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Everything posted by Boogaman
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Pro Props - Wearable items for your kerbals. Updated to KIS!
Boogaman replied to Locob's topic in KSP1 Mod Releases
Finally! Been waiting for this mod so I could import one of my meshes, though... ...I may need to tweak some more. Sorry about the big image. -
KOrion Capsule -- First Mesh Developed for Mod Work
Boogaman replied to Avindair's topic in KSP1 Mod Development
Avindair and I are getting a huge kick at the positive response this project is getting. Thank you for your support and your collection of excited gifs! We just finished modeling the main fuel tank with adapter modeled and will soon be moving onto the entire MPCV. As an added bonus, this is Avindair's current mental state while working with Lightwave's UV unwrap tools. We'll keep you all posted! -
KOrion Capsule -- First Mesh Developed for Mod Work
Boogaman replied to Avindair's topic in KSP1 Mod Development
I'm helping put the assets into the game. Here's what Avindair has so far. -
Oh no! Coding and I don't get a long very well so hopefully someone could create a plugin like that. Have to admit, one of my favorite superhero films. Campy but fun. Once I get it all polished, would you maybe like to add it to the pack?
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This is what I created last night. The textures are temporary as I was simply testing to see if I could actually get the thing to work. Not only does she, but holy crap, she's fast! Now if only I could find a way to put the helmet on the Kerbal.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Boogaman replied to shaw's topic in KSP1 Mod Releases
I've been searching and found no answer but figured this would be the place to check. Does anyone know if you can swap out helmets at all? I've been trying out how to import the attached helmet into the game. -
I made my own jetpack for fun using the plugin from this mod. Does anyone know if there would be any issue if I uploaded my addition as long as I credited the original mod creator?
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Something I knocked out for fun using Cheebsta's Jetpack mod.
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And another image for the end of the night. 1920x1080 Version: http://i.imgur.com/2qTYFri.jpg
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I got the idea for this when I noticed that my forum rank was "Rocketeer". This is what happens when I have time to kill before an update. I make nostalgia superheroes out of kerbals. Apparently. 1920x1080 version: http://i.imgur.com/PD2IbiV.jpg
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While we wait? Hell, I'll listen to this while I play!
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Aw, the original post was removed. These threads are the equivalent of weeping angels. Don't blink. Blink and the page amount skyrockets.
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Just finished my colossal space station.
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Who doesn't love a good cross-over? 1280x720 Wallpaper: http://i.imgur.com/yOT1Rts.jpg 1920x1080 Wallpaper: http://i.imgur.com/HF3eOSR.jpg
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The best thing to do is to look at online tutorials. There are loads of videos on youtube but don't rely on that resource alone. A google search for Blender tutorials will unveil a wealth of sites with tips and tutorials. Once you determine what you want to build remember this: reference, reference, reference. Reference is everything when you're building a specific object. They're are plenty of orthographic views (Top, Bottom, Front, Back, Left, and Right) of various trek ships out there. The folks over at www.scifi-meshes.com are great and give very good feedback. I highly recommend creating an account there and posting progress pictures. That being said, I'll be glad to give tips if you have any questions along the way or suggestions on how to model specific areas. Best of luck!
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I actually just created the original series IVA Enterprise bridge. If you guy want to use it for your pack, you're more than welcome to use it. I'd just ask for modeling/texturing credit.
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Actually, sumghai, that image I posted is of the mesh that I built in Lightwave. The plugin I'm looking for essentially looks for unnecessary polygons/triangles and reduces the poly count of the entire mesh. If I can find that plugin, and if it still works with Lightwave 11.5, then I can offer up my mesh to this mod pack. Plus, as a long-time modeler, don't model the NX-01 as your first object. It's a deceivingly complex model.
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I have a hi-res version of the NX-01. If I can get the decimator plugin, I may be able to help out with it. Here's the mesh in question.
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It's scaled to humans but only because I couldn't find the actual size of Kerbals. Once I find out, I can scale the bridge accordingly.
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Well, fixed that issue. Still more work to do, but all modeling and texture work is done. ...but may need to fix the hovering kerbals.
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I... I have no idea how to fix this. I export both objects at 0,0,0 with the interior inside the exterior test mesh. I have no idea why the interior is on the exterior. Anyone know why this might be happening?
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Quick update on the textures for the Enterprise bridge.
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Took a crack at modeling the classic Enterprise bridge. Just getting the UVs prepped so I can import it into the game.
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Thanks to a message from a forum user, I'm taking another crack at modding. Over the past couple days I've been importing "Serenity" and trying to get her weighed properly so that she flies. As well, I built this today as a test for when I build the cockpit for "Serenity". Anyways, here are a couple WIP pictures of what I've been working on!