close, but it's important that as a whole plot/city, it looks good. AEROBATICS - people will mostly use the buildings for buzzing and flying past them. Think about making aerobatically interesting shapes Function - THINK when you design your plot so it actually makes sense.. Don't make one huge cubic building over your plot, unless it really makes sense like it's a sports arena or smth. You don't need to fill the plot all with buildings you can make parks and empty areas too. Keep it real - no antimatter floating buildings or magical elven super trees. You are free to design be it modern style, art deco, classical, high tech, whatever you want, but make sure that it is something that can be done with today's Earthly technology. Technical guidelines for plot making: You CAN dig below the plot, but have in mind that the sea is 10m below the origin. Height limit is written on the plot map! Respect it! This is cause the "future" island is supposed to have higher buildings. I know that everyone will want to make skyscrapes, but please don't make a lot of them =) PHASE B While the phase A is going, we should start thinking about what comes next. I need you people to get some nice ideas and preferably sketches for the next islands/districts!!! General idea: This time, we take a different approach to giving out plots. Instead of giving priority to practical things, giving squared, exact dimension, free-to-build plots for everyone, this time, there is a big focus on idea, function and realism. Therefore, this time I give the priority to you, to WHAT YOU WOULD LIKE TO MODEL, rather than technical specifications. There will be completely different types of plots and districts, so if you wish to build for example a skyscraper headquarters building, you will get a small plot in the business district, on the other hand if you want to build a warehouse complex, you will get a more spread out plot in the industrial district. Phase B quick land sketch by Nothke: http://i.imgur.com/VH2a0ME.jpg Some ideas: Full Logistics - functional roads and access to factories/warehouses using trucks or boats so you can properly deliver cargo from them to the airport Better shaped roads and waterline - oblique angled streets, non square plots, consistent waterline. Differentiated areas - industrial, commercial, residential. Trains ?? - If implemented could be a fast way to travel from place to place Location specific missions - far fetched idea, but we could keep it in mind when designing the city Buildings Ideas: Burj al Kerbin, highest building on Kerbin ~600m - separate modeling competition just for it. University campus - Kerbal Institute of Technology to teach new generations of Kerbal engineers. Kiberty island with Statue of Kiberty Monument to Squad Monument to fallen Kerbals Racetrack Stonehenge or temple with a place to look at aligning planets or just Mun. City Hall or Forum Cantilevered launch pad hanging over water Oil Refinery Powerplant (nuclear/coal/oil?) Wind farms low detail residential area (suburbs) Refer to this spreadsheet for all the people applied for Phase C: https://docs.google.com/spreadsheet/ccc?key=0Aq-Kp1pObiWgdEVRSG54eHFtS2NKWFoyZHJranFub1E&usp=sharing
  16. the community presents you: Kerbin City Community Project If you are a DEVELOPER go to DEV corner General info What is KCCP?? Kerbin City Community Project is a community made, continuously developed mod that is trying to literally build a city, a fictional capital of Kerbin, the Kerbin City (and it’s surroundings). It is entirely community made, inviting anyone who is interested in shaping up the city by modelling, texturing, sharing ideas and sketches, or just supporting with kind words. It is continuously developed which means that there is no precise “end goal†and that it’s builds will be often published and always available to download. I just want to drive/fly around Kerbin City right now Then head on to the showcase area to download the first build How big is the project right now? Right now, more than 15 modelers are actively involved in the project, and at least 10 people are waiting for the plots on the "future" islands, with more people supporting the project. Kerbin City itself, at this moment is 2 islands big. Tthe Eastern island, located in the City Bay has 15 plots which are being modeled by members, and on the other, Airport island is a big Kerbin City International Airport developed by Nothke. It sounds like a giant project!! So how is it organized? The project consists of "phases", each phase is a project for itself. For now there are 2 of them: Phase A: Insight into how many people are interested in the project, and the development of Eastern island. The island is divided into plots which the modders applied for and are currently modeling buildings on them. Phase B: Masterplan for the “future†island. It is not a name of the island, but a general laying down of plans of what to do next. Head down to DEV CORNER to see more about the phases and how to help. Kerbin City Where is it located on Kerbin? It is located in a bay at -5.8/-83.5 (5° 47' 60"S, 83° 30' 0â€ÂW). It is easily reachable from KSC if you follow the coast to the south. It takes 10-20 minutes with a conventional plane, or about 5 with high altitude airplane. How does it look like right now? Wait.. How is it possible to have buildings/static objects in KSP?? I am using the amazing KerbTown plugin developed by Razchek Without it, probably none of this project would happen. Thank you Raz!
  17. I am not saying it's a problem, I am saying it's great! Kospy has put in the rotation code on my suggestion. And it's meant to be attachable everywhere so 100% alignment is not really necessary.
  18. No worries, it's safe http://canadianenergyissues.com/2012/12/19/irradiated-food-keeps-astronauts-healthy-and-productive-why-cant-we-earth-dwellers-have-it/ Don't forget that these are NOT KASPAR RACKS. These are just utility bags primarily there to help carrying stuff over the surface of planets, and secondly, to provide life support for Kerbals themselves while on EVA. While the bag is on Kerbal, the resources are automatically added to the Kerbal. KASPAR racks are too big and heavy to be handled properly under gravity. It's the velcro straps! VELCRO STRAPS! =) joke aside, the new KAS version allows rotation of objects while attaching so you can align them maybe not 100% correctly, but at least 98%
  19. For the beginning, there are 3 life support mods, crew transport and crew support by Troublemaker, IonCross and now TAC, and also EsvDefcon wants to make a new one.. These are all promising mods, but again none is working perfectly and they all have similar problems. I am sure they could unite, make compromises about their ideas, solve the problems together and bring us something ground-shattering =) And also remember that life support might officially come to KSP one day..
  20. Simple, better have 2 hatches than one. Imagine if the docking system fails and gets jammed and you need a way to leave the capsule. Or if the side hatch fails, you can use the top one. Shuttle had a side hatch cause they didn't carry docking apparatus on every mission.
  21. Ok, here's several things I'd like to add to this nice and promising mod: - It's not about how much there is, it is about how much it's consumed. Don't forget that there are X buttons for resources, if you prevent them from running out, the mod will still think everything is ok cause the resource is still there.. Except it's not consumed, it's not flowing. The LS clock will stop. Practically Kerbals now live forever. - Make the mod bound to the universal clock when leaving the craft. I don't know how hard is it to do this, but I guess it is possible. If your Kerbal is dying and you leave the craft and return, the clock will reset. There should be a way to run the clocks in the background. or at least mark the universal time when the clock runs out, and then on loading count if the Kerbals are dead now or not. - If a Kerbal enters a craft that has no LS resources from EVA, there will be a message stating "there is no water/air/food", it's sort of strange cause the Kerbal had 12 hours of supplies during EVA and now has none.. If I were a Kerbonaut I'd put my helmet on and stay inside rather than being out on the radiation and micrometeoroid shower. So right now, it's better to stay outside than inside. This problem doesn't need to be tackled cause it's ok in Kerbalworld, but I'm just noting it's a bit silly - In my opinion, solid waste should not be transported over pipes. It's solid isn't it? Now you can basically connect the KAS cable to a ship and transport solid waste over it from a tank to a tank. In my opinion, you should think more when handling solid waste instead, so that you need to make detachable tanks that you can fill up with waste and throw out later or use upcoming KASPAR racks to move the waste from ship to ship. PS. I sent a message to TaranisElsu about modelling support, I'd like to help. Not sure if you've seen it =)
  22. I lol'd! I guess this means I really gotta come back to developing KASPAR, Kerbals are really suffering from blending everything into juice xD
  23. I've managed to make a no-RCS berthing to the station using the DROMOMAN, similarly to the HTV/Dragon docking. I had to approach to the station dangerously close to be in range of the arm, and then to come to a full stop. Stressing, but I've managed it:
  24. Good work =) I am just in the making of new parts for DROMOMAN, new hinge joints and trying to make a telescoping limb like the one used on the Russian strela crane =)
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