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Everything posted by Alskari
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Released! http://kerbalspaceprogram.com/hollow-structures-hulls/ -
0.20 - PartTools, GameDatabase and new features
Alskari replied to Mu.'s topic in KSP1 Mod Development
My issue is that the nodes remain in the same position regardless of the rescale factor on the part. Although the tiny nodes do irritate me. -
0.20 - PartTools, GameDatabase and new features
Alskari replied to Mu.'s topic in KSP1 Mod Development
From my experience it seems that your nodes do not rescale with you model using this method. Is this what you're experiencing as well? -
IVA Internal outside of pod exterior
Alskari replied to Boogaman's topic in KSP1 Modelling and Texturing Discussion
IVA needs to be set 90deg off of the part structure. It makes absolutely zero sense to me. There's a .17 example that barely works anymore. I'll try to find it. -
0.20 - PartTools, GameDatabase and new features
Alskari replied to Mu.'s topic in KSP1 Mod Development
I am also having trouble with the new nodes. I'm probably naming something wrong. Is there an example anyone has? -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Thank you! -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Here are the connectors. All that remains for an alpha release is getting the .cfg files in order. Anyone who might want to help please let me know! -
I'm assuming you're using Unity to assemble your collision meshes? If so: -Add an empty 'Game Object' to your part structure. -Add a 'Box Collider' asset to the game object. -Move the game object with the box collider where you want it relative to the part. (Near a door) -In the top right click Layers, Edit Layers, type 'Part Triggers' into Layer 21. -In the top of the Layer Manager window under Tags there will be an 'Element 0' change this to Airlock. See how far that gets you.
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Send me your dimensions and I'll make an adapter! Nice work so far!
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If you're interested send me a PM with your email and I'll add you to a SugarSync shared folder. In it myself and a few modders have put together a Unity project with example files.
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Progress has been slow. Texturing is my least favorite thing. Once I get a few connectors, I'll release what I have so far. -
I'm sorry I got distracted and didn't really reread for clarity. What I meant to say is that the time you'll spend getting a .dxf or .iges file converted over, a UV map exported, and everything into Blender and then Unity you'd be better off just learning Blender since every change you make will need to be done completely over. I learned Blender in the process of trying to convert some 3-D models over, and now just use it for KSP.
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I come from a ProE/AutoCAD background and hated Blender the first few times I tried to use it. Once I actually took the time to learn how to navigate the menu system and a few shortcuts, it's just as easy, if not easier for what you'll probably end up doing in this game.
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I would recommend the Vanguard as most people will just keep asking for EVA control.
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
I only created one of the floors and half a wall as I intend on just mirroring everything over in Unity. This is pretty much the last of the modeling I'm going to do for now. Next up is splitting everything into bits for collision meshing, texturing, and assembly in Unity. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
I like the micro meteoroid shield. Most of my parts are meant to be structural and at some point I (later) will probably add some shell/shield type parts, both to seem functional and help match stock & other mods visually. Beware the quad coupler method. It will work beautifully for stations and such, but is prone to wackyness when used for ships. Node placement will help you a lot when it comes to bending. You textures are already much sexier than what I plan on producing, so don't worry too much about that. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Looks nice! My older stuff is a bit hideous, as it is the first mod I've ever made. I like your mesh floor/ceiling. Could I steal the texture file for that? If you don't mind I'd like to make an adapter to transition between your parts and mine. What are the relevant dimensions? -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari replied to Alskari's topic in KSP1 Mod Releases
Thanks! I saw that mod earlier and wondered how it would work in orbit. I'll have to test it out. -
[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Alskari posted a topic in KSP1 Mod Releases
Obviously this mod is out of date. I am very slowly working through getting these parts properly done since they were all made before any economic stuff was implemented. I'm not giving any concrete dates. My work has picked up greatly and it generally seems that I'm only going to be able to mess with this stuff one week a month. Hello! I made this mod with the intent of allowing an 'internal EVA' playstyle. These parts aren't really meant to be practical, but instead are for a different kind of challenge. While I use some sci-fi inspirations I do not aim to recreate any historical or fictional ships or stations. All of my stuff is made up by me. (Visually, others have contributed general ideas and .cfg work) Whenever you CHANGE ANYTHING in your 'GameData' folder make sure to copy your 'Saves' folder to your desktop so that you do not risk losing progress. CHANGE ANYTHING includes but is not limited to installing mods, updating mods, or making manual edits to files. If you are familiar with modding KSP feel free to disregard this. SpacePort Link - Cubic Series : Last Updated 2014/04/09 Required Downloads: AdvancedAnimator : Currently included in the Spaceport download. RasterPropMonitor Hyomoto's MFD Additional Downloads: Hulls : An amalgam of structures conveniently smashed into a single part. Currently only one hull. Ultralight Series (HSH-V8.3) : The old rectangular octagon style with newer models and textures. Ultralight Adapters : For use with Cubic Series. Designed for those who want it all. Legacy Series (HSH-V7.3) : No longer maintained. The original style. (gross) Mod Starter Downloads: Custom Rooms : See this post for more info. Hull Starter Kit : See this post for more info. Known Issues & Requests: _ IVA Orientation. This is a bug from the sfr code. I am making progress towards a solution, but I do not have one yet. One part can still have the correct orientation, so consider making a cockpit the root part for your vessel. _ Some of the connector sections will not attach for certain nodes. This is due to the fact that KSP only allows for two root nodes. Try attaching them at a different geometry. For now there is not a good way to work around this, other than to make multiple parts with re-ordered nodes. Which would be horribly messy. _ Nodes disappearing in the VAB. I have no idea what this is and it has been reported in other mods as well. _ LAG! For the time being, do not place more than a few cockpits with the MFD display on the same vessel. This will cause some severe lag. Consider also modifying the ExampleMFD config to lower refresh rates. _ Gravity has been mentioned by several people. I will be looking into it after I solve the IVA issues. Anyone who is interested in trying to tackle this issue is welcome to contact me. This mod will allow kerbals to walk on parts that are in a gravity field but not landed. Buggy, and needing a new home. _ I also plan on making an inset door for more convenient use. More hulls and stations are on the way as well. _ No research integration. (Interested parties please contact me) _ Poor textures. (Texture artists welcome) Special thanks to these users: Gus - .cfg weight balancing in the Ultralight Series Kreuzung - Allowed the use of the VanguardTechnologies plugin. Not specifically affiliated with this mod. sfr - Code for the drawing of kerbals in IVA state. Mihara - RasterPropMonitor sexiness. Hyomoto - The wonderful RPM-MFD which I have lazily used in my cockpits. stupid_chris - The AdvancedAnimator Artists with work in the Habitation Cube or the Custom Rooms download: Dungchunker - Jeb on the Mun Blue - KCFS Poster EarthLight - Duna Poster Thank you as well to all my testers over the past year (holy crap I'm slow at this): Gus, cttw, dommcq, hydran101, klgraham1013, likke_A_boss, nianor Example Pictures of the Cubic Series: not-a-cylon's Fantastic Creations: Example Pictures of the Ultralight and Legacy Series: Thanks to users ahappydude, Eskandare, & Gus Do not distribute derivatives without my permission, feel free to modify parts for personal use. Donating entitles you to nothing. Any donation will only go to Alskari who will then squander it on something unrelated to HSH. However appreciation is appreciated, and subsequently causes Alskari to feel guilty about neglecting the mod. -
I like this a bunch. Maybe add some reinforcement to the glass. As for production you could create a food or oxygen resource and use ModuleGenerator, but you'd need to do some additional work on the consumption side of things.
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You can drag your .blend files straight into Unity. I would strongly recommend learning to use Unity, as it will open up more options for you.
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I agree. EVE Online has been consuming all my free time, and I am horribly lazy about everything other than modeling. I'll do my best to knock out some updated octagonal rooms and fix the Remora's hatch before the weekend. Send me a message with your email and I'll send them to you for testing.