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Everything posted by NoMrBond
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[24.2] Karbonite Ongoing Dev and Discussion
NoMrBond replied to RoverDude's topic in KSP1 Mod Development
Ice, water and steam, they're all water in different phases. Water can also be split for the cryogenic fuel mix H2 and O2 Just because they're all 'Karbonite' doesn't mean they're all exactly the same, different environments (temperatures and pressures) can make molecules behave in vastly different ways Within our own solar system we have planets which snow metal, gently rain foot wide drops methane or have glaciers of ammonia. Space is an amazing place. -
Maybe DMagic would be willing to take this on and include these in their orbital sciences package?
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
NoMrBond replied to Normak's topic in KSP1 Mod Releases
Hey everyone, working on a 4.7.1 maintenance release (with permission) for 0.24.2 Techtree integration was already in, currently auditing build files (so no uneccessary logs/discussions, unity files or unfinished parts slip into the build), then revising pricing -
Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
Yes, and yes. The base under the AO/Mult layer is flat #969696 and that Blender scene is using indirect lighting -
[24.2] Karbonite Ongoing Dev and Discussion
NoMrBond replied to RoverDude's topic in KSP1 Mod Development
Which version of SCANsat are you using? I think you need the pre-release of v7 (minimum rc 2.3) for the ORS/MKS resources to be visible SCANsat v7 [rc4] available here -
[24.2] Karbonite Ongoing Dev and Discussion
NoMrBond replied to RoverDude's topic in KSP1 Mod Development
Start by exporting your total UV layout (I use .svg's from Blender) Open your UV layout in GIMP (this will be the bottom layer of your stack, you'll probably have this hidden most of the time) Create a new layer above your UV map layer; this will be your base 'diffuse' texture Set up your transparency as a Layer Mask to the base/diffuse layer (do not 'apply' this, leave it as a mask) Make an normalised Ambient Occlusion (AO) bake (in your modelling program) and then save the bake as an image Drop your AO bake image into your stack as a separate layer above your Base/DIFF, set this layer to Multiply Make another layer at the very top of the stack where you can draw your details You can show and switch to the SVG/UV layer when you want to select the island shapes (wand tool), then switch to the DIFF layer with the island shape still selected You can then draw into the Base/DIFF layer in very flat simple colours (paint bucketing using the supplied colour palette) The AO/Multiply layer above that will automatically add shading Leaving you to fart around in the top layer without your experiments in detailing messing up your base texture. You can draw directly into the layer mask to set up your alpha channel (for specular) without messing up your texture When the total image looks how you want you can export it as a .PNG (remember to hide the UV map layer before exporting) -
[24.2] Karbonite Ongoing Dev and Discussion
NoMrBond replied to RoverDude's topic in KSP1 Mod Development
Mintium Now I'm remembering The Goodies episode where they struck cream and jam while searching for gold, and the scone mine. [Edit] Oh gez, that came out in 1975, olddddddddddddddddd -
Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
You know how I said I would draw the line on the UV's? Yeah, didn't happen, redid them again, as an upside found and removed a bunch of duplicate faces so the whole thing is around the 3-4 mainsail level in terms of tri/face 'load' Unfortunately this resets the texture back to basically zero, although it should be faster to rebuild now Managed to integrate the HRS panels on there too, no time to test if the suncatcher is working though -
[0.24.2] Wolf Aerospace - Perfectrons / L.E.S. Pack [11.08.2014]
NoMrBond replied to PDCWolf's topic in KSP1 Mod Releases
Awesome sauce, thanks a lot! -
[0.90] Kerbin Shuttle Orbiter System v4.13
NoMrBond replied to helldiver's topic in KSP1 Mod Releases
That would require all the dependency plugins to work correctly under x64 from memory, so that's really up to the maintainers of those mods more than the KSO team [Edit] There are pre-release builds which work* for everything except KSI-MFD for which there is a hotfix, but YMMV under x64 -
[24.2] Karbonite Ongoing Dev and Discussion
NoMrBond replied to RoverDude's topic in KSP1 Mod Development
What about this one from okbillybunnyface, it's basically MIT lisence, could ask them about extending the functionality? -
Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
I did, it's in the prior post to that one I keep redoing it though because I'm not really happy with the UV's, but unless I draw the line somewhere it's never going to get finished. [Edit] I changed some of the arrays to linked copies so I could rotate the copies and get the correct shading on the 'outside' -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
NoMrBond replied to sarbian's topic in KSP1 Mod Development
If I unzip the KHM and KHM-CR zip's into my KSP install I get a bunch of extra (empty) directories from the KHM-CR zip and KSP crashes on load So I deleted all that Then unzipped the KHM and extracted only the CoolRockets folder from the KHM-CR zip to my GameData directory, and it works -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
NoMrBond replied to sarbian's topic in KSP1 Mod Development
Got the 2.0 packages for KHM (base package) and KHM-CR, testing now -
Eyes Turned Skywards UPDATE now with Signup Sheet
NoMrBond replied to NathanKell's topic in KSP1 Mod Development
Still alive, getting there, just... Well sorry for the slow progress (any tips or preferences for the colour palette appreciated) -
I suspect this is because PF 3.07 came out with KAEx 1.6.2 for 0.24.1, and then KAEx 1.6.3/0.24.2 came out a few hours later, I'm sure e-dog will get to it while I was typing even
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
NoMrBond replied to sirkut's topic in KSP1 Mod Releases
I updated all my copies of KSPAPIEx to 1.6.3 direct from the git release and now everything (tweakscale etc) is working (so far). [edt] caveat - I don't have tweakable everything -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
NoMrBond replied to sirkut's topic in KSP1 Mod Releases
NathanKell just published KSPAPIEx 1.6.3 for 0.24.2 about 30 minutes ago so give Sirkut a minute to update the updated update for the third game update in a week -
It's using TS1.31, PF3.07 and MSI 18.2 which have came out against KSPAPIEx1.6.2 and NFPP 0.2.1 which is KSPAPIEx 1.6.0, will try updating the NFPP one Maybe I should wait a few minutes for NathanKell to push KAEx 1.6.3 [Edit] It's out already, zooommm! [Edit2] Updated all KSPAPIEx dll's with the new 1.6.3 release (I understand this is probably a bad idea), and everything is now working
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I'm getting the same thing, in fact there is space for the TweakScale slider in the UI when you right-click, but the log says [LOG 09:49:02.304] Part: LV-909 Liquid Fuel Engine Transforms: 7 [LOG 09:49:03.156] liquidEngine3(Clone) added to ship - part count: 3 [LOG 09:49:03.156] stage count is: 0 [ERR 09:49:03.510] ItemPrefab for control type 'UI_ChooseOption' not found. [ERR 09:49:03.525] ItemPrefab for control type 'UI_ChooseOption' not found. This is under KSP X64 / 0.24.2; full output_log here
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
NoMrBond replied to sirkut's topic in KSP1 Mod Releases
I think Tweakscale isn't working at all (under 0.24.1) for whatever reason (TS v1.29 isn't working for me at least), which is causing follow-on issues with MSI/IR because of the dependency Biotronic might need to update TweakScale for 0.24.1 with the new 1.6.2 of KSPAPIEx -
Sure, Taniwha and NathanKell only just released 1.6.2 of KSPAPIEx (for 0.24.1), and I can see recent commits on the Procedural Fairings git repository, so e-dog is definitely working on it