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noonespecial

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  1. Well. I tried that. Deleted and rebuilt from sides down. Same error. Deleted and rebuilt from Parent gameobject down. Same error. Then I started a new Unity Project and rebuilt from scratch. Same error. Then, I got an idea. I currently have all the parts loading to the same direction (just for speed of development, they'll go in their independent folders for release). Well.... it worked, no error, game loads, part works fine, node is correct. But... then all my other parts are loading the same model now except for the one I moved to the independent folder. Well, at least I got it working and I can just move all the other to independent folders and hope it will sort itself out. Edit: Same directory, not same direction.
  2. I shouldn't have said anything about "Unless, of course, I encounter problems..." Because... problems encountered. I'm setting up the attach nodes in Unity and keep getting this error: Here is the Unity configuration: And here is the part.cfg entry I've tried several different Parent/Child relationships in Unity, check/double checked/triple checked case sensitive names, etc. Any ideas?
  3. (Truly uneducated guestimation here:) I believe that, code wise, attach nodes can be defined in Unity, which suggests they can be extended and expanded upon in a plugin. However, it is known than the current script attachnode system is bugged and KSP throws anyway any result that isn't size 1 and just uses size 1. At least, that is my understanding. This bug is supposedly going to be to fixed in 0.24 (I saw Greys mention it). So I'm guessing that if it's bugged with defining it Unity, it'd also be bugged if attempted to alter in script. I'm further guessing that if that bug is fixed in 0.24, then a plugin might be able to be written. Again, I'm just guessing here.
  4. Special Technologies Presents the THST Tri-Hexagonal Structural Trussâ„¢ Product Catalog:
  5. Just a quick update, because I've been quiet for a few days (10 days actually). I'm putting the finishing touches on all the parts. Making sure the attachnodes line up properly, filling out the part.cfg files with proper weight, fuel (if applicable), etc. I've completely most of the models and textures (just have to figure out the SAS module and animations). I estimate about a week or so before I'm ready for the full v1.0 release. Unless, of course, I encounter problems.... So far, I have: *TriHex Trusses in sizes Mini, Small, Medium, and Large (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *TriHex Fuel Modules in sizes Small, Medium, and Large (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *TriHex Battery Modules in sizes Small, Medium, and Large (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *TriHex to 1.25 (base) adapter. (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *TriHex to 2.50 (base) adapter. (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *TriHex LFO Tank, Large (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *TriHex RCS Tank, Mini (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *TriHex 5 Direction Hub (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *TriHex 6 Direction Hub (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *Double TriHex to 2.50 (base) adapter. (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *Large Octo LFO Tank [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *Large Octo Truss [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *Large Octo to 5x 1.25 adapter [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *Large Octo to 2x 2.50 adapter [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] *Large Octo to 1.25m adapter [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP] A total of 21 parts I hope to complete by this weekend. Parts planned that I haven't started on yet: *TriHex Storage Bay (equivalent to the THSS Half Meter Bay) *TriHex SAS Module (need some research to do) *TriHex Mini Xenon Tank (I don't want to use the same model as the RCS) *Large Octo Storage Bay (animated with opening/closing doors) *Large Octo Medium Truss *Large Octo Small Truss *Large Octo Medium LFO Tank *Large Octo Small LFO Tank *Large Octo Small RCS Tank Parts that I may do in the near future (may, maybe, might) *Various FusTek specific adapters/lengths (I'll see if I can just do a TweakScale config before making new models) *Various KSO specific adapters/lengths (see above, TweakScale is awesome) *Future expansions to fill out a complete station construction set (not modules, FusTek and KSO have that more than handled) *Other ideas?
  6. Update: 7/10/14 Tried a Carbon Fiber texture. I like it. So.... Introducing Karbon Fiber THST
  7. That's actually the Ariane V, a European rocket, measuring in at 52m tall with a 5m diameter, designed for GTO/LEO. The NASA SLS is much taller (varies with version) and with an 8m diameter, designed for lunar/deep space/Mars missions.
  8. Finished the Large Truss LFO. Model/Texture/Normal finished. Part.cfg pending.
  9. I'm not overly concerned about the poly count, as Greys has also told me to be more concerned with the collider's poly than the physical poly count. However, maybe of these models were my first attempts at making models and I've been making progress by leaps and bounds as I become more familiar with Blender. I started with using Google's Sketchup and used Blender for post processing, but since then I've migrated fully to Blender. Some of the older models I did in Sketchup have fairly large poly counts for their size and complexity. Such as one of the early Trusses has a poly count of 5,469. I've redone one of the trusses, and without any loss of complexity, got the poly count down to just under 1,500. Currently, all most of my trusses are using 1024k textures, but they are just baked placeholders. The final textures will more detailed with a 512k texture plus a 512k normal. Lots of optimization to do.
  10. A THST Update: I've completed the models for my versions of most of the original THSS (including the Octo parts). I still have to do the probe cores, the SAS, and the xenon/rcs tanks. Currently, most of my parts have the baked temporary textures. So I will need to finish the textures once I finish those few models. After that, I need to get the external fuel/battery modules working. I'm still having problems with those, but making progress thanks to Greys suggestion of using the AttachNodes in Unity instead of doing them solely in part.cfg. I want to do a external animated solar panel module, but I haven't had much luck with the animation. After that, I think I my poly count may be a little high on some parts, but I'll look into simplifying those models and use normal maps to hide the simplifcation and I need to do the part.cfgs. Which means calculating weight, fuel capacity, etc. So, rough estimate of THST: 40% complete?
  11. Not really. The Taurus SDHI expansion is just a scaled up SDHI. The SDHI is a stockalike very scaled down version of the Orion MPCV. The SDHI is a 2.5m service module, the Taurus is a 3.5m service module. The Orion MPCV is a 5m service module and the SLS is 8m launch system. Either way, I'm still in the early EARLY planning stage. I won't even think about starting to model it until I'm finished with the THST. The rational is simple. Using a proper launch system (not an unrealistic overbuilt or asparagus configuration) the SDHI is really only appropriate from Kerbin orbit. The Taurus SDHI is appropriate for within the Kerbin system (the Mun and Mimnus). The Orion is being built as a deep space/extra-planetary missions. So it's a service module to be sent to Duna, Eve, or Jool.
  12. Not at all man. Wasn't really thread jacking. I didn't see the other development thread and I'm glad you brought it to my attention. Last thing I want to do is steal someone else's project!
  13. Yes, I see that he logged on yesterday. But no comment or update to the thread 3 months. I'll send him a PM to see if he's still doing it or if I can run with it.
  14. As a side note: I just looked at Stevincent's thread. I hope he comes back. His models are excellent, I think mine would be a pale comparison. But, if he doesn't, I might as well try.
  15. Hmmm. I searched the forum for SLS before posting, but didn't find it. I found it now with that name. I was surprised that no one had tried to make it. But, it was started almost a year ago (July 13th 2013) with no release. Yeah, I'd call that stalled. Oh well. Unless he pops up, I'll continue with the planning stage. Thanks for letting me know
  16. Presenting: (Updated 4/18/2015) The core module of the Orion MPCV system. Orion Black Final by noonespecial on Sketchfab Downloads for the Orion (DDSLoader required for DDS versions, not included) 1k Resolution Textures (Normal / DDS) 2k Resolution Textures (Normal / DDS) HD 4k Resolution Textures (DDS) Credits Greys - For initial hand holding that got my started on the correct path. Starwaster - For his Reflection Plugin Continued. The MPCV may already exist in game in the form of simghai's SDHI, I haven't checked yet to see if the scale matches the SLS. If it does match, then one less part(s) to make. Otherwise SDHI doesn't match, I will make a matching version. One of the more remarkable aspects of this long distance deployable space station is "...provides deep space vehicle assembly...". Sounds like there is an existing mod to compliment that no? Also, did you notice the central component? This part screams "SCIENCE!". Although, coding is my weakness and I'm not confident in my skills to be able to code a new science device. But I'm willing to give it a try. Can't be that hard, can it? Not to much to say about these. I recall seeing pretty much these exact same components in other mods. I don't recall which off the top of my head though... I'll find them later. Mars? They mean... Duna... right? While there is already ARM in stock KSP (since 23.5), the components in this Boeing concept art look uniquely different... Not to much details about this one. I'll do some research to see if I can find more information about this Europa probe. Another probe, but smaller than the Europa Clipper. But then again, it is just an orbiter. (Please, no tissue paper jokes) Another part that screams "SCIENCE". But, just looking at that thing makes my want to break out blender and start modeling. 200 AU... another science related probe I'm thinking. Are those..... strange solar panels or almost stock RTGs on that thing? Another probe... another opportunity for SCIENCE. ARM and ADM? Hmmmm. This looks like a type of inflatable habitat? Didn't I see one of those already available? -------------------------------------------------------------------------------------- Over the next few weeks, I will be digging up more information and dissecting the components of this system to more fully plan out it's possible future implementation.
  17. I think I have my next project for when I finish THST (http://www.boeing.com/assets/pdf/defense-space/space/sls/docs/sls_mission_booklet_jan_2014.pdf). The NASA / Boeing Space Launch System. The contract to build it was signed on July 1st. Expected completion 2017.
  18. You could make different size adapters, but I see little need for it. You could use TweakScale and just pop a few lines in your part.cfg instead of making all new models. I'm still playing with the texturing, but like modeling, this is my first time doing textures for 3d models. I have Photoshop at home, but sometimes use GIMP at work.
  19. Yeah, I as well like Near Future Construction, so I will (most likely) make adapters to fit. Here are so more normal maps (including gold foil) And, finally got around to doing a real texture for the truss. Here it is (still needs a little work).
  20. Good idea. Unfortunately, I'm still trying to figure out normal maps. Can you recommend any good tutorials?
  21. Yeah man, pretty awesome work! I finished the large Octo tank, I'm working on the Octo to 1.25m adapter and tomorrow I'll finish the Octo to 2.5m adapter. I have some variants for the Octo Tanks I'll make available as optional downloads. First, the normal one. Second, a transparent tank model. And third, a reflective tank model (using Starwaster's Reflective plugin).
  22. It's one of the most useful mods out there (IMHO). Let's you launch a ship. Schedule the next maneuver node, then you can go launch another ship without worrying about missing the transfer. http://forum.kerbalspaceprogram.com/threads/24786-0-23-5-Kerbal-Alarm-Clock-v2-7-5-0-%28June-25%29?highlight=kac
  23. As requested. Here is my version of the Octo Truss. It, with a few other octo parts, will be available in the next release.
  24. Greys, you blow my mind every time you post something. So, let me make sure I understand what you're doing here. You're creating a GameObject child under the Part>Model named AttachNodes, then creating additional GameObjects under that for each attachment node, then calling those attachment nodes in the part.cfg using "NODE {...}". Do I understand that correctly? Those look very nice Speedy! At first glance, I thought it WAS the original THSS. But I do see some differences in your models. Specifically, you use a hexagon center post as opposed to Semni's industrial truss center post. Very nice work. Hi RNW, as a matter of fact. I am planning on doing an octostruts variant as part of this mod. I have a few ideas sketched up on paper, and will start to model them once I finish the core THST parts. SpeedyB might do a version more true to the original, you'll have to wait for him to answer.
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