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Tokamak Industries Refurbished Parts - Learning feedback thread


Tokamak

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I dont believe sumghai is maintaining the Munox, so I'd say continue with it. benjees stockalike ISS parts didnt stop me from continuing with my own pack, so I dont see why you would need to halt development on your part.

 

plus I'm liking your model better :)

 

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54 minutes ago, OrbitalBuzzsaw said:

Cool cockpit! How about a half-length version of the 2.5M ISRU?

52 minutes ago, Tokamak said:

Do you mean of the stock ISRU?

Why would he make an ISRU part..? It doesn't seem at all relevant to his work so far. Obviously that shouldn't stop @Tokamak if he wants to make one (and I see the visual resemblance in that part he showed the other week) but still...

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3 hours ago, Tokamak said:

Aww poo. XD

 

Oh well, I may as well continue the exercise, because I'm learning a lot.

 

Edit: It doesn't look like that specific part is in the SDHI updated pack yet. 

I didnt mean to discourage you... :)

Yes, either fusty or sumghai pulled the Munox series of parts (there were actually several parts), way back, maybe prior to KSP 0.25?... So nothing like them has been seen in probably a coupke years... So a fresh take on them would be interesting to see... :)

I THINK the license is open on them, and IIRC, I have a copy of the last version, if you want it to look at or play with them...

Edited by Stone Blue
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1 hour ago, cxg2827 said:

plus I'm liking your model better :)

 

Thanks! :D

 

24 minutes ago, Stone Blue said:

I THINK the license is open on them, and IIRC, I have a copy of the last version, if you want it to look at or play with...

 

Ooh, that would be interesting, actually. Picking apart things others have done is proving very helpful!

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With some IVAs, notably the official ones, when you use the enhanced IVA feature, instead of just seeing a render of the IVA drawn on top of the part in flight view, you only see the inside through windows or deliberate cutaways built into the IVA. None of the tutorials I've found mention ANYTHING about how to do this, which isn't surprising, since it's a new feature. Does anyone know even what terms I should search for?

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35 minutes ago, cxg2827 said:

this:

 

 

Awesome, thanks!

 

One more question for now: Is there a good way to browse through a collection of props? I can insert them one by one into a unity scene, but they have no textures, and at least with the props in the FusTek pack, the blender .mu plugin can't read them. I can just make a placeholder IVA and throw ALL the props into it, but there must be a better way :)

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I'm close to a beta release of some of the parts. Hooray!
 

It appears that USIAnimation seems to be just the thing for making an inflatable part, with handling for changing crew capacity and whatnot. If I am going to take a dependency on USI Tools, can anyone tell me what is the appropriate way to go about it? Should I just note it as required and leave it at that? I know most mods that use Firespitter bundle a copy of the dll, but I'm not sure if that is a special case or not.

 

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1 hour ago, Tokamak said:

I'm close to a beta release of some of the parts. Hooray!
 

It appears that USIAnimation seems to be just the thing for making an inflatable part, with handling for changing crew capacity and whatnot. If I am going to take a dependency on USI Tools, can anyone tell me what is the appropriate way to go about it? Should I just note it as required and leave it at that? I know most mods that use Firespitter bundle a copy of the dll, but I'm not sure if that is a special case or not.

 

 

The license:

 

Quote

 

(c) 2016, Robert Palmer

   
  Umbra Space Industries(tm), nor the name of this project may be used in a derivative work without permission.
   
  Configuration files and code are licensed under the GPL v3 license (included separately).
   
  Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely :)

 

Edit the third: GPL means you can technically distribute it, but I think you would be better off just making it a dependency (IE- link to Roverdude's current version).

 
Edited by Randazzo
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@Randazzo

Makes sense. Why is it that everyone and their dog just includes the latest Firespitter in their mods, instead of linking to the latest build?

Also, part of what I asked him was how to use the USI name and similar in the context of these parts being geared specifically to work with his mods.

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1 minute ago, Tokamak said:

I'm having a little trouble embedding an imgur gallery in a post. The instructions here aren't working for me, so I mist be misunderstanding something. I just see my imgur link as text when I view the post.

Those are from 2013, man.

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1 minute ago, Tokamak said:

Yeah, I saw that. Has the forum switched to new software since then, or something? I see embedded imgur galleries all the time

Yeah, an update borked Imgur album embedding.

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6 hours ago, Tokamak said:

@Randazzo

Makes sense. Why is it that everyone and their dog just includes the latest Firespitter in their mods, instead of linking to the latest build?

Also, part of what I asked him was how to use the USI name and similar in the context of these parts being geared specifically to work with his mods.

Not sure, really. Perhaps for the sake of simplicity in regard to installing.

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On 19/08/2016 at 8:25 PM, Tokamak said:

So, everyone says I should be learning to hand-draw textures, so here is my first fumbling attempt. I'm partly colourblind, which makes it hard to tell how something will look to most people, but I'm at least trying to fumble my way through choosing colours that are not too garish, and giving them some texture. The texturing on this isn't great, but with some work it might be okay in the context of just a part that you won't be seeing TOO closely.

It is hard to know how high res to make textures. I don't want to eat up stupid amounts of memory with every part. For this test I created a 1024^2 texture, and made myself a nice  grid so I could try to have a relatively consistent texel density, with 2.5 metres corresponding to about 256 pixels.

Also, oh god AO baking makes things look SO much better.

 

blender__d__kerbal_my_modding_ksp_unity_

blender__d__kerbal_my_modding_ksp_unity_

Oops, I see a seam that needs to be fixed! XD

texture_ao_by_maekern-daenaku.png

 

I drew a lot of inspiration for the greebling from reference pictures of actual ECLSS equipment, though obviously trying to keep the models simple. The tug of war between keeping model complexity down but also making things look decent is hard.

Reference photos were less helpful for the texturing, because grey, grey, and more grey isn't a very interesting colour scheme. 

As always, any feedback and criticism is welcome

Morning Tokamak, 

It would appear you're using one of my hand painted textures without my permission, notably the gold foil bulkhead texture. Please contact me to talk further.

Regards,

UDK.

 

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18 minutes ago, udk_lethal_d0se said:

Morning Tokamak, 

It would appear you're using one of my hand painted textures without my permission, notably the gold foil bulkhead texture. Please contact me to talk further.

Regards,

UDK.

 

Ah, I think I see what the problem might be. I was displaying the part for which I was trying to paint textures, specifically the greebles in the middle. I was not even thinking about the fact that I had slapped your texture onto the end caps, and certainly was not trying to claim any credit for that part. I honestly didn't think about that, because I was too focused on the bits I was working on. I will correct that immediately.

I have appended the notice:  I hand painted the textures on the greebles (misc pipes tanks and things) in the center of the part. I did NOT create the gold endcap texture. That is a CC licensed texture created by@udk_lethal_d0se and at no point was it my intention to present that part as my work. That was an oversight on my part, and any assets, even a snippet of texture, that are used in anything I release will be fully credited.

 

Also I will just be clear here that the external texture for the "dry workshop" part, in addition to the base of the IVA's internal wall texture are originally by the same author, as credited in the release thread, as well as the mod download, and the .cfg file itself.

 

 

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Due to some issues with the creator of some assets I used wanting to revoke the CC BY-NC license, I may end up keeping the dry workshop hab as it is, or having to significantly recreate it with new assets. I guess we'll see.

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8 minutes ago, Tokamak said:

wanting to revoke the CC BY-NC license

I'm no licensing expert, but doesn't a licensing change only apply to the newest release and onward, and is not retroactive on older releases which has a less restrictive license? 

No matter. Since your IVA was completely modeled by you, why not just make a new part to use with the IVA with similar dimensions as UDKs? You're making great progress with modeling and texturing that it shouldn't be too hard for you to make a new external, seeing as IVAs are typically more involved/time-intensive.

 

 

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1 minute ago, cxg2827 said:

I'm no licensing expert, but doesn't a licensing change only apply to the newest release and onward, and is not retroactive on older releases which has a less restrictive license? 

No matter. Since your IVA was completely modeled by you, why not just make a new part to use with the IVA with similar dimensions as UDKs? You're making great progress with modeling and texturing that it shouldn't be too hard for you to make a new external, seeing as IVAs are typically more involved/time-intensive.

You may be right, but since I am already on shaky ground in terms of snarfing up a bunch of assets and re-using them, I want to make sure I do right by the community and other modders. If we can't come to a mutually agreeable solution, I probably can just redo stuff. I did also use his texture as the base for the inside wall, but I have learned the photoshop maxim "Use ALL THE LAYERS" :)

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