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Proper 3D screenshots where you can rotate crafts now available!


Maschinenbauer

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Hi Maschinenbauer here are some test results:

Note: Models can be uploaded while playing KSP.

Stock: only have problems with offset struts (firespitter struts have the same problem), open cargo doors and closed landing gear.

Horten Ho 229 by carcharoth on Sketchfab

Boeing B-52 Stratofortress by carcharoth on Sketchfab

Retro future planes: looks ok, some texture problems, EDIT: the 2 weapons fail at upload.

BDarmory: maverick missile missing, bombs OK, Full part list below Here.

Lockheed S-3 Viking BD by carcharoth on Sketchfab

Firespitter: Basic fuel tank is missing, customizable propellers are reseted to basic stats (2 blades, engine size 0) all propellers have "ghost" blades, but is solved editing (3D settings>Materials>Disc0_material>transparency ON 100).

Tupolev Tu-2 by carcharoth on Sketchfab

Infernal Robotics: Looks almost ok, can keep the rotation with which they were saved, but the robotic part itself was rotated.

KSP Nikitin-Shevchenko IS-1 by Carcharoth on Sketchfab

Edited by Carcharoth
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only have problems with offset struts (firespitter struts have the same problem), open cargo doors and closed landing gear.

I really dig that Horten!

Unfortunately there´s no workaround to fix animated parts in a certain state. I will contact the support and ask if they look into it.

Struts: I make them transparent because there is no way the exporter tool could read the correct orientation and length as the game calculates them when loading the craft on the lauchpad.

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Update test.

Full BD armory tested (if a part does not appear here is because it works fine):

Weapon manager, NO Errors. Sorry, it was my fault

.50 cal turret, ValueError: MuMaterial 15

20mm 30mm and .50cal Ammo boxes, resized and texture changed to .50 cal ammo (not a big deal)

Cannon shell ammo box, upload error in Sketchfab "Error 13"

AIM-120 AMRAAM, upload error in Sketchfab "Error 13"

Adjustable missile rail, custom size reset to basic

AGM-65 Maverick missile, no errors, but does not "exist"

AGM-114 hellfire missile, upload error in Sketchfab "Error 13"

Aim-9 Sidewinder missile, no errors, but does not "exist"

AGM-86B Cruise Missile, no errors, but does not "exist"

GAU-8 30X173mm cannon, upload error in Sketchfab "Error 13"

Goalkeeper CIWS, upload error in Sketchfab "Error 13"

HE-KV-1 Missile, ValueError: MuMaterial 15

M1 Abrams Cannon, ValueError: MuMaterial 15

M102 howitzer (Radial), TypeError: exceptions must be old-style classes or derived from BaseException, not NoneType

M230 Chain Gun Turret, ValueError: MuMaterial 15

Oerlikon Millennium Cannon, no errors, but does not "exist"

RBS-15 Cruise Missile, ValueError: MuMaterial 15

Vulcan (Hidden), no errors, but does not "exist"

Vulcan Turret, ValueError: MuMaterial 15

PAC-3 Intercept missile, no errors, but does not "exist"

Retro future planes, only weapons:

30mm cannon, ValueError: MuMaterial 15

4x .50cal Nose Guns, MemoryError:

I hope it helps :)

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Just a simple design to get things started.

I'll have to learn how to manipulate parts, materials and import my own background in there.

Is it possible to manipulate the deployed state of ladders and landing gear, or is this done in game?

Example:

TB-3 Heavy Bomber replica, which should have its landing gear permanently extended.

Edited by pandoras kitten
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I'll have to learn how to manipulate parts, materials and import my own background in there.

To import custom backgrounds you need to be pro member. That means either paying, or inviting 5 friends to sketchfab.

The Sketchfab devs told me:

Struts:

Procedural parts doesn't look so "easy" to handle with the data we currently hace, we need to dig a little bit in the game data in order to find a way to process and render them correctly. In the meantime, as these parts give a very buggy effect to the models, we will simply hide them for now, but we will look at the same time for a workaround to process them correctly.

Is it possible to manipulate the deployed state of ladders and landing gear, or is this done in game?

State of the gear n stuff:

Your second question refers to one of the things that we will probably do first. We are working on these parts in order to set them in the same state as they actually are in the game. We have the data, we just have to make it works for every animated parts.

Btw, we will do an update of ksp processing soon, that will hide bottom shrouds and also fix some scale issues.

Thanks, we 'll keep you in touch!

Aurélien

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State of the gear n stuff:

Your second question refers to one of the things that we will probably do first. We are working on these parts in order to set them in the same state as they actually are in the game. We have the data, we just have to make it works for every animated parts.

Btw, we will do an update of ksp processing soon, that will hide bottom shrouds and also fix some scale issues.

Thanks, we 'll keep you in touch!

Aurélien

Sounds good! In the meantime I will be posting craft that work in the current state - ladders deployed and everything else stowed. Being able to pose them properly in future will make a lot of other craft look good - dishes and panels deployed, landing gear in correct position etc :)

Meantime, the fishing boat esinohio recently used in an pirate ship vs kraken cute render:

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