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KSP2 Release Notes
Everything posted by Porkjet
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By the way, PBR lighting model isn't much more performance expensive than the old one. Not enough to make a noticable difference in framerates. In terms of graphics porformance there's actually a lot of headroom. What influences framerates most atm is part physics and planet terrain
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https://www.youtube.com/watch?v=4Ca6x4QbpoM
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It's role is more or less that of a "Sustainer" engine, typically used after booster seperation during coast to apoapsis. Since kerbins amtosphere is pretty high compared to it's size, and generally much smaller than earth, this coasting phase is a much steeper and quicker climb than it would be on earth, so sustainers in KSP need pretty high thrust, that's why it's such a monster.
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The visual change will be subtle. We don't magically get photorealistic assets, and dont want to. It will still be largely the same art style as before. We get some nice new subtle details tho, especially in terms of how the materials react to lighting, and reflectivity. (reflect planet from below in orbit etc ) As for converting, that's quite straight forward. Diffuse and Specular maps, if reasonably done, can be reused as Albedo and Smoothness maps, with only small adjustments required. The additional maps, metalness, and occlusion, should be easy to make from copy pasting layers from the existing source textures.
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Help with DDS editing in Photoshop
Porkjet replied to dboi88's topic in KSP1 Modelling and Texturing Discussion
The Nvidia PS plugin can automatically flip the texture for you on import and export. For import settings: - Load using Default Sizes - DONT load mipmaps! Unless for some reason you wanna manually edit them but usually you dont - Load Flipped Vertically Export Settings: - Generate Mipmaps - Save Flipped Vertically - DXT1 for RGB maps, DXT5 for RGB + Alpha, DXT5nm for normal maps -
I'm sorry that this happens from time to time, but there's not really a way around it. For one, balancing is an ongoing effort, and with each new part or gameplay feature added to the game some part stats will have to be reconsidered. Also, sometimes a part revamp may affect craft performance in some way, even if its mostly visual. For instance, the new Thud model will float slightly offset on older crafts, that is because its slimmer than previously, and if offset to account for that, the model origin would be outside of the mesh which would cause all sorts of other problems. So sometimes we just have to bite the bullet and sacrifice a bit of backwards compatibility to improve the game. What can pretty much be guaranteed at least tho, is that old crafts will allways load up and work, they may just have COM/COL shifting issues or other relatively minor problems.
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My asymmetrical shuttle with one SRB
Porkjet replied to Thraken's topic in KSP1 The Spacecraft Exchange
Hah that's nice! -
1.0.5 is out!!!!! post your fist craft here.
Porkjet replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
\o/ needs more fuel -
I'm skinning the mesh to do this. A bone is just a set of vertices with predefined amount of influence on their scale/rotation/position by the bone. For a capsule shaped inflatable, theres one bone for the center-core that stays unchanged, one for the middle canvas portion, which is beeing scaled for the animation, and one for the windows that is scaled only on one axis (so they retain at least their width/height). You can probably guess that this is quite time consuming and circumstantial to set up. For a centrfuge its a nightmare. Unity's blendshapes, aka vertexmorphs, aka shapekeys or whatever different software calls them should be much easier to use for this, and I'll need to try to find out how to use that in KSP.
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Weird discoloration on part textures
Porkjet replied to Freedom's topic in KSP1 Modelling and Texturing Discussion
They're compression artifacts. They're less obvious if the textures are a little busier. Try to blend some irregularity over the flat areas and/or apply slight gradients, and/or overlay it with a slight hint of noise, that'll dither the discolorations and hopefully prevent them from forming apparent patterns and lines. -
[Air Breathing Junk] How about TurboScramjet?
Porkjet replied to RandomRyan's topic in Science & Spaceflight
Lockheed's trying to built something like that Noone can say if it'll ever work -
Updated by correcting attachnode vectors, converting tex to dds... and changing version number! Happy Helloween 2015 folks!
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Looks really cool!
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Just chatted bout this with Bac9 cos it's kinda hard to sum up. Basically, irregular poly flow gives you irregular shading. To quote him: "basically, there are two issues: First is consistency of size. Shading transitions from huge to tiny faces will look bad without face-weighted normals second there is topology/flow. Ideally absolutely nothing but relatively undistorted quads should be used. Triangles are evil, pentagons are evil, poles are evil, and n-gons are literally Satan." Also he suggested i link you to this thread http://www.polycount.com/forum/showthread.php?t=56014 And tell you to ask questions about topology there. Another easier option: why not leave it flat areas and put the windows in with a texture, you decided not to model the rcs nozzles, so why bother with the windows. With nice specular map and normal mapping, it'll look really nice.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Porkjet replied to Porkjet's topic in KSP1 Mod Releases
IRL, it would only have thrust in the 5N range, but, you know this is KSP and we don't have thrust on timewarp so theres no choice but to bump the thrust. -
Better IVA - high visibility
Porkjet replied to CaptainTurbomuffin's topic in KSP1 Suggestions & Development Discussion
Points taken!- 1 reply
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Dammit sorry, fixed the pics. Dropbox just doesnt want me to embed images it seems so imgur it is now.
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I'll try to explain why this is happening with a picture: As for your pod, the only way I was able to somewhat solve this was to go high-poly: Sorry to be the bearer of bad news, but there simply isn't a good way of solving this in low poly modelling. Cutouts on flat surfaces are no problem, but on curved surfaces they are very difficult, and you should simply avoid them. I suggest that you simply dont model those details and instead add them on the Texture. Afterall those are just 2cm indents, just add them on a normal map on a clean pod surface and the difference will be negligible.
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How will 1.1 affect modelling, or will it?
Porkjet replied to smjjames's topic in KSP1 Modelling and Texturing Discussion
It'll mainly affect plugins, models probably not at all, so no need to wait. -
A probably very basic texture problem
Porkjet replied to Bishop149's topic in KSP1 Modelling and Texturing Discussion
The name before the comma has to be the original texture that's referenced in the model file, after the comma comes the path to the texture that is supposed to replace it. Also note that there needs to be a texture with the original name in the same folder where the model file is located, basically it first needs something to be there that it can then replace. It can be a downsized dummy texture. This could be one source of error. You need to absolutely triple check that the file paths are correct, very easy to make tiny mistake there -
Cylinders usually get a 12-sided cylinder mesh collider, as unfortunately there is no cylinder unity collider. This seems to be a good trade-off between performance and precision. And yes, the colliders make all the difference in how other parts attach to it. As with the cylinder example, the 12 sided collider on a 24-sided mesh will let attached parts slightly sink into every 2nd egde of it, but thats hardly noticable. With an 8-sided collider it'll start to get more obvious. As a rule of thumb you could say with a collider that has half the amount of supporting loops than the rendered mesh you're on the safe side, and from there see if you can make any additional reduction in polycount that will not make it noticably inaccurate, e.g. flat areas or low angle curves can be reduced further. Set yourself a certain maximum of of how much deviation from the rendered mesh you allow. I also think its better to let the deviations go mainly inwards into the part than outward, slightly clipping attached parts is better than attaching them floating.
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Even a box-shaped mesh collider will be more expensive than a unity box collider, and the more triangles your mesh collider has the more expensive it is. The cheapest of the unity colliders is the sphere collider, followed by capsule collider. So those are a good choice for triggers like airlocks and ladders. Box colliders are a little bit more expensive but still much cheaper than the most primitive mesh colliders. Try to approximate the shape with as little polies in the mesh collider as possible, those physics calculations are one of the biggest performance sinks in KSP.
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Props - Blank Texture In Unity.
Porkjet replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Yes this is due to DDS, part tools doesnt read them. If you have your props reference gamedata folder as a copy somewhere you can use the props from an older version where they were MBM so it'll show up in unity.