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KSP2 Release Notes
Posts posted by LaydeeDem
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Congratulations Nova!, you have been here since the beginning, good to see you get what you deserve!
Have a present:
[move] :hailprobe:
:probe:
HAIL THE MIGHTY PROBE GOD! :probe:
:hailprobe:[/move]
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I\'m going to be so mad if they don\'t consider interstellar because of fuel concerns. Two words: ANTIMATTER ROCKET
How do you think the satellites got to other planets in the solar system?
Not with antimatter. The problem isn\'t fuel, it\'s constant updates. Every major update you have reset your saves, so interstellar missions are impractical from a game play point of view, until they add super time warp. Unless, you want the game to not be updated any more. Do you want that?
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Funny thing that. I do and always did draw my webcomic sketches on paper before putting them on the computer. Originally I did that by using a camera, and then using the pen tool in Paint.NET to trace over it.
I ended up with seriously wobbly lines, and it just didn\'t work. So then I started using the Ink Sketch tool. I thought it was pretty good, because it took my drawing and made it black and white, so I could easily just fill the colours in. But it was by no means perfect, and worked badly in combination with my flatbed scanner, leaving me with a lot of interference to remove.
More recently, I have taken to using the \'black And White\' scan option, which works a lot better than Ink Sketch.
The biggest reason why I use thick lines is simple- it allows me to colour it in more easily. Doing it with antialised lines would leave a lot of missing colour and comes with a lot of complications that I\'m just not ready for. I would rather improve my drawn art than my digital art first, although its not mutuallly exclusive. Just noticing what makes one of my digital drawings inadequate helps me get better.
I do hope to one day be able to use antialiased lines, but the closest I can get for now is shrinking the image a little before putting it back to its original size.
As for a tablet, that may be in the pipeline for some time, but right now a have only a little over £10 in my bank account, and that will be disappearing when I buy Iron Sky tomorrow. Nevertheless, my uncle was planning on getting me an iPad as a \'You finished your GCSEs!\' present, provided I did well, though i don\'t want an iPad so we decided the present was to be discussed. It could be a drawing tablet if I asked.
It\'s not the same, but I do have a stylus mousepad called a Wintime \'PalmPal\'. It\'s designed for putting signatures on things or as an alternative to the keyboard.
I think the best way you can deal with the thick lines is to use layers. Hope you get the tablet. Also, I think we need an art thread now. ;D
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They\'re standard Unity assets. It was pretty easy to slap them on. We want something a bit better later though.
Wow. Kerbal has more placeholder items than I thought. lol. ;P
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Those engine effects look very familiar. =P
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You make some good points. Now I\'ll counter them.
The \'lizards\' as you call them [they are actually alien mammals, they just have green skin and snouts] are taller than Humans are, and Hannah [the Human in the picture] is short for a Human. Genetically Engineered Life Forms - Felix [the Feline] and Guardian [the Avian] are somewhere between the average height of Human and Haikovan [the \'lizards\'].
Meanwhile, the giant cat paws hanging over the ship belong to Sekhmet, the webcomic\'s Big Bad. And in this case \'big\' is literal. Sekhmet is a massive sapient cat.
As for your last sentance, I\'m 16, I do like drawing furries but don\'t identify myself as one [though the most broad definition would say I was], and yes, this was done on Paint.NET. Also, I have DeviantArt, but i haven\'t posted anything there in ages.
According to TVTropes, Haikovans would fall under \'Humanoid aliens\' rather than \'Rubber Forehead Aliens\'.
Now that you know what this is about, do you want to expand on your criticism a little?
Thank you for the explanation, It helps a lot. My main point of advice is just to make it a teensy bit more realistic. Put some shading in, make it look alive. And unless you have reason, get rid of the thick black outlines, and replace them with slightly darker( or lighter) lines that match the colour. Or, you can rid of the outlines completely. As far as I know, there are few artists/critics on the KSP forums, so I suggest doing some research and asking around in art forums. You have good potential, and with some practice, you can do pretty well. If you have the money, I recommend investing in a drawing tablet. It is much easier to use a tablet than a mouse. If you can\'t afford it, try drawing on paper, and then tracing over it on the computer. Good luck! :thumbup:
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It feels like I\'m on DeviantArt. I\'m just gonna throw out some criticism and tell you that your proportions and realism need work.The lizards look way too human, and what the heck is with the giant paws on the spaceship? I understand that it is a WIP, and that\'s good. It means you can improve it. Because honestly, it looks like a twelve year old furry just discovered how to use Paint.NET and posted her artwork on DeviantArt. Sorry if I sounded harsh, but I just want to see it look good and done right.
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Ah, the days of no symmetry. I remember when Sunday Punch and SIDR were the big mod packs, and Sunday Punch had these huge spherical cheat part tanks. Also, I didn\'t know how to use SAS and I only used SRBs.
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This is pretty late. But it was glorious. Goonswarm extracted many carebear tears that day. I believe right now they\'re trying to attack anyone who mines in higsec. So just a heads up.
btw, just before any more assumptions are made, I am not with Goonswarm, I just find their actions hilarious.
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Stock fuel tanks meaning vanilla, or the 1m tanks included with SE2?
Well, seems to happen with other tanks and stock. But it is balanced perfectly with SE2, which actually makes sense considering you originally wanted it to be a replacement for Kerbal.
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Is the T360 liquid engine in Sillisko Edition 2 supposed to be overpowered? I have reached Kerbin escape velocity with two stock fuel tanks. ???
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It\'s 1:31 AM but IT WAS DAMN WORTH IT
I better get to bed now before I pass out on my keyboard. ???
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you would add code via coding your own module
as for how. add
animationName = <your animation name here> to the CFG
I have NO idea in the world on how to code. Is there any examples/tutorials I could go off?
Turns out I magically was able to make it work. But a guide would be still good for future reference.
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Can someone please make an in depth tutorial on how to get animation to work in KSP?
Ok, I managed to do it, but I know there are others who would like to know how to animate. There should be some tutorials for this stuff.
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Nah, he got it, but thanks.
Now he is replacing SCP-173 with a blockhead, replacing the monitor face with sanic, and other stuff with sanic.
Ummm. What? ???
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Sorry for double post but it seems I need to set up an animation script? How would one go about doing this?
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I also thought of Brighton Beach. =P
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did you add code for the module to support the animations? or are you just using lander leg to try and play them?
I don\'t think I added code. I just used lander legs. How exactly would I go about adding code?
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Send me the .blend file.
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how odd lol. I guess I will recommend this to people having issues.
anyway... my days work.
Looks great! How did you get the animations to work? Mine work perfect in Unity but do nothing in game.
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The animated version of the landinggear must be named 'HLandingGear' not just landing gear
you\'ll also need to name the animation 'Retract' and set the 1st and last frame; to do that click on your imported object in the project, scroll down to the box where you can click 'split' animation. Click the + sign and it adds one animation named idle; click on the name and rename it to Retract. then set the 1st and last frame to whatever they are in your 3d software (Mine was 1 to 72) and click apply. Should work when you hit G now.
And you\'ll want 'automatically play' to be off
(If you can\'t tell, I have been wrestling with Unity the past few days )
I did what you said and hitting G actually works now, but the animation still won\'t play. I have it as an HLandingLeg right now in the CFG file, I tried HLandingGear but that just made it grey out in the editor. (Part type doesn\'t exist.)
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I am currently making a part for the game that has some animation. The animation is perfect in unity, but it only shows up in the game when I tick the 'play automatically' in Unity. I currently have it as a LandingGear part type. It shows up fine, loads fine, but the animation doesn\'t work when I press G. Is there a fix to this?
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It exports to the root folder of your Unity project. Which is sort of how unity does things . Just copy it over to your KSP folder when you\'re ready to use it in game.
Ok. Well, I can say the part works successfully. I guess I should move on to emissives and animation next. ;D
i hope KSP looks like this one day
in KSP1 Discussion
Posted
As far as I know, Kerbs got food covered, they\'re plants, they can photosynthesize. If they can\'t get enough we\'ll just strap a large chink of Minmus on to the Command Pod, it\'s made of mint icecream, right?