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Everything posted by Eskandare
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annoying unity/ksp texture bug
Eskandare replied to amankd's topic in KSP1 Modelling and Texturing Discussion
It appears your normals are reversed... oh wait everyone beat me to saying that. -
Need help!! Texturing.
Eskandare replied to Tristonwilson12's topic in KSP1 Modelling and Texturing Discussion
Actually... the explanation of how to model and paint sounds more complex then it really is. I learned to model in just a week by playing with the tools in Blender and seeing how each tool works. I made tons of practice models and learnd how to UV each mesh. The more practice you have using the tools the better and quicker you become at modeling and the more efficient you become at making a working piece of art in ksp. Blender may not be as intuitive or user friendly but it is a very powerfuL cad engine I still haven't learned to unlock it's full potential. Instead of trying to make a full command pod, where you'll want to make an IVA model. Try starting with something simple like a fuel tank. A few cylinder meshes, or one if you chose, then add a UV. You'll start to get an idea of how the tools work. Read up on how to do certain things on the blender wiki. The blender forums have a plethora of information too. Study the geometry of real life objects. Don't just look at it, actually study how each shape fits together and try to replicate that shape in Blender. Just as a note, the model there you which you pulled off of NASA's website won't fly in Unity. Just the collision mesh alone is going to be a problem for you, and it may not want to compile into a *.mu file. I'll admit I've torn apart meshes from NASA, but to study the shapes to make my own game compatible mesh. Disclaimer: I will not make it for you, so please don't even think to ask. I have already three active mods I'm working on and I only get an hour a day to work on each. I seriously encourage you to design make, invent your own work. It is more satisfying then trying to import an already existing model that someone else created. Plus you can create whatever is in your imagination. -
Need help!! Texturing.
Eskandare replied to Tristonwilson12's topic in KSP1 Modelling and Texturing Discussion
I agree, for the complexity of a game and all the parts the video board has to render all at once, models have MUST be low in complexity. The art in game asset design is to use clever texturing techniques to create the illusion of complexity. For example: bump/normal mapping to give the illusion of ridges, panel seams, welds, and etc. The modeling part is easy once you know how the tools work. Smooth rendering makes faceted objects look smooth and round, so you don't need 20,000 tris to make an object look pretty. All you may need is a few cleverly moddeled meshes and some good painting techniques. In my opinion modeling and painting is the easy part. Setting up the imported part in Unity and applying all the needed components, animations, emissives, emissive animation, rigging, lights, thrust transform, and etc, are the tedious and hard parts for me, then the tedium of config writing. Once that is all over, I get the pure bliss of satisfaction that I crashed my part into the Mun. I'm happy KSP doesn't use Oxygen2 for it's modding. -
I'm making a nuclear turbine. The premise is that the engine uses the heat from a nuclear reactor to rapidly heat up gases passing through a heat exchanger, thus it can use any gas medium as propellant. I'm trying to find a simple way to make Duna's, Eve's and Jool's atmosphere useable in this context. Does anyone have any ideas? I was thinking of making a resource called atmosphere or something and have it collected as you fly. Would that work?
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[0.90] Kerbin Shuttle Orbiter System v4.13
Eskandare replied to helldiver's topic in KSP1 Mod Releases
The KSO is flies very squirly with the new aero physics. -
Wow! Thanks Sumghai! This is very useful. When I started I used 4.3.3 and man oh man that as a mistake. Edit: fortunately my models are not too complex to animate so just reimported them into 4.2.2. Edit2: Even though U5 is better, I'm going to hate trying to port everything over. At least I already use convex collision meshs.
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Need help!! Texturing.
Eskandare replied to Tristonwilson12's topic in KSP1 Modelling and Texturing Discussion
Practice making UV maps, start off with an export of the UV layout, import it into gimp or photo shop and go from there. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Eskandare replied to KospY's topic in KSP1 Mod Releases
Anyone else having a problem with KAS hanging on KAS_CPort1? Never mind, forgot to update KIS. -
[help] How do I animate gimbaled engines?
Eskandare replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
Ahh okay thank you. I know about kmgimble and now I get how it works, but rotating transform in unity tends to rotate in directions I didnt intend, how do I keep it on one axis. I use unity to animate because I don't feel like converting an animation from blender to unity. -
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
I work with AlphaAsh on Kerbin Side. The destructible buildings have been an issue, as Squad hasn't made that animator accessible. -
Thank you I'm making this as a stock alike. The textures I'm making are going to be reminiscent of the stock LV-N, and Turbo Jet.
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[HOWTO] Airbreathing Engines in KSP 1.0
Eskandare replied to NathanKell's topic in KSP1 Mod Development
Nathan, please pin this for our air breathing brethren, this is some important useful info. -
Since when did Kerbals care about launching nukes? Unless you crash them... Originally the nuclear turbine was going to be used in a bomber as a test, but it got canceled because of the ICBM.
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That is basically the idea, except I'm putting in a few nerfs to prevent the engines from being overpowered or cheats.
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[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Back to working on this mod. Many major config changes must be made to make it 1.0 compatible. Updates coming soon. -
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
No it's not dead, thank you for asking. I have been very busy in RL and had paused until 1.0 was released. I'm back to working on this mod and updating my other mods. -
That gave me an idea! Added a new engine called the K.U.N.A.I. (Kerbin Utility Nuclear Aircraft Inductor) [The name not not a sword, more of a gardening tool used as a weapon] It will serve as a nuclear version of the turbo jet. Nodachi is moved up to being a ram jet. the MASAMUNE is basically a Nuclear RAPIER. I'm placing these engines high on the community tech tree so that career mode isn't made instantly easy.
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Nuclear Aircraft Engines To download, go to the Thermonuclear Turbines 1.1 release page. Development Album OLD Development Album A new hot way to get into orbit! This is a small mod in development that adds nuclear turbine aircraft engines based off of this concept, Aircraft Nuclear Propulsion, Project Pluto (Thanks to Nothalogh for sharing this link) and the similar Soviet program Tupolev Tu-95LAL, also with a little influence from the Choujikuu Yousai Macross anime series and sequels to give one of the engines space capability. I've been passing this idea around for a bit, and with the new changes to the LV-N Atomic Rocket, I can now make it. The concept behind the engine is that thermal energy is transferred through a heat exchanger into the "can" (combustion section of a turbine) instead of using combustion to rapidly heat up gasses to turn the turbine and provide thrust. Features: Six Engines: MASAMUNE, KUNAI, Short-M, NODACHI, MURASAMA, KATANA Custom Sounds Custom FX Attention: Much like the R.A.P.I.E.R. engine, the nuclear engines' CoM is adjusted forward to both help balance the craft and to simulate parts being gutted out to make room for the compressor, diffuser, and reactor "can." Current Issues A small bug with using conventional engines along with the nuclear engines will make them effectively nuclear. FIXED! A small bug with the "turbine spin" when switching modes of the MASAMUNE where the turbine spins down in nuclear rocket mode. FIXED! (New models and design change this.) Bug where the alternator does not supply electricity in nuclear rocket mode. This is caused by the muti-mode engine module. Just deploy solar panels in space. FIXED! (Although still good to have solar panels.) Current Status: M.A.S.A.M.U.N.E.: COMPLETE N.O.D.A.C.H.I.: COMPLETE K.U.N.A.I.: COMPLETE SHORT-M: COMPLETE M.U.R.A.M.A.S.A.: COMPLETE K.A.T.A.N.A.: MK2 cross-section, Being finished Currently Planned: Direct Air Cycle Engines (Phase I) MX-01 K. U. N. A. I. (Kerbin Utility Nuclear Aircraft Inductor) for those transport planes that never need to land. [does not go to space] MX-01X M. A. S. A. M. U. N. E. (Multiple Accelerator, Specialized Aicraft, Modified Utility Nuclear Engine) [goes to space] MXF-01 SHORT-M (Short M.A.S.A.M.U.N.E.) [lighter, less powerful, designed for small minimalist SSTOs] MX-02 N. O. D. A. C. H. I. (Nuclear Over Drive Aerospace Craft Heat Inductor) For your forever 2.5m flying needs [goes to space] MPX-01 M. U. R. A. M. A. S. A. (Multi Use Rotating Air Mechinism And Specialized Aircraft) Nuclear Propeller [you'll wish it went to space] MX-02 K.A.T.A.N.A. (Kerbin Aerospace Transport And Nuclear Acceleration) MK2 Style hybrid engine. [Also goes to space] Indirect Air Cycle Engines: (Phase II) planned but tentative Mk-II Reactor Mk-III Reactor 1.25m Reactor 2.5m Reactor ID-01 Turbine IDX-01X Hybrid Turbine IDP-02-ID Nuclear Propeller CHANGE LOG 1.0.0: Almost complete. No release yet. 0.1.42a: Accidentally broke the Masamune and Kunai engines, fixed now. 0.1.42: - Updated all plugins for 1.04 (licenses included) - Corrected animation for Short-M engine - Minor fixes 0.1.41: A little tuning to the configs and fixes the attachment node for Short-M Engine 0.1.4: Added 'Short M' engine (early) 0.1.3a: Hot Fix!!! 0.1.3: Fixed resource for air breathing, used Community Resource Pack's IntakeAtm intead of IntakeAir (thanks to suggestions by Svm420 and FreeThinker). Added MM patch for all intakes. A few minor config tweaks. 0.1.2: Changed emissive constant. 0.1.1: Description Fix in M.A.S.A.M.U.N.E Engine 0.1.0: Initial Alpha Pre-release Additional Credit: BahamtoD: BDAnimationModules.dll & Exhaust Effects B.Dynamics - Retracting/vectoring engines etc. (Pre 1.0.0) nli2work: for his awesome propeller meshes. Nazari1382: Hot Rockets (And the tutorial to make my own.) Snjo: for FireSpitter (*.dll Packaged with Thermal Nuclear) sarbian: for Module Manager (*.dll Packaged with Thermal Nuclear) RoverDude: for Community Resource Pack (Packaged with Thermal Nuclear) This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Eskandare replied to Athlonic's topic in KSP1 Mod Releases
Yeh, I did I'll check that out and see if that fixes the problem. Had to relaunch my station because of the glitch, rendezvous with the old station to transfer the crew, and blew up the old station using the demo packs from KIS. The fireworks were awesome!- 751 replies
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