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Warsoul

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Everything posted by Warsoul

  1. Added : Executor Engine Type 4 Light Switch for mostly all Emissive Parts DustBike Pod ( Early access) Atlander Series Color changes Fixed : Some minors tweaks and balancings
  2. Added : Executor Engine Type 4 Light Switch for mostly all Emissive Parts DustBike Pod ( Early access) Atlander Series Color changes Fixed : Some minors tweaks and balancings
  3. I need help to add my mod into Ckan under All Rights reserved licences. Who can help me or explain how it work ? https://spacedock.info/mod/899/MaErDa Corp Beta Testers Pack
  4. http://trendintech.com/2017/05/23/new-monster-mars-rover-looks-a-little-scary/
  5. https://i.giphy.com/26xBGIluaD1iHYe1W.webp http://trendintech.com/2017/05/23/new-monster-mars-rover-looks-a-little-scary/
  6. Why people donwload old version of my pack ?
  7. Not yet just finished to flip all my normal map. I'm on expanding the MaErDa techtree for more Tier level on each nodes. Idk why my 16 technodes i does yesterday has vanished when i reloaded ksp. Wich one i need to edit ? ModuleManager.TechTree or TechTree.cfg ? There a fastest way to edit the techtree than editing by hand ? Yeah this is coming in V0.93 with the new Executor Engine Type 4 !
  8. I followed the old thread instructions but it won't work at all ! What i'm missing ? MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = node_Bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 3 jettisonDirection = 0 0 1 }
  9. 3d artists use an flipped normalMap to fake an cartoon style character in 3D, maybe it's the solution for highlighting PBR shaders ! https://blog.sketchfab.com/creating-a-cartoon-outline-for-sketchfab/ This artist use this technique to outline his model. Boderland use this technique alot. With a big green outline Squad can solve this PBR shader outline issue. https://sketchfab.com/models/648a20abcf414c6faf95bab4ab3f4b76 Or simply made an PBR shader who change specular color to an filled high green value when selected.
  10. 6000 layers ? 150 okay but 6000 it's impossible ! You will love substance Painter 2, especially if you are good with photoshop. The 2 software add to themselves. You need photoshop for fines edits and substances painter 2 for auto-generating and baking details. For the time saving; it worth his 150$ 3 times ! Idk why Squad doesn't use PBR for now. Maybe for performances issues but i have an 8 years old cpu (i7 920) and i have no problem at all with 4096 textures inside ksp. A good advice for the free trial: don't install now. Watch all tutorial 1st then install.
  11. You must take a look for substance painter 2 and designer 6. Awesome tools and affordable. I use PBR in KsP but i use only ColorMap/NormalMap/Emissive for now (Too lazy for converting specularMap into colorMap Alpha channel)(My Gimp take 20 seconds to load each time) That would be really cool to saw an ksp shader who add MetallicMap and RoughnessMap( Because my models look uglier witout them and pbr it's all about metallic/glossiness/roughness). Has well has HeigtMap but this one will harm performances alot. By simple curiosity; wich textures size you use ? 1024/2048/4096 ?
  12. Sry i tought we had some alerts when we edited some followed topics. I don't know how much ksp modders use PBR metallic workflow with DirectX11 NormalMap output honestly. I'm prolly not alone using Substance Painter 2 with sketchfab exporter. I will set-up an Output Config for Substance Painter 2. With 2 NormaLMap Outputs. I was used to simply use exports documents maps with no alpha export settings in Painter 2. Works with 80% of softwares or games.
  13. No, i have an specularMap but we have to convert it into grayscale and manually paste it into Alpha channel of the colorMap. K look good now ! KsP use OpenGL NormalMap. IdK that, i tought OpenGL was almost dead. ''I don't see why there would be a need to flip the green channel in PartTools. Just crate the correct map to being with.'' Simply because i already have an Unity and Sketchfab Pipeline Workflow wich is based on DirectX NormalMap. (Most of game work with DirectX NormalMap) That force me to export two set of normalMap for each models instead of simply check a box to flip green channel. Sketchfab work like this and many others. That a few lines of codes to be added to Ksp Parttools but alot of time saving for modders.
  14. Why they can't add an flip green channel in Parttools ? Why they can't add an specular slot into Parttools to auto convert to the colorMap alpha channel ? like plz I only have photoshop element and Gimp I can extract normalMap_OpenGl from substance painter 2 but it'a a pain in the ass to do a second export per model. I have to fix 45+ normalMap now That's why my models looked ugly into Ksp ! Dammit i'm a noob ! Ksp is an openGL game ?
  15. Just found that ksp shader work in opengl normalmap format ! i have to flip all my normalmap green channel ! Dammit ! There is a way to add an invert green channel in ksp parttools ?
  16. Can you sent me the unity scene for tha tankwheel1 ? i will use it has reference for others wheels. Unity export package --->
  17. There is a way to offset or scale an existing IVA ? To fit on my Pods ?
  18. Why Squad doesn't give an unity template for each stock part for modders ?
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