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Everything posted by noonespecial
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Chaka Monkey - Closed Development Thread
noonespecial replied to YANFRET's topic in KSP1 Mod Development
Which support lander? You said, Mun, so I'm assuming the smaller lander? -
I have everything (mostly) up and running again. With that said: I've decided to retexture the whole mod. I've started working on a 2.5m modular station system. After about a dozen textures, I've decided on one I like... but it doesn't match the already released parts. So I will be retexturing those to match. Here is the first of the 2.5m modular parts. A station habitat I've come to affectionately call "Chapel" Low by noonespecial on Sketchfab
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Chaka Monkey - Closed Development Thread
noonespecial replied to YANFRET's topic in KSP1 Mod Development
You could probably do that with the TextureReplacer mod. -
Definately, but most of it will be released under the ChakaMonkey mod. I will be making significant changes to each part (mostly mod dependencies and textures) to differentiate from ChakaMonkey. But things are progressing nicely. YANFRET provides great feedback and ideas to which is really helping me keep a high standard of quality and grow as a modeler. You can check the latest information there, but here is the most recent work: http://forum.kerbalspaceprogram.com/threads/64993-24-2-Chaka-Monkey-EXPLORATION-BETA-0-12?p=1510093&viewfull=1#post1510093
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I had this figured out before, but since my home computer is currently down, I can't check the working example. But, if I recall, I used JSIPartComponentGroup with the actuator managedResource. From what I remember, the JSIPartComponentGroup module MUST be declared before the Resource module. Also, it only works in the VAB/SPH and not while in flight.
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Chaka Monkey - Closed Development Thread
noonespecial replied to YANFRET's topic in KSP1 Mod Development
Thanks for the interest, it's appreciated. I haven't stopped my SLS, the additions to ChakaMonkey ARE my SLS . I will eventually be releasing them separately, as there will be some differences (mostly, textures and plugin dependencies). . -
Luckily, I built my computer with redundancy and performance in mind. I run the OS and KSP on an SSD. applications and unimportant data I had on a 1tb sata. Important data, such as this mod, are on a mirrored array with nightly backups to an external drive and github The application drive was the one that failed.
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update Bad news: one of the hard disk on my computer failed. Good news: it was only the disk that I run programs off of. So I still have all my data files (such as this mod). But, it will be sometime before I get it up and ruining again, because I start my vacation later this week. So any additional updates to this mod are, at best, three weeks away. However, if you are impatient and motivated, anyone has my full permission to update this mod for 0.25. The only thing the update broke was the node placements in the part.cfg files. I'll be absent for the next few weeks while traveling abroad, but don't worry, this mod isn't abandoned.
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[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]
noonespecial replied to marce's topic in KSP1 Mod Development
Make sure you have Blizzy's Toolbar, This Mod, and CIT Utils installed. -
Update 10/26/2014 I've nearly completed updating the older stuff to work with 0.25, while adding support for AVC. The newer stuff is taking longer than the older stuff because I've switched to new modeling software, the learning curve is slowing me down a bit. The next update will include more structural components (including larger station structure components), a modular rover system, and a modular probe system. I'll make sure to get the 0.25 update out soon, as later this week I will be going to Thailand for scuba diving for two weeks. So I have to get the 0.25 update out before, just in case a shark eats me or I die from eating too much spicy curry.
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Which version of Unity?
noonespecial replied to RoverDude's topic in KSP1 Modelling and Texturing Discussion
Which is annoying, because in Unity 4.3 BlendShape animations were introducted. Hopefully they will update partTools soon so I can use those juicy BlendShape animations. -
UV Unwrapping Tips and Tricks
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
Here you are. Still minus the animated parts. -
[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]
noonespecial replied to marce's topic in KSP1 Mod Development
I seem to be having a bit of trouble with this. The node placement in the mod is offset from the node information in the config files. For example: Mod shows node as: 0.0,-0.175, 0.0. The information in the part.cfg is 0.0, -1.40, 0.0. It seems to be this way for every part I've looked at, including stock parts. Other examples: MK1 Inline cockpit Top Node: Mod shows 0.0, 0.9375, 0.0. part.cfg is 0.0, 7.5, 0.0 Bottom Node: 0.0, -0.96875, 0.0. part.cfg is 0.0, -7.75, 0.0 Lander Can Top Node: Mod shows 0.0, 0.75193, 0.0. part.cfg is 0.0, 0.625, 0.0 Bottom Node: Mod shows 0.0, -0.40367, 0.0. part.cfg is 0.0, -0.625, 0.0 I've tried deleting and installing the latest version, but that didn't appear to fix anything. I'm running KSP 0.25 (32 bit). As this is my development install, I only have AVC, RasterProp, your mod, and Toolbar installed. Any ideas on how to fix? -
UV Unwrapping Tips and Tricks
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
I hope you don't take this the wrong way, because I do mean it with the utmost due respect. But, concerning your comments, I'm not sure you fully understand the workflow I'm using here. This isn't the first time you've mentioned "planning ahead" and how important that is to unwrapping. If you understand the workflow I've used here, you'd understand that this method would impossible without planning ahead and is probably the reason you're having difficulty trying to unwrap this model outside of it's planned workflow. The design, as shown in the tutorial, was heavily planned with the UVMap and texture in mind. Thus, the minimal number of parts and how those parts are constructed and unwrapped before being duplicated and building the model "lego" style. The UVMap for this model is actually extremely simple when following this workflow, resulting in 19 unique islands. Unwrapping this model outside of this workflow would result in nearly 300 unique islands. Here is an example picture, showing the UVMap, texture, baked AO, and normal map of this model and the completed model in KSP itself. Additional comments: Unless there is some error in that file or it was imported incorrectly, there is no geometry that is "completely inside" other geometry. The ends of the struts clip into the joints, but that's about it. Other parts may pass through pieces of geometry, to minimize face count, as visually and structurally there would be no way to tell the difference without dissecting the model. "The larger tanks clip through the struts." "the tanks don't look attached sufficiently to anything". The tanks are connected, flush, at the top of to the hexagonal plate that is the top of the lander. The tanks are connected, flush, with the storage boxes at the bottom of the lander. As you say, the tanks clip through the struts, as seen here. Which is essentially a low poly "the strut is welded to the tank". Thus, as the tanks are connected above and below, as well as with struts, I do believe it is sufficiently attached. However, I will say that your misunderstand is partially my fault. The model I provided you was not the "completed" model as shown in that picture. The landing legs and storage boxes are animated and were separate parts added to the final model in Unity. I probably should have explained that. The landing legs model adds additional support to the smaller tanks and the storage boxes fill in the void left in the lower portion of the model as shown here. -
UV Unwrapping Tips and Tricks
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
No worries mate. Take your time. -
UV Unwrapping Tips and Tricks
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
So, any luck with the UV unwrap of that model? -
Steam/Air venting?
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
Thanks for the advice everyone . However, before I go trying to configure these plugins, it is something that is possible with stock? I don't have anything against plugins, but do try to minimize plugin dependencies as much as possible. As this is not a necessary component of what I'm working on (just a nice, although unneeded, visual effect). -
Is it possible, with the KSP particle system, to have an animation where there is "steam venting"? If possible, any idea how to accomplish it? such as:
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Chaka Monkey - Closed Development Thread
noonespecial replied to YANFRET's topic in KSP1 Mod Development
"Monkey Pipeline"... You mean... The Monkey Vine -
Here is what I've been working on. Currently only with normal map. The last photo has a quick texture, definately not the final one. The things sticking out the side are the wheel bases, not the wheels. I haven't made the wheels next. After I finish the IVA for this puppy, I'll tackling making the wheels.