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Zaeo

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Everything posted by Zaeo

  1. What you have is a concave or convex monitor screen. It stretches out your pixels at the edge of your monitor. it's known as a "Fish eye" in photography. Sadly, the only way to "Fix" it is to buy a new monitor.
  2. Do a small search. It has been suggested almost since the beginning of kerbal.
  3. Current Project - Ion Powered RCS Thruster block! Stay tuned for Updates!
  4. I have a feeling it has SOMETHING to do with the parts filtering that was introduced in .20. I5 2500k GTX 770 2GB 8 GB ddr3 I still crash from memory issues, even with that hardware. Makes it interesting testing parts >.< The easiest solution would be for unity to make a breakthough in the x64 department, but that still leaves the x86 users behind.
  5. Okay, thanks for the help From what I understand a 1024x would be okay with a 4 pixel padding but ideally you want 8 pixels? that leaves...wow, that essentially means you loose about 10-15% of usable texture space O.o Final question: In the "mipped texture padding" that you leave, is it better to put it as a solid color, or leave it transparent? I work with transparencies in a XML multi-layer image for editing, then export to PNG. The transparent square indicators is how i determine different faces from other sections...do I extend the texture out 4 pixels in all directions from that face*If i were to use a 4 pixel padding* or leave it a solid color, or even transparent as i have been doing it. I can say this, I did notice quite a bit of "mip bleed" on a few of my models, now that I know the cause, I can fix it.
  6. Does mip bleeding still occur on 90 degree angle faces? I'm designing my models in such a way that is is almost entirely 4 point 32x64 or 64x128 textures for the most detailed faces. aka, if i had no circles, I could use 100% of the 1024x1024 texture sprite.
  7. you can name thrust transform *to my knowledge* to ANYTHING you want, be it thrust, transform, stars, little_green_men whatever floats your boat, if it is called in the config file. I have my light module set up like this, for example MODULE { name = backlight lightName = light2 useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 //resourceAmount = 0.04 animationName = recanim useResources = false } MODULE { name = ModuleLight lightName = light useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 resourceAmount = 0.04 animationName = recanim useResources = true } } I had to call it twice, as this particular light faced the opposite direction to simulate a point light with far range that didn't illuminate every part within the point radius, including parts behind the light. There is a small drawback with this design, that it will heavily illuminate an object that's within less than a centimeter away... light and light2 are two separate unity entities that are a child of the main model. the reason the first one is named "backlight" vs "module light" is because it called a hard coded value to show the radial menu for the light on off switch. changing that name stopped that from being called, whilst giving me the ability to have a plugin call that for any other reason to use it. for the engine MODULE { name = ModuleEngines thrustVectorTransformName = *thrustTransform*"Replace with whatever you want" exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 50 heatProduction = 300 fxOffset = 0, 0, 0.21 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 390 key = 1 300 } name = Insert random name here thrustVectorTransformName = *insert unity transform here*"Replace with whatever you want" exhaustDamage = false ignitionThreshold = 0.1 minThrust = 0 maxThrust = 0 heatProduction = 0 fxOffset = 0, 0.2 , 0.36 }
  8. Hey there guys, I was wondering if y'all maybe had an answer to something I've been wondering... I have been working my butt off on some models for my parts pack, and was wondering a little bit about UV mapping... the "edges" of faces within the UV map, do the edge themselves count as a pixel? I ask this so I can utilze almost 100% of the UV space by means of resizing and the like. For example, Face 1 has vertex coordinates of: 0,0;0,32::32,0;32,32 Face 2, of a separate seam has vertex coordinates of: 32,32;32,64::64,32;64,64 Would I get all of the pixels on the edge, ie 0-32 and 32,32 as separate lines, or do the edges themselves count as pixels? Am i going to have to size it down slightly smaller than a 32x texture face? Or can I, in a image manipulation program like gimp or photoshop, get a perfect 32x texture face for each, utilizing what happens to be a 1042x1024 sprite map? Thanks!
  9. Hey all, I've undergone some serious restructuring of things over at Ptech industries. Without Futher Ado, I present The Development thread! Here's some beginning previews of upcoming parts. That is a Square light, perfect for those interior sections of your base!*If you've got interiors!* I have 8 ongoing projects I'm also working on. I plan on adding somewhere between 20-100 parts *mostly around different lighting types to suit different needs! Next project: Ion Powered RCS thuster blocks = Features: Dynamic lighting, you press a control button and only the port that is thrust active will light up. Also, thrust is incremental over time that button is pressed. max thrust is .25,m down from monopropellant 1.0, but you have a LOT more control without the need for additional mods. This is designed with small spacecraft in mind. Stay tuned for future releases!
  10. Yeah, As mr. Desmond says, a cylinder that has one face ripped off, and the edge verteces of that merged until it "flows" No real quick way to do it"That I know of"
  11. Edit: Okay, my description of the problem was deplorable. What the problem is this: The radial part is attaching "face first" as opposed to "bottom down". I want the surface attach point to be on the bottom of the model, and its on the top atm. Any solutions?
  12. Not sure if this is a planned feature...but you could potentially include "mission flags" for certain scenarios involving colonization of the mun and other bodies, that is "selected" upon accepting the mission. Just a piece of eye candy, instead of making everyone produce or use their own flags for it.
  13. Hey there, I've kicked my development into high gear, and I had noticed my models had more faces*more round* than kerbal's stock parts. How many faces are in the cylinder's side? Thanks!
  14. They probably didn't connect them due to the alpha nature. Creating roads between buildings now would make it interesting to deal with if they ever decide to add more buildings, or decide to shift the positions of existing buildings. Instead, I would ask for something a bit more in depth, AKA a procedurally generated system*for roads between buildings*...this would save on headaches later if they ever decide to let us build our own space centers on say, the moon. Honestly, I'd love to see that before roads*the part about us building our own space center on other planets we land on*
  15. There were some extra "code bloat" sitting around that they snipped, fixed missing properties of parts, as well as removed unused assets. That might be why.
  16. If you do figure it out, I'll be glad to forward my PIP to you to implement. Also, if you can, try to have the ability to drop 20 per kerbal, as one per kerbal on the moon is just... If BoJaN is a dead end, try contacting the maker of Kerbal Attachment System, or KAS. He has a few extra bells and whistles.
  17. Only had a model, I know nothing of C# code to try and actually put it into play. As for the Quantum struts developer, http://kerbalspaceprogram.com/quantum-strut/ BoJaN apparently. However, I'm going to be redesigning it, because there are FAR too many faces for the size it is going to be.
  18. I had actually wanted to create little "P.I.P lights"*Placed Illuminating Part* that created parts and did that*a way to mark paths on the moon, or landing pads, that sort of thing.* I do know that the maker of Quantum Struts had managed to give a kerbal something, so you could try contacting him/her to see how they accomplished that. I hope this helps.
  19. Hey, I'm just wondering if the .20 part tools work for .21 stuff, or if there is a new part tools? I just reformatted pc, and have to set everything back up.
  20. Good luck in the .21 upgrade, I'll be waiting patiently!
  21. Or even have an indicator on the pack itself that glows green, yellow, orange, red,for 100%-75%>75%-50%>50%-25%>25%-0% respectively. More glowey lights to look at!!
  22. Interesting...It will be nice to see this concept actually tested in space, and then gain control of the ship after rotation is started.
  23. I...errm...5th? this! Eventually I'll get around to actually releasing a part >.> I'm having a helluva time trying uv mapping and the like.
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