mjy
Members-
Posts
221 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by mjy
-
[WIP] MJY Future Space Industries , New Mesh pack
mjy replied to mjy's topic in KSP1 Mod Development
having prob with lcars, check your pm, it blows up if I take the spacestation outside? if I take out lcars pluging it works good? and got ods stuff with voyager,etc but the spacestation is finish and I guest only 1 wants it seems there is not much scale cap, my cfg wasn`t set right. think of a panet as a scale hehe, pretty big -
[WIP] MJY Future Space Industries , New Mesh pack
mjy replied to mjy's topic in KSP1 Mod Development
FINALY, got it in space, all I had to do was rescale it in 3dmax, was a invisible part of the mesh, no idea why , but that is fix, I had it at the size of the kerbal base lol, but will rescale it to fit ingame, darn had a hard time getting it ready., won`t do a big scale mesh like this for a while, I shouldn`t have made a hard model like this one, it didn`t seem that hard 0o, but its done, just got to fix up cfg and the right scale and its done, got a bonus middle ds9 part, asi was testing it to see why it was crashing, ended up it was just the darn cfg... oh yes , another amazing low poly mesh under 20 k, about 18200 about , not bad at all, testing the limit of the ksp, not bad at all, it really doesn`t like u to rescale items to much lol, there is a cap. so learning by my mistake...so any want this? Tommygun = oh yes maybe, maybe he got another starbase somewhere ready to attack mine with his fleet of starship, Daedalus again voyager who would win, mmm,0o -
[WIP] MJY Future Space Industries , New Mesh pack
mjy replied to mjy's topic in KSP1 Mod Development
darn 2 x post, lag prob , sorry -
[WIP] MJY Future Space Industries , New Mesh pack
mjy replied to mjy's topic in KSP1 Mod Development
ty forthat info. yes , I`know most stuff to get by, really learn a lot this weekend. learn it the hard way, as my spacestation didn`t like me . collision was a pain, will still be off a bit, wish there was a better way to add collision that could wrap a the mesh better?. no don`t need hyper edit, it would be faster or just use lcars that it was made for. its low weight so it should be easy either way all is left is the scale in game and in unity, cfg scale is there a cap, seem I can`t go over 200? nvm I can scale it in unity, but what is the max limit for ksp, it blows every time I go out, but I got it to big anyway, scaling it down to see how far I can go can`t go to far wit hit, it blows up when I bring it ouside?? -
[WIP] MJY Future Space Industries , New Mesh pack
mjy replied to mjy's topic in KSP1 Mod Development
getting close, collision are done, what a pain to make, no wonder no one ever made something this huge , but I will have fun with it when done, can almost have a city in there, ... wait it is a city in space 0o wonder how the cfg should look like, will it have a lot of fuel, etc, not sure, can we land on it to refuel? any suggestion? -
[WIP] MJY Future Space Industries , New Mesh pack
mjy replied to mjy's topic in KSP1 Mod Development
ty Volculus I love star trek to, so many spaceship to make, its unreal. ty Jeffersonflight, usually if I got idea, inspiration, I will follow through them. 3dmax is pretty easy for me, but unity is new. yes, like I said I`m fairly new to this game, texture is ok for now, man I want to add so many stuff on it but afraid I would have to cut down on the parts,etc. so still learning how it all works, yes unity lights would be great , will look it up to see how it works, great idea for middle light might make a shuttle for it, seems empty, that should be fast, anyone got idea of what could go with it, pics would be nice. p.s any idea how to delete a pic in my first post?? -
Need help adding nodes to my ship and yes u get a ....
mjy replied to mjy's topic in KSP1 Mod Development
it seems easy, but for me its not lol. it`s maybe not the greatest tut for it. ty for your help. will just have to experiment. -
Need help adding nodes to my ship and yes u get a ....
mjy replied to mjy's topic in KSP1 Mod Development
I`m fairly new, the nodes that are on the mesh that u can attach stuff to it , 2 nodes touch together to attach, I could do them , prob take a week of guesting, ty for the reply -
[WIP] MJY Future Space Industries , New Mesh pack
mjy replied to mjy's topic in KSP1 Mod Development
-
yes I finally got to modding again, WOOHOO NEXUS GOT A SITE FOR KSP!!!! all will be custom meshes and I might released a few freeware, mostly for testing. if I do they will be posted with the autors name, readme, etc ************ RELEASES ************ ALL MODS RELEASED HERE WILL HAVE A LICENSE OF: BSD License ************************************************** ************* RELEASED SECTION 1] DS9 , update = DS9 v1.2 released at curse, finally got it out after a hard time getting everything on it to work, collision wasn`t nice http://www.curse.com/ksp-mods/kerbal...y-deep-space-9 License: BSD License 2] Daedalus From Star Gate, but u guys know all that , anyway a big spaceship with lots of storage for planes, vehicles, etc . There is a front animated door on the Daedalus to capture asteroids, spaceships, aliens.. all other animated door have been put on it, set the height to what u like to get stuff into cargo bays. http://www.curse.com/ksp-mods/kerbal/222344-daedalus-v1 License: BSD License 3] RUNABOUT V.1 FROM STAR TREK ds9 shuttle, freeware mix in with custom stuff, it got a cargo bay and a iva, [ iva cfg not finish as u can`t use c, ] but u can add a seat in iva and a kerbal can go sit in it, and yes u will see him inside the iva http://www.curse.com/ksp-mods/kerbal/223531-mjy-runabout-v-1#t1:screenshots License: BSD License Mobile crane bonus item, its yellow now and nicer will released in batch file, ty ***************NO ONE REPLY`S MEANS THERE ISN`T AND INTEREST IN THESE, THERE WILL BE RELEASED IN A BATCH FILE************** Delorean, finish, will released ANY favorite u want to see finish first???? le me know apc 100% done freeware/custom rest will be released in the batch file, won`t do a update in this post
-
if u guys can slap some nodes in my meshes and send me a link to them in a pm it would greatly be appreciated, and if u want to do them in the near future all the mods I will make, check my meshes I made in past games , its a looottttt, and yes u might get flooded if I take a day or 2 to make stuff, right now I do them once a while. but if I can get a modder or player to do them, I find it hard to figure it out, maybe to tired . but if I find a player or modder to do them I might take request and u get all the release first. I need the nodes for deadalus almost finish DS9 next will be a pack of cockpit, shuttles, utility vehicles, futuristic cars, planes, etc, [ these should go faster then the other first mods I made] pm or post here is u can help out.
-
[1.0] LCARS Mark II - Dev and Support - Beta Release (29.04.2015)
mjy replied to philotical's topic in KSP1 Mod Development
ohh great stuff, yes u got a few project to keep u busy for like 1000 years 0o, as for the spacestation I`m building , yes I got a forcefield, u don`t add a collision to the part, but I could if I wanted to like another mesh with a collision and a frame, so like click a button and u got a force field down, then click again and u got a force field up, would just need to animate the frame and collision, but I will just do a forcefield that u enter and go out, for doing a transparent glass, not much tut is out there, so it seem like its very easy, it is if u know how. but the trick for me was to make a texture with alpha, I borrowed the glass in 1 texture for it with alpha and cut it to what I want, I could add whatever color, etc I need, just as long as I don`t click flatten texture, weird that u can use stuff that is layered like that, but my knowledge in texturing is basic, so now it was so easy to figure the mistake I was doing, so frustrating to see it was a simple DO NOT FLATEN IMAGE, lol. so anyway, next tut I will do is prob animate a leg gear for all my ships later, and when I do start to make. then, it will have to be a pack. will prob finish up the star base tonight, getting the textures for the base is a pain in the arssss. but I do it the lazy way, takes prob more time then the right way. but very easy to do.will show pics later, was to tired yesterday to finish it off -
[1.0] LCARS Mark II - Dev and Support - Beta Release (29.04.2015)
mjy replied to philotical's topic in KSP1 Mod Development
that pluging is working good, any plans for future plugings?? like maybe contracts to gather resourses? anything in the water to gather? or maybe go cut wood, could built a few futuristic trucks. anything that could be made to make money to be able to built planes, rocket. Resourse gathering, like kethane, but more stuff and basic. oh one thing that could be nice is to be able to have a house , hanger, and be able to make buildings [city] that u can make and drop ingame, furniture, or build planes,etc and have it like a business, and have a "thing"[like skyrim] that would calculate a price u make in a day, week, etc, small business would be fun. all in the name of having a income for building planes,etc wohhoo, finally made a transparent part for my spacebase, was a pain, couldn`t figure it out, so used to flattening the textures , it can`t be flat, now I can finish up my base with a forcefield door -
so ships look great, working good, any plans for future stuff??
-
[1.0] LCARS Mark II - Dev and Support - Beta Release (29.04.2015)
mjy replied to philotical's topic in KSP1 Mod Development
v6 is out with lower textures, will prob release the ds9 here also, good spot for it.it just need texturing and collision, should go fast, got all parts group as I want them -
wow nice, will check it out when your done. love anything star trek, enterprise is a must, I got tons of freeware, I might released some freeware also, as if I release some , its because I`m testing stuff, but I will be doing more stuff custom. just some are really nice, I love to look at other people`s work, reason I would released freeware with autor`s permission. anyway, after this one prob the big spacebase that is 3500 m compared to 1000 m ds9 as for collision, I will make it all in pieces with very low poly I will mold around the ds9, so fewer collision pieces the least lag I will get. and also fewer textures if I can. but its a big project, and it won`t hit 20 k poly. as the base prob got 2-3 full vanilla planes worth of meshes, so not to bad I think. should work good. next stuff after it might be more towards the games planes,etc, as I wanted a base, cargo ship, then will add shuttles, then prob other secret stuff yes I have to make it 1 big piece as it will be very big even with extended cargo bay pluging. and now with the pluging it makes it possible to make huge ships, bases, etc
-
can`t wait to see more on the enterprise, what u up to? for my part I`m right here ,almost done with the mesh, need to add texture and collision, doing custom and regular texture, it won`t be accurate, as it hard to find those textures, but I will like it myself. ds9,
-
SPACE STATIONS! Post your pictures here
mjy replied to tsunam1's topic in KSP1 The Spacecraft Exchange
not sure if mine fits in here, almost done http://img.photobucket.com/albums/v292/mightyjoe-y/1mjyds9.jpg -
[1.0] LCARS Mark II - Dev and Support - Beta Release (29.04.2015)
mjy replied to philotical's topic in KSP1 Mod Development
how does this look at 17 k poly , its not bad at all, u will be able to attach voyager,enterprise, Daedalus to the pillars. took me all night to do it http://img.photobucket.com/albums/v292/mightyjoe-y/1mjyds9.jpg wonder if there is any cargo bay?? for a shuttle? if there is room I could slap one in there. but prob add a dry dock -
[1.0] LCARS Mark II - Dev and Support - Beta Release (29.04.2015)
mjy replied to philotical's topic in KSP1 Mod Development
no I mean my mesh was crashing the game, took out 2 pieces that were conflicting, now works -
v5 is out and is compatible with .24, fix up the cfg file for economy. so it can work in .24, u need only basic rockets to unlock it, fix up the craft file it had 2 items on it that didn`t need to be there. link **** link removed until license provided ****
-
[1.0] LCARS Mark II - Dev and Support - Beta Release (29.04.2015)
mjy replied to philotical's topic in KSP1 Mod Development
that is nice to know, I just got to find out how do I update my ship??, I click on my ship and it crash the game, it got animation on it, using 64 bit. wonder if I need a update on unity also, more stuff to check out today with that .24 update ksp it didn`t need updating, I fix up the cfg, it had 2 parts on it I had left from pass built, bridge and control room and had taken out the 2 folder for it -
glad I made a dream come true . 302`s mm prob no one wants that? 0o