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noonespecial

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Everything posted by noonespecial

  1. Update Sept 28 2014 I found the source of most of the problems I've been experiencing recently that have been drastically slowing down development. Specifically, issues with emissives and animations. I was using Unity 4.6 and there are apparently some issues with it and KSP. So I rolled back to Unity 4.2.2. I've have to rebuild quite a few things in Unity, but my emissives and animations are working properly now. So development is back on track and progressing nicely. All the parts for the first (alpha) release are essentially done. Only thing remaining is filling out the config files to take advantage of JSIPartUtilities, Connected Living Space, and a few other random bits like weight, cost, etc.
  2. Thanks Alexus, After copying your code directly, and still not having it work, I knew there was something else wrong. The link to the github in the OP seems to be out dated. I compared it to another JSIPartUtilities in another mod (properties showed version 0.2.84, the one in the OP shows version 0.2). I used the dll 0.2.84 from the other mod and it started working.
  3. That looks like you don't have smooth shading turned on in your modeling program. In Blender, that would be in edit mode, under the shading / uv menu.
  4. I'm having a bit of trouble, perhaps you can provide some insight? MODULE { name = JSIPartComponentGroup componentToggles = leftWingComponent managedNodes = left areComponentsEnabled = true persistAfterEditor = false activeInEditor = true activeInFlight = false showEnableDisableOption = false showToggleOption = true toggleMenuString = Toggle Left Extention } Where does the managedNodes get the node names from? I've tried just generic "left", but the attachnode still remains active when toggled. The attachnode is simply: node_stack_left = -1.475, 0, 0, 1, 0, 0, 1
  5. In the same folder. All the truss parts (4 parts currently) are sharing a single texture. Plus, both of the tanks share components from the trusses (welded in MODEL) and thus also share a texture plus their own texture. It's a bit of a complex setup, but seems to working well thus far. I'm mostly experiment with this type of thing... recycling components through welding and shared textures.
  6. I will when I figure out exactly how to use hot rockets. Currently, I can get it working fine EXCEPT the emits seem to always be on, even in the VAB. I'll figure it out eventually. I'm sure the answer is probably already on the hotrockets forum, I just haven't had to parse through the hundred of so pages to find it yet. Maybe this weekend. I still have a few other bugs to iron out which I consider priorities. Such as... the emit lights on the pod don't work (work fine in Unity, but nada in KSP). Anywho... Eyecandy:
  7. Thanks Cpt. As a relatively new 3D modeler, I learn a new trick with each model and texture, so the older parts could stand a bit of a retouch. Mostly in the normals department. As far as details, they are just (essentially) structural trusses and don't need to be too elaborate. The remaining functional components I have should be up to that standard though. Here is some screen shots I just took. I still need to tweak the scaling and attach nodes, plus add another two or three more parts. Plus I still have to get the emissive/light animation working on the pod. Tutorial makes it seem easy... now I just got figure out where I went wrong. haha
  8. They *were* going to be strictly emissives. But I've decided to ditch that particular concept. There are loads and loads of radially attachable lights already and I found the design of those to be mediocre. So unless I come up with a better design (your post on the other thread already gave me an idea), these crew passages will remain unlit.
  9. Looks like this one? http://forum.kerbalspaceprogram.com/threads/71247 Specifically, the AnimatedContainer module. Thanks! I do believe this is precisely what I'm looking for... and gives me about a million other ideas (I don't need more ideas. I need less ideas and more time to model them. New ideas means I lose interest in the old ideas. Meh)
  10. Update Sept 21 2014 #2 Nearly ready for an Alpha Preview release. But noticed a few problems with three of the models. The command pod is grotesquely too large. Looks fine in Unity and on paper, but when building something, it's a giant eye sore. Need to scale it down. Plus, two of my other parts are.... strangely laggy in the VAB and have slow load times. Not sure what the problem is, polycount isn't "that" high and both are using custom colliders. In fact, the command pod has more polyies and it doesn't lag. So something isn't kosher about those two parts. Also, while assemblying a few test ships/stations, I immediately recognized the need for two other parts. I was hoping to release the preview release tonight or tomorrow, but looks like it just got pushed back until the weekend.
  11. Update Sept 21 2014 I'm putting the finishing touches on most of the parts for release. All of the initial components have been model and textured and configured in Unity. Currently, I'm setting up the part config files, which are utilizing a lot of part welds. This is a bit of an experiment for me and we'll see how it works out. As most of these parts share a common component (the central crew passage) instead of having that same model and texture populated across nearly a dozen parts, I'm part welding a that single part/texture with additional models to complete the set. For example, in this series of parts: There is actually four models (three of which share the passage of the first) and all share a single texture. I'm not sure if this is a good practice, but we'll see how it works out. If it doesn't work very well, I can always just release them all as single components with unique textures instead of part welding all over the place
  12. Sorry for not replying earlier (actually, I thought I had, but I guess not). Thanks for the tutorial. It is rather invaluable and a great write up. Masterful work I must say and highly appreciated by us noob modders I'm sure
  13. I have an idea about a part I want to make, but I'm not sure if a plugin exists that would be capable of doing this. Essentially, after creating an animation... let say it has frames 1 to 100. Then be able to set the currently displayed frame of the animation to a variable used in KSP. I have no idea whether than explanation makes any sense... But, imagine an inflatable fuel tank. As the fuel in the tank is used, the fuel percentage will decrease from 100% to 0% over the course of the burn. During which, the animation should be, frame by frame according to the percentage of fuel used, there by causing the inflated tank to deflate. Is such a thing possible with KSP's generic animation or with any available plugins?
  14. Update Sept 20 WIP Command Pod (or... observation module if you wish to use it that way) for the NT-SSX. Enjoy.
  15. Unfortunately, I have no plans to update this mod. There were two mods that resulted from this development thread. Special Technologies THST and Speedy's HexTruss. Speedy's HexTruss System is by far the more popular of the two mods. As the two mods are virtually identical, I've decided to abandon my version. Alternately, I'm currently developing a total replacement to this mode that doesn't follow the "Tri-Hex" paradigm. To that, I am planning on adding Kethane/Karbonite/ORS support. Speedy's HexTruss is here. NOSTect NT-SSX is here. (the WIP replacement for my THST)
  16. For the moment. Although I still have about 5 or 6 core parts to model. Inspiration my strike while making these models. I might spend some more time tweaking it after I watch a few more tutorials and feel more comfortable making the changes I want to make. I also have a few alternate textures I'm toying around with, including a dirty worn industrial texture.
  17. I alluded to it earlier. There will be a station core (not shown in the renders because I haven't built it yet) that resides at the center of the sphere. The modular components will dock with the central core. The three "docking ports" on the sides of the model are more visual than functional. The functional docking port will be located on the bottom of each piece.
  18. Good advice all. Especially the drag. These systems are not atmospheric capable in the least and the drag should reflect that
  19. I like that concept. My only knitpick is that the panels rotate on thin air. You need some sort of structure to support the rotation.
  20. Hahaha. Nah. I'm doing the "fake it til you make it" thing. I'm far far FAR from being anywhere near a contender for the "Who's Who"
  21. Head over here: http://forum.kerbalspaceprogram.com/threads/64993-24-2-Chaka-Monkey-EXPLORATION-BETA-0-12 The launchers for the SLS are pretty much done by this other guy. High quality collaboration between many very skilled modders here at KSP. It will be a while before I get to the launchers. I will finish all of the payload systems (custom ChakaMonkey versions and my own versions) before I even get to the launch systems themselves.
  22. As mentioned earlier, I have an interesting concept for the core space station. It's based off a concept idea I found called "The Gallagher Space Center". There will be a super structure (trusses + reactor) at the core, then modular components that fit around the super structure to fill out the station. I haven't started modeling the parts yet, but I threw together these models on my break and work to illustrate the concept. Forgive the rough models and lack of details, this is just a "proof of concept" piece minus the aforementioned super structure.
  23. Hehehe. Actually, those aren't technically station components, but I made them with the possibility of using them as such. They are actually ship components. You'll understand more as I release more parts and example ship renders. I also have some plans for a modular station core that is rather unlike anything I've seen on KSP. More on that later Give me a week or two, and I'll let you play test it They aren't meant to hold kerbals. They are primarily crew passages. But yes, I am planning on adding support for Connected Living Space. AND, I'm glad you popped over. I am planning on adding support for your Reflective plugin to this mod and I'm wonder if you have to have suggestions for the textures as far as to where and how much reflection to add. I have my idea of what I'm going to do, but extra suggestions are always welcomed As far as the UVs on those hubs, I'm actually going to completely redo the textures on those. I'm rather unhappy with their total appearance. So I will redo the texture to be a closer match to the textures on the components above.
  24. I'm still working on this. I'm collaborating with YANFRET to add the NASA SLS payloads to the ChakaMonkey. So far, we've completed the ALTAIR pod and currently working on a multipart Mars (Duna) lander system. I'm also working on a few other mods at the same time. Yup, they are. But that was just a quick and dirty render. The final texture looks more like this:
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