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RGBPeter

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Posts posted by RGBPeter

  1. 12 hours ago, harpwner said:

    I'll give you the AO maps tomorrow! (And be on skype)

    I'm not on skype anymore. (they changed the ToS in a way that made me not wanna click that "I agree" button) I'm on discord now at RGBPeter#7078. 

    In other news.... Did you know the B61 recently got an upgrade?  It's called the B61-12 now and the upgrade includes a fancy new paint job:  

    aTGDgD8.png

  2. 4 minutes ago, linuxgurugamer said:

    About the textures, I'll take a look at that, but need to be sure it's ok with different resolutions

    It works with all resolutions. Other ksp mods have used it in the past. It's lossless compression based on a combination of the LZ77 algorithm and Huffman coding. If a chunk of pixels are all 100% black it reduces the colour depth in that chunk (you don't need 32bits of colour info to define a black pixel). It also removes useless junk-bits found in the .PNG header:  

    AIL4317.png

  3. KerbalReusabilityExpansion\StageLegs\LegTextureBlack.dds

    That texture is quite large @ 20.8 MB. You might wanna reduce the resolution down from 4096x4096 to something like 2048x2048 or even 1024x1024. 

    You could also go with the DTX1 format instead of DTX5. You aren't using an alpha channel on that texture. Storing it @ 4096x4096 in DTX1 results in a 10.6 MB file

    1.  In:
      VanguardTechnologies-0.1.10.1\GameData\VanguardTechnologies\Parts\parachute

      there file called "spannerMonkey.zip". I don't think that file needs to be in the release. 

    2. I ran a fancy lossless compression algorithm over textures in your mod and managed to reduce the size by ~33%. It's called "OptiPNG", it's open source and you can get it here http://optipng.sourceforge.net/  

  4. First off, awesome to have another modder adding their talents to the pool!

    Now, on to the teaser texture. It's excellent and if it's a good hint of what your going to be doing in the future I'm very happy. Now, if your expecting a 'but', you're right, but its more of a personal thing. Not a huge fan of the colorful scheme (though, to reiterate, it is very well done). I'm curious if your planning for mostly 'display' textures (a la the tomahawk shown, or 'realistic' textures that are significantly more boring.

    First of all, thank for the constructive feedback. Don't worry, all the textures I do are based off real stuff. So there will still be a lot off "boring gray tube's" for you to hang under your wings :P. When a missile/rocket/bomb has multiple paint schemes in real life, I pick the one that, in harpwner's and my opinion, looks best. Most weapons don't have fancy colorful paint jobs, but the tomahawk had multiple. I based the tomahawk texture on the fist series of missiles flown by the U.S. Navy during the cold war. Here are some pictures: 1, 2, 3

    Ow and if you have an idea/suggestion for a paint scheme for one of the part in this mod, please tell me. Suggestions and feedback are always appreciated

  5. sorry to break it to you, but the next update is involving a full texture revamp with the help of RGBPeter, and I'm still making parts and editing existing ones

    I'd say, probably a week, 2 at most

    I just realized that I haven't properly introduced myself in this tread, so... Hi! I'm RGBPeter and I'm revamping the textures in this mod. I started working with harpwner about 1 or 2 weeks ago. Texturing is always a slow processes and harpwner is a real modeling machine, supplying me with a new model to work on every few days. I'm not gonna tease any textures for the new parts. I want you guy's to know what to expect from the revamp, so here is a sneak-peak of the new texture for the Tomahawk.ceUN9SU.png

  6. I do all my modeling in solidworks. I use it a lot for both my robotics team and at work, so I've gotten quite used to it. I also feel it provides better quality models that blender. I exported the solidworks files to blender and then to unity.

    Here's what I did for the textures: I used blender to export the UV map as a png so I had a template. Then I imported the png to photoshop and used that to add colors to the template. There's probably a better way to do it, but that's how I did it.

    http://imgur.com/a/GdquJ

    Check out that guide

  7. If your using Photoshop you will need nvidia texture tools plugin set transparency by selecting the background layer and hitting "Ctrl+J" to duplicate the layer. Then use the the "background eraser" tool to erase the lower layer. Select the top layer and slide the opacity slider to the desired lever(use the fill slider if your want to preserve blending options). Save As.. "D3D/3DS" select the "DXT5-ARGB" format, under image options select "color map" from the drop down and make sure the "generate MIP map" option is on.

  8. Has to be diethyl ether! It's literately the best non-polar solvent available over the counter. I always keep a few bottles laying around. Removing glue residue, cleaning paint brushes, removing permanent marker writing, getting candle wax out of fabric, you name it. Only downside is that it stinks the place up and the vapors make you drowsy.

  9. Yeah, my texture is very basic. This is my first mod, and I'm still learning. I'm much better at modeling than I am at texturing. I hope to improve the textures in the future once I get a bit more experience.

    Your modeling skills are quite impressive, a lot of detail in this model.

    I'm willing to sink some more time into touching up that texture, always happy to help.

    What software are you using for texturing? maybe I can give you a few tips & tricks

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