darkside
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Everything posted by darkside
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I don't want to hijack the thread (not that it has been very active lately) so I guess I'll make a new one about my mod when there'll be something worth showing off.
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Wow, I had no idea this existed. I've been making a hibernation mod as well, haven't announced it yet.
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The Open Part Mod - Week 23/5 - Project started - Texturing
darkside replied to CaptainKipard's topic in KSP1 Mod Development
Download Source BTW I had to change MODEL section in the cfg to just mesh line, it wouldn't work otherwise. -
The Open Part Mod - Week 23/5 - Project started - Texturing
darkside replied to CaptainKipard's topic in KSP1 Mod Development
Thank you, it worked. So, this is how it looks in Unity. Not nearly as shiny. -
The Open Part Mod - Week 23/5 - Project started - Texturing
darkside replied to CaptainKipard's topic in KSP1 Mod Development
Something is wrong with my Unity, I can't edit materials. My PC crashed, after rebooting there were nothing in the Inspector. Everything else seem to be fine, material editor is the only thing affected. I even reinstalled Unity, didn't help. So, while I can't show you my work in Unity, here it is rendered in Unreal Engine 4, just something to look at, not trying to make my submission out of it, that wouldn't be fair It would look differently in Unity. -
The Open Part Mod - Week 23/5 - Project started - Texturing
darkside replied to CaptainKipard's topic in KSP1 Mod Development
Most 3D editors have built in tools for that, but I have no idea about how to unwrap in Blender (is that what you're using?) There are also many separate programs for unwrapping meshes, I personally use a program called UVLayout. -
The Open Part Mod - Week 23/5 - Project started - Texturing
darkside replied to CaptainKipard's topic in KSP1 Mod Development
I am actually glad. I hate reusing UV space. Yes it may allow higher resolution but it often leads to bad things at a stage when I'd rather not go back and redo everything from the beginning. Many times I told myself that I will not do that, but in a model like this with a lot of identical parts I'd probably reuse UVs if it weren't for the rule against it. BTW can't you just texture one part and copy/paste it? -
The Open Part Mod - Week 23/5 - Project started - Texturing
darkside replied to CaptainKipard's topic in KSP1 Mod Development
Thanks, but that's just an ambient occlusion map, texture is coming soon, baking more detailed AO right now. Unfortunately it takes about 30 minutes to render high poly mesh I made for it, and I have rendered it few times already while tweaking stuff. Probably not worth it though, details turned out to be not so great, but I am doing it anyway. -
The Open Part Mod - Week 23/5 - Project started - Texturing
darkside replied to CaptainKipard's topic in KSP1 Mod Development
Progress report. UVs, AO and rendered model. This AO map is a placeholder, it probably won't be used in the final result. Next step is to create some high res details and bake them to AO and normal maps. Also, smoothing groups were all over the place, maybe they didn't load properly for me. Unless they were made that way intentionally, which would mean I don't completely understand how smoothing groups work (could be the case). Anyway, I redone them completely, I hope that's ok. Didn't change the mesh itself. -
The Open Part Mod - Week 3 Submission Thread! Winner Announced!!
darkside replied to Ven's topic in KSP1 Mod Development
Now it is official, congrats on the win, Cpt. Kipard, well deserved. -
The Open Part Mod - Week 3 Submission Thread! Winner Announced!!
darkside replied to Ven's topic in KSP1 Mod Development
Fine by me, might actually be very interesting. -
The Open Part Mod - Week 3 Submission Thread! Winner Announced!!
darkside replied to Ven's topic in KSP1 Mod Development
Yes, I 100% accept that. I should have fixed those things instead of hoping that nobody will notice, lesson learned. By the way, I did use the visible mesh for a collider but after enabling convex it lost most of it's polys because they were inside of convex shell, is that still a bad thing to do? -
The Open Part Mod - Week 3 Submission Thread! Winner Announced!!
darkside replied to Ven's topic in KSP1 Mod Development
It is not painted on, sorry . It is actually pretty high poly as I said in the initial thread this thread earlier. But I think we can afford it these days, doesn't really affect performance when ran on any semi-decent machine. -
The Open Part Mod - Week 3 Submission Thread! Winner Announced!!
darkside replied to Ven's topic in KSP1 Mod Development
While we're voting, if that's ok, any critiques? I'll go first. Cpt.Kipard: I voted for this part, the only minor thing I could say that it doesn't look like there is a room for fuel inside of it. Snjo: Was thinking about voting for this one, surprised there are so few votes (yet), fun part. It would be super cool if after depleting fuel it would actually explode in a firework. StarVision: Pretty cool, the texture is just a little bit too stock-like for my taste. Innovative, I like the idea with exploding. Robotengineer: Looks very similar to Cpt.Kipard's submission. Texture doesn't seem to be very defined. And a little about my own submission, I should have given more detail to the inside of it, probably will still do that and post later, when the voting is over. -
[1.12.x] Custom Asteroids 1.9.0 - January 24
darkside replied to Starstrider42's topic in KSP1 Mod Releases
Congrats on the release, the best asteroid mod out there. I haven't tried the release version though, but I played a lot with pre-release. The feature I am looking forward the most is discovery API. RSS config is coming. -
The Open Part Mod - Week 3 Submission Thread! Winner Announced!!
darkside replied to Ven's topic in KSP1 Mod Development
My submission It has way too many faces for such a simple shape (916 triangles) because initial idea was a bit different, then I changed everything but reused parts of geometry that initially were supposed to be much bigger. But I guess it is still within limits of sanity and will have to do for the purpose of the contest. -
Yeah, I noticed that when I went to the submission thread, unfortunately at this point changing things is pretty much equals redoing everything.
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Wasn't really interested in this part so started working last moment (well, more like last couple hours). Supposed to be animated but it didn't work and there is no time now, so posting as it is. EDIT: Seems like submission deadline is pushed back so I'll put some more work in it, not submitting yet.
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Now-defunct-thread-that-should-not-appear-in-google-search.
darkside replied to Cilph's topic in KSP1 Mod Releases
There is a probe core with IsRTCommandStation = true, it's internal name is probeStackLarge, human readable name is RC-L01 Remote Guidance Unit, I believe you need to have that core on board of a vessel in addition to 6 or more kerbals in order for it to act as a mission control. Also, there has been a config for AIES posted not far back in this thread, I believe (although I didn't test it) beside other things it adds remote control functionality to every AIES core (which is not necessarily a good thing). -
I didn't ask for an answer, just reported an issue that I had. If you sincerely tried to help and I offended you then I apologize. By the way my new config still has wrap = true but the issue does not occur.
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Ok, I looked. What was I supposed to see there? EDIT: Ok, I don't know what the guy expected me to find two pages back and why it was so freaking difficult to be more specific, but in case anyone is interested here is a config I put together from stock RSS 6.1 config and metaphor/sovereign config from page 233 of this thread. It doesn't take an hour to load, at least for me. Actually I have no idea if anyone else even having the same problem but here it is anyway. https://www./?vmdfoanvydn782b
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I installed config by metaphor and sovereign from page 233 of this thread, now my KSP takes about 1 hour to load. Really, one hour, I am not kidding. Yes, I waited that long. I don't think it is because of added textures as I have a lot of mods installed and those new textures are a drop in the sea comparing to everything I have installed. Tried removing some stuff - didn't help. It does not occur with stock v6 or v6.1 config. I am going to work on a new config for RSS+PF based on RSS v6.1.
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The Open Part Mod - Week 2 Voting Started!
darkside replied to StarVision's topic in KSP1 Mod Development
Actually there are hard edges almost everywhere in that model but I think now I see what you're talking about. Probably smoothing groups issue. Thank you for the feedback. I like the model but I couldn't really tell what it is. Doesn't look like a computer of any kind to me. But then, this is what makes it different. Texture is too simple to my liking. -
The Open Part Mod - Week 2 Voting Started!
darkside replied to StarVision's topic in KSP1 Mod Development
Thank you, it is a relief. I went for that style on purpose, because Kerbals have relatively large and clumsy fingers, or at least that's how it seems to me. About the overall size I agree it is too large. But there are some scratches along the edges, should have made them more apparent I guess. -
The Open Part Mod - Week 2 Voting Started!
darkside replied to StarVision's topic in KSP1 Mod Development
For once I made something that I actually like and almost no one else likes it. Could you people send some criticism my way? Be brutally honest, I need to know what is wrong to do it right next time. Maybe I need to give it some time and just look at it with a fresh eye, then I'll see how truly bad it is? I voted for tygoo7, didn't like his design when he first posted in progress shot without a texture, but his texture really turned it around for me.