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Everything posted by Quellcrist
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[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Quellcrist replied to Quellcrist's topic in KSP1 Mod Development
Hi, while dusting some old Hard drives i stumbles on my old files for this mod, havent touched those in at least 4 years (you know life got in the way). If there is some demands for this i m willing to give it another go. -
[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Quellcrist replied to Quellcrist's topic in KSP1 Mod Development
Quick news I have been rather busy last two weeks so havent progressd as fast as i d like. Redid mesh for Mk Ic, and working on texture plus addition of onboard searchlight. To make you guys wait it out a bit please enjoy the eye candy If you fancy having this as a desktop wallpaper: ACI AeroPod Mk Ic bloc 1 (1920x1080) ps: dont dream it wont look as good in game, that rendered model is like 3.5 millions triangles . plus the shaders are much more limited. -
[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Quellcrist replied to Quellcrist's topic in KSP1 Mod Development
I realized that problem as well, it s due to me choosing a too low number of vertices for my original cylinder and other issues like this (as i m quite new to modeling i m learning those things as i go ) In any case i m rebuilding that mesh and you can expect a mk Ic bloc 1 in a few days. dully noted this will be corrected in next PR , before end of the week. ps: yes i m trying to have a color scheme that should go nicely along B9 or stock -
did a quick interpretation of your concept with a very fast texture (on auto so some issues), always good to explore new concepts PS: this was done in Wings in 10 minutes or so and yes its free
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If you arent too fixated on sketchup and are willing to learn i suggest going to either Blender if you have plenty of time and patience or Wings3D if you want to concentrate on the essential, alternatively if you can export your mesh in a proper format i can take a look and give you a few pointers. (havent touched sketchup but if you can export to obj, dae or 3ds that would be a start)
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en gros tu dois positionner une box (sans renderer dans unity) mais avec un action trigger ladder ou airlock (je dois justement en refaire sur un de mes modéles je vais essayer de faire 2 3 screens si tu veux)
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to embed sketchfab [-SKETCHFAB]10389df3d2b84ddab5a0a78ad188a99e[-/SKETCHFAB] (remove the -, simply enclose you model id in between) i was looking at your model and i found the topology of your mesh to be a bit weird for some boxy type shape, using sketchup?
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Another way to bake normals?
Quellcrist replied to Razorcane's topic in KSP1 Modelling and Texturing Discussion
I have used nvidia normal plugins, Blender internal stuff and crazybump. I am yet to find a solution that satisfies me entirely. I looked at ndo2/ddo2 but their interfaces looked confusing and i havent investigated further, same with xnormal, i need to get a more thorough look. -
[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Quellcrist replied to Quellcrist's topic in KSP1 Mod Development
Thanks a bunch , as i said i only started 3D modeling 10 days ago, so i learned a bunch of stuffs doing these. Once i figured that bloody UVunwrap thing the texturing got much better too. I tried an angled version but didnt select it, i might however get back to it to test it again. And regarding a 2.5m variant i got one planned but it s gonna be another mesh -
[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Quellcrist replied to Quellcrist's topic in KSP1 Mod Development
Well i ve pondered the issue at length, kerbals are supposed to be around 80cm talls, the cabin inside is about 55cm height so a sitting kerbal could reasonnably sit there. And dont forget this is a Hi Tech piece of equipment, nothing is perfect in the first version -
[Parts, WIP] ACI - Aeropod Pre-Release 3 (31/01/13)
Quellcrist replied to Quellcrist's topic in KSP1 Mod Development
Pre-release 3 is there I m very happy with the new texture, think i found a workflow that does work for me. please do test this to check for any bug please ps: I left the 2 first version in the pack but i ll most probably redo them or omit them altogether. -
After much tinkering and a complete redo of the mesh and texture i m presenting you the Aeropod Mk Ic Update: Pre-Release 3: All new model and texture, finishing bump mapping and detailing before uplaoding tonight Update: Pre-Release 2: Added a variant as Aeropod Mk Ib, taking into account the remarks in this thread. Added a hatch (finaly figured it). Please do download this to test as i want to be sure that there is no bugs or texture issues. Released under CC-BY SA 4.0 ACI AeroPod Mk Ic DropBox Download PR-1 DropBox Download PR-2 DropBox Download PR-3 ps: I am not begging you to use this, but since i m really a beginner in modeling and such i d really like to know what i have/have not done wrong. And if you like this even better
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[HELP] Object Rotation
Quellcrist replied to elind21's topic in KSP1 Modelling and Texturing Discussion
this issue was pissing me off so i searched a bit, surely we arent the only one to have experienced this issue. While you can fix it manually i found it error prone,, however i found this http://forum.unity3d.com/threads/181870-Blender-gt-Unity-Rotation-Fix it s script that add a unity tools menu, just apply it when you are finished in blender -
Something going wrong blender > Unity
Quellcrist replied to Quellcrist's topic in KSP1 Modelling and Texturing Discussion
well i do suppose i m gonna learn all these little things as i go along. Thanks for your help MrBond (NO ) Even managed to get the AirIntake Working .... Now i just need to learn how to texture stuffs ... -
Something going wrong blender > Unity
Quellcrist replied to Quellcrist's topic in KSP1 Modelling and Texturing Discussion
I understand perfectly what you are saying and it does makes a lot of sense (not counting that joined parts are a pain to work with). A question about you blender model, arent the colliders supposed to be children of the model? -
Something going wrong blender > Unity
Quellcrist replied to Quellcrist's topic in KSP1 Modelling and Texturing Discussion
mmm i see so i can import a .blend with unjoined parts then .... sorry if i sounds stupid but i just started about 48 hours ago. update: haha thanks a lot i just imported an earlier unjoined version and indeed it worked. -
ok so i m pretty new to modelling and things but this one is weird. I m trying to make a command pod a bit in the style of an old F8 Crusader (with an air intake under the cockpit basically). So i can do something that is visually ok in blender (till not up on the texture side but that s for later) When i import the model in Unity it looks fine, however after i run it through ksp_parts tools it misses the canopy..... <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/ctZe2/embed"></iframe> ps: allright my album wont show up , anyone can point me to a tutorial to embed thoes imgur album in ksp forum?
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Hi after Binky disappeared his BFT fuel tanks havent been updated, they are now not working and since he at the time didnt use any licence we basically cant do much. So after pondering what to do i decided to install blender and unity and give it a go. Since i have never touched a 3D software in my life you can expect the worst. However it turned mostly ok if a bit crappy on the texture side. So i m releasing a PreRelease and will carry on working on those. This is released under the CC BY-SA 4.0 https://www.dropbox.com/s/cwsrovik4ttce41/acicft-pr1.zip
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Anyway , this stuff was really pissing me off so i decided to install blender and unity (never used a 3D soft in my life). Luckily i did do some tech drawing on pen and papers when i was younger so i had a pretty good idea of what i wanted to achieve. Long story short, i have a model, i managed to import it to unity, and even to export it to ksp via the part tools, now i need to look at texturing and a few other stuffs and we can have a alternative. And to avoid all that silly licensing issue i ll release it under Attribution-ShareAlike CC BY-SA WIP
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To be honest after having researched the issue (this stuff got me curious ), it s no copyright infrigement for a user to apply a patch, it 's also not copyright infrigement for someone to give you a patch, see Galoob v. Nintendo. Thus modidifed version of license-free software can legally be distributed in source code form in whatever way that the original can, by distributing a patch alongside it. Now this is an interpretation of the copyright laws and seeing that i m not a lawyer, i d like to know what you guys think about it (not trying to go against current policy but trying to find a solution for everyone). At the minimum it would seems that it would be ok to distribute a patch to BFT (or whatever other addon in similar situation) fixing it for 0.23 and so on.
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I tried to contact the author a while back but never got any response. since there is no licence in the mod we are basically stuck , as in we can modify them for our own use but cant redistribute the changes. We need to come up with a process for handling those old not licensed mods when the authors have "disappeared" for a while.