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Everything posted by SystemGlitch
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
SystemGlitch replied to PolecatEZ's topic in KSP1 Mod Development
Here's the concept art for the Lateral 45 degree landing gear. Do you need me to model it somewhat so you've got a better idea where to go with it or do you better understand how to go about it now? -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
SystemGlitch replied to PolecatEZ's topic in KSP1 Mod Development
I was talking mainly about other parts being B9-ified, like Rover Wheels, Docking ports, etc. Since you mentioned that you were just going through the Stock Part Categories and B9-ifying them. I'm currently working on some rover wheels that are a bit more science future. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
SystemGlitch replied to PolecatEZ's topic in KSP1 Mod Development
Wow! This stuff is amazing! This is the kinda expansion pack I've been dreaming of! There are parts I've thought of in a B9 style, and I've even thought of B9-ifying stuff on my own, you beat me to it and it's done much better! As you can see in my signature, I've attempted to try and retexture Snjo's Firespitter, but as I read in an earlier post of yours, the firespitter parts are more a showcase of what his plugin and coding can do. So I'm going to just message him voicing my backing-down. After seeing how his project folders are organized, and my lack of modding understanding, I can't do anything with the mod in it's current state. I've thought of making my own models and having him replace his, but alas, I don't have the skill. So that's why I'm glad you've done so much with this B9 Expansion! Can't wait to replace all the squad parts with prettier, more optimized parts. I'm willing to contribute to easing your workload somewhat, if you'd like! I'm mainly a texturer, but since you're recycling textures anyway, all you need is knowledge of UV map morphing, which is a skill I haven't honed. I would instead be thinking up more parts to add to the pack, added functions, etc. I can create preliminary models in sketchup, export them to .dae, and send them to you so you can do the rest of the polishing. Anyway, great work! Message me if you're interested in the help! -
This is still alive, but currently, CXG is busy preparing a scale A-10 jet for an RC event.
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Look into FusTek!
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Aw, I'm bummed that I can't edit the textures for this mod. Used to use it ages ago, nice to see it back, but I can't deal with .mbm's and .mu's, and it's too much of a pain in the arse to convert them all.
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Hm..Well, I've seen my fair share of modders doing something that's been done before, but whether it be because they didn't know, or don't care, I think it's more because they can and want to. Still, I think we could still individualize the landing gear. Maybe by adding rover wheels to it? That way, you could move the habitats to a better location after landing. The wheels would have a lot of power, but be incredibly slow, as a balancing feature.
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I'm not technically ready to normal map the textures yet, but I'm seeing what this program can do for me, it's producing some nice results! This is just a test, and won't represent the final normal map, it's mainly just the drawing converted to greyscale and then to a normal map.
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They don't really have any kind of memory system, nor do most other bugs. Simply a nerve cluster that's spread throughout their body. Like OP said, they're organic robots, they perform the tasks that they were programmed to do by their genetics, and that's it. When they're following a chemical trail, they do not stop until they reach their destination, which would be food, generally. Ants that were swarming on a piece of food will not "see" that it is gone once you remove it, and will scout the surrounding area, and either get lost, or somehow get back home.
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[WIP] CrossOver Packs (Release 0.2) - B9 all the things!
SystemGlitch replied to PolecatEZ's topic in KSP1 Mod Development
Don't you worry, as soon as I can figure out Snjo's dropbox, model revisions and new textures will be on the way! Currently focusing on the Heli parts, and I'll do the cockpit first, just for you! And to the creator of this texture replacement pack, kudos to ya! I love the awesome work of bac9, definitely the most professional mod out there. And I dare say it looks and performs better than Squad's parts and textures!(Still love ya, squad!) Keep up the awesome work PolecatEZ! -
Ah, I see. Well, I still think in order to match most parts, the cylinders should have 24 sides, but otherwise perfect, then. Ey, get back to me so I can start texturing, dude!
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Looked at the wireframes of your models..they need a lot of optimization, man!
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Love this idea! Your models look great, too! Hey, if you need someone to handle the texturing, I can do that for you! Just provide me with the model and the UV unwrap with notes on what wrap is what, and I'll get right on it! That way, you can spend more time modeling and getting stuff worked out. If you really need me to, I can also add detail to the models for ya! I'm always full of ideas, and would love to work with you if you would like the help!
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VTS: The Versatile Toolbox System
SystemGlitch replied to Nazari1382's topic in KSP1 Mod Development
Nice! I like the personal EVA seat. Looks fun! I'd add some sort of solar panels, or a tiny generator that would power a gyro, or some forward facing lights. Keep up the great work! Oh, and since you don't seem to know this, FLEXracks is officially dead. So if you're up for it, you could do something similar to what nothke had in mind! -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
SystemGlitch replied to BahamutoD's topic in KSP1 Mod Development
Wow, this is a really cool idea! It's like..multiplayer by yourself! I like the name, too. But something like Kerbal Fleet makes it seem so much more epic. -
Holy moly! These parts look AMAZING! I love all the detail and the texture work is great! Greebl-ey parts are my favorite kinds! Keep up the good work, guys!
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Hey, Snjo! I love all the parts in your mod! They add tons of extra functionality and aesthetic appeal to the game! But while I enjoy the parts and their models, the style of the part's textures bothers me. They lack a common aesthetic, and while they have their own style, I don't think it's up to par with other popular mods. I think it's awesome that it's pretty easy to make your own textures for the mod, and that you can switch them at will. Also cool that fans can create their own texture packs for the mod, but what I'd like to do, is re-factor the mod's default textures. So, what I'm getting at here, is that I'd like to take on the role of this mod's texture artist. I've textured a few examples, but my game is bugged, currently, and I can't show you what the textures look like on the models. But some textures: Those are in a beat up style, but I could also do them in a cleaner style, like B9 Aerospace, or in a style similar to the original, but cleaned up and made more consistent. Please consider my offer! I'd love to work on a mod such as this!
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[WIP] Nert's Dev Thread - Current: various updates
SystemGlitch replied to Nertea's topic in KSP1 Mod Development
Since I can't seem to make any working parts on my own, I've been working on trying to get someone to work with, and to no avail. So since you've taken suggestions before, I've got an idea for something I haven't seen done in KSP Modding yet. Solar Sails, delicate, mirrored, thin material stretched over a large span, that's pushed by the photons coming from the sun. The only issue I see with creating a part of this nature, is the calculations required to make the solar sail work correctly. Maybe using solar panel code to tell if the sun is hitting the panels, and then somehow calculate the angle of the sail compared to the sun's position. -
Hello fellow Kerbonauts and Kerbal Engineers! I'm brand new to the forums, and I'm glad to be here. I plan on working on mod development, but I enjoy just playing, too. I love sandbox games like this, especially with mods, because there's so much you can do, and more to come! I've been playing the game for a few months now, and I've still never gotten to the moon on my own. Most of the time, I'm in Sandbox mode making things that look cool, but don't fly that well.