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Everything posted by noonespecial
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I might do something alone those lines, but don't have anything currently planned. Most of these parts are (very) loosely based off the ship from 2010 and stock parts that I feel need tweaking. KSO, Fustek, Porkjet, and many others already have excellent habitation modules. Do you have an idea for something specific?
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Help me Texture this Model
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
Thanks for the advice everyone. This is what I got so far (not finished with the normals). What do you think? With Lights I'm playing around with (not sure if they'll make it into the final model) -
I'm working on a series of parts. I'm happy with the way the geometry of the part has turned out, so I started texturing the first part. Thus far, I've been working on it for three days and pulling my hair out. I've tried about half a dozen different textures on this model and haven't been satisfied with any of them. I'm not looking for someone to texture it for me, what I'm really looking for is suggests. Not of a technical manner, but more aesthetic advice. Well, enough how-do-you-do, here's the model. Passage Joined by noonespecial on Sketchfab
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[Resolved] Blender Messing-up FBX Export
noonespecial replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Have you tried to just importing the .blend file directly into Unity? -
Would anyone like a plugin made?
noonespecial replied to FiresThatBurn's topic in KSP1 Mods Discussions
Wish granted! http://forum.kerbalspaceprogram.com/threads/88366-0-24-2-JSIPartUtilities-a-mishmash-of-clever-things-to-do-with-parts -
Mihara made a plugin, called JSIPartUtilities, that can make meshes togglable in the VAB. Just make the pipes a different mesh, then that mesh could be toggled on and off. https://github.com/Mihara/PartUtilities/wiki/JSIPartComponentToggle-and-friends
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NTSSX 0.2 Alpha Release Changes: Fixed a bug where Mesh/Node changes did not persist from the VAB to Launch. Added TweakScale Required (and included): JSIPartUtilities by Mihara. TweakScale by Biotronics Recommended (and NOT included): Connected Living Spaces by codepoet. ***Kerbal Stuff Download*** Included in this release: Any ideas, suggestions, or requests... please please please post a comment This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
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Hatch Obstruction
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
Thanks! That worked with Pod 1! Pod 2.... well, not yet. I'm still playing with it. -
Hatch Obstruction
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
No dice. I pulled it to where only a sliver was intersecting. Still obstructed. Then I pulled it out to where they are essentially overlapping. -
Hatch Obstruction
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
P.S. It doesn't show it in those images (I was just rebuilding them in a brand new Unity file), but the Layers are set to Part Triggers in Layer 21. -
I know this has been talked about SO much, I've read and reread every post concerning it. Problem is, conflicting information. One says do this, other says don't do this, and most people even admit that there is so sort of voodoo involved. After hours of trial and error, I'm about to try the voodoo, but can't seem to find a live chicken anywhere. So, I have two pods and can't get the hatches on either of them working. I've tried every suggestion I've seen on the forum. Origin at 0,0,0, above 0,0,0, below 0,0,0, hatch mesh only intersects with one mesh, no meshes, multiple meshes. I just can't see to get these things to work. They always seem to result in "obstruction" errors. Anywho... here's the info screen shots. Pod 1 (Altair Ascent Pod) Pod 2 (Unnamed Ascent Pod)
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I would tend to agree about the engine. Unfortunately, the only schematic for this comes from the earlier posted PDF from Nasa which shows: There are other artists renderings, but zero pictures showing the bottom. The wireframe shows the full engine, which appears to be primary inside the structure. Since the pod couples to an ascent module, I didn't want to recess the bottom. I'm open to suggestions about what to do about it through.
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Not an Update I'm really enjoying modeling, but I have to say... for some odd reason, I haven't played KSP since I started modeling. I only boot up KSP to test parts and fly it around a little bit before I go back into blender. Seems like a natural evolution though: First, played space ship games, then, play a space ship building game, finally, build parts for space ship building game. Though, I must admit, I miss playing KSP especially with exciting new mods like Karbonite. Meh, I haven't even left LKO since .24 was released.
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Would anyone like a plugin made?
noonespecial replied to FiresThatBurn's topic in KSP1 Mods Discussions
I have an idea that I was going to make, but I'm busy with other projects ATM. An in game measuring tool. Something that can be toggled on and off in the VAB/SPH that will put a bounding box around the model with a read out of size in meters. Additionally, I was thinking about having a feature to save measurements that could then be displayed later in other model. Example of usage. Build rocket, but radial docking port. Toggle on measuring tool to see the measurements. Build another rocket, toggle on measuring tool, then precisely line up second docking port on new rocket to match the measurements of the first model. Alternately, save and display highlighted part ("ghosted") on new rocket from save. Just an idea. -
VAB Lag with Animation
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
And.... *facepalm* fixed. I was sure I double checked that, even said I double checked it. Meh, boy do I feel stupid now. -
So here I am making this.... Blender: No problem. Poly count, no problem, only 1,128 tris. Export FBX into Unity, no problem. Export through Part Tools into KSP, no problem. Start KSP, no problem (no errors). Start game, go into VAB, problem. Selecting the part and trying to move it around generates MASSIVE lag. So I think to myself, maybe I messed up the colliders. Go back into Unity and turn off all of the colliders except for the base "housing". Export, start KSP, no change. It has 110 frames running at 24fps. I'm using ModuleAnimateGeneric and ModuleDeployableSolarPanels, both work with MASSIVE lag in the VAB. Lag seems nominal on the launchpad, but unbearable in the VAB. Any ideas? Other information: Edit: I've tried both ModuleAnimateGeneric and ModuleDeployableSolarPanels... not using both at the same time.
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[WIP] Nert's Dev Thread - Current: various updates
noonespecial replied to Nertea's topic in KSP1 Mod Development
Oh wow. I love the stock-a-like feel of these parts. VERY nice