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LLL - Lack Luster Labs - Development Thread


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@Neutrinovore

Just so you know, I have gotten a lot better with the modeling software and on my to do list is your CARGO BAY requests :) I just took the time to look through the posts and find what exactly it was you were looking for. So on my list is as follows

1 - Cargo bays that currently exist but instead of doors opening outwards they slide into the walls of the cargo bay.

2 - Cargo bay that's door opens into a ramp so that it can be used to drive off a rover.

3 - Possibly a cargo bay that opens at the end with a deploying ramp.

I also am going to make an attempt at a hanger bay, which will be along the lines of number three but instead of a ramp the doors will open and maybe it will deploy landing lights. Please don't get too excited as I don't know how long this will take to attempt. Is there any order in which you would like me to attempt these?

All of them sound good but number 3 sounds the best so I think you should attempt that first. Any cargo bays would be good.

EDIT: Sorry I didn't see the name at the top as to who the post referred too.

Edited by mrmcp1
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@Neutrinovore

Just so you know, I have gotten a lot better with the modeling software and on my to do list is your CARGO BAY requests :) I just took the time to look through the posts and find what exactly it was you were looking for. So on my list is as follows

1 - Cargo bays that currently exist but instead of doors opening outwards they slide into the walls of the cargo bay.

2 - Cargo bay that's door opens into a ramp so that it can be used to drive off a rover.

3 - Possibly a cargo bay that opens at the end with a deploying ramp.

I also am going to make an attempt at a hanger bay, which will be along the lines of number three but instead of a ramp the doors will open and maybe it will deploy landing lights. Please don't get too excited as I don't know how long this will take to attempt. Is there any order in which you would like me to attempt these?

Ahem, thank you, mrmcp1. As it happens, I would prefer the end cargo doors to be worked on first. :)

I don't know how clear I was back when I made the most recent request, but I'm hoping for something like the back of a Bradley IFV, except that the door is the ENTIRE back panel that folds down into a ramp. Again, there could be a part that is just the door, where the top of the 2x1/4x2 section is a standard one-third length, with the rear face angling down towards the 'base' of the hull section, leaving enough length at the bottom for hinges and whatnot. As seen from the side, the part would have an 'undercut' angled rear face, get it? Then as a separate part, there could be a 'hangar' section like you mentioned, all it would need to be is a 2x1/4x2 hollow hull section, a tube with no ends. Like the 'engine fairing' parts, but with all solid walls. :) I hope this is making sense.

As for your 'hangar door' idea, that is intriguing. Maybe it could be like an 'upside down' version of my idea, with the longer hull face being on the 'bottom', and with a different door design instead of a ramp. So the cargo ramp version is angled like this, /, as seen from the LEFT side of the part, and the hangar door is angled like this, \. Then the hollow tube 'hangar/cargo bay is universal. :) Those 'angles' aren't to scale, btw, it's just the 'slash' characters I'm using, you understand.

So, I figure there could be 2x1 versions of both for small rovers/ships to drive/fly in & out, 4x2 sizes (which is kind of what I really need myself, ;) ) for larger craft, and then maybe even 2x2 and 4x4 versions for the sake of completion. Plus, with TweakScale integration we could start getting REALLY big if we want to, lol!

Again, huge thank you to you, MrWizerd, for listening to me at all about any of this. I hope my ideas can result in some neat parts that others can enjoy and find useful. :) And thanks to Lack for creating, and any other folks who've given ideas and/or helped with, this mod. :)

I look forward to seeing what develops! MrWizard, feel free to PM me if you need clarification or have any questions about what I'm trying to convey, lol. :P

Later, friends! :D

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Ok, working on some new cargo bays/hanger bays .... so this album has two separate parts that I am kind of working on concurrently, you will notice that there is one with three images, the last three, this on has a 30 degree slope and a flush closing door, I intend to add pistons to it. The first two there is an over hang with a slightly smaller door that fits flush to the inside of the "jamb" at a 90 degree angle. I think that I like this design quite a bit for a hanger bay, I am envisioning the door to deploy and then the docking lights from the LLL pack to deploy after that from inside the door, to add to the landing lights on the door. This all said, I am going to have to beg Lack to help me with the skins taking his and purposing them for similar designs is easy, this.... not so much... this needs the artist himself. I am hoping these parts come out looking wicked cool in the end... but we shall see. Enjoy.

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You work with 0.24 Lack? What about the LLL pack you created?

Give it at least a day, jeez... It's only been a couple hours and half the word, including jolly ol' England, is in the middle of the night...

Why must we have this conversation with every major update? Modders need time. The larger the mod, the longer it would probably take.

Incidentally, it does "work" with .24, in so far as it doesn't crash the game and all the parts get loaded. Whether everything "works to design", I have yet to ascertain...

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Give it at least a day, jeez... It's only been a couple hours and half the word, including jolly ol' England, is in the middle of the night...

Why must we have this conversation with every major update? Modders need time. The larger the mod, the longer it would probably take.

Incidentally, it does "work" with .24, in so far as it doesn't crash the game and all the parts get loaded. Whether everything "works to design", I have yet to ascertain...

:/ you are right! THough my intention was not to rush him. Thanks for the reply.

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I am loading .24 up now to test with all ksp and sxt parts. I will let you know if there are problems.

Please continue to post bugs in this fourm, but since everything is just parts here and no actual plugin (i.e. dll file) everything should work unless they borked with the way the models are compiled

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Update on the Cargo bay that I am working on, and my cartoon jet made with mostly stuff from LLL but a few parts from Firespitter, this was at the VERY begining of unlocking stuff. Anyways, Just wanted to share, I don't know how well it will all work out, but ... that one is pretty much done from a modeling standpoint at the moment, mind you it has not been approved by lack, nor had its final polishing by lack... these are all things that may put the kibosh on it. The last parts of the album show the completed unit outside, and then close ups of the piston and there mounting hinges, and the proposed door decoration.... it is kinda .... uh... well I don't know how I think of it, its my initials, which I made into a fake company for kerbal part manufacturing... but... I don't know that it A. belongs on a part of Lacks pack... and B. Not sure if it is aesthetically pleasing, so if lack or I decide it doesn't belong for any reason it may be chucked. Also if the community dislikes it, it will be chucked... I thought about putting horizontal bars on the inside of the door for traction, this may be an option... but It also may interfere with unloading smaller wheeled vehicles so ... maybe it can be put in as a part of the image map... this will be stuff that lack descides as he is the LLL artist, I cannot recreate his artistic style if I wanted to, nor would I try as I am no were near as good as him.. I am sure if he had done this it would look better too.

XgUTCGO.jpg?1

LMfGV7J.jpg?1

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HI, re internal treads on inner face of door, did something similar myself and found some undesirable effects, if I drove a rover up them at any more than a crawl in lowG they had a horrible habit of launching the rover, mildly amusing at first but very annoying when all you want to do is get of that rock.

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getting some weird textures on a few of the parts. took out last of atm to see if that was what causing it ill post if still like that

That in SXT? And, which parts?

It happens whenever Squad recompile a part, the newer part-tools just us whatever the texture is named as in Unity, rather than the old model000, model001. So if they change a texture's file name, SXT won't know where the texture is.

Although it might be a while till I'm able to try .24, tad busy with work at the moment.

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I will look into it now.

@spannermonkey, yeah sounds like something that should happen at the skin level then.

Edit, I looked into all of sxt and had no issues... what parts are giving you a problem

Edited by MrWizerd
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Just a suggestion for that new cargo bay - sorry if it's already been mentioned: It would be cool to have "floor"-suitable textures on both the upper and lower inner surfaces of the bay - that way it can be used in either orientation, i.e. either for vehicles or whatnot that might use the ramp as it is now, or flipped upside down as an aircraft bay on a carrier-type ship.

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Actually, there is a separate model for the aircraft hanger. Also, using texture switch we can make both do double duty but the cargo hold with a ramp will be just that, then the hanger will have either roll up doors or roll in doors... either way the hanger will be slightly different... I am still trying to decide which orientation I like better for the aircraft bay... and it may be possible for there to be a skin for both orientation... but all that depends on what lack does and when he has time to do it.. I just don't have lacks skill I am just... not as good

TKKKPiV.jpg

I am not sure if I should have the hanger with the over hang, or with it as an under hang....

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Actually, there is a separate model for the aircraft hanger. Also, using texture switch we can make both do double duty but the cargo hold with a ramp will be just that, then the hanger will have either roll up doors or roll in doors... either way the hanger will be slightly different... I am still trying to decide which orientation I like better for the aircraft bay... and it may be possible for there to be a skin for both orientation... but all that depends on what lack does and when he has time to do it.. I just don't have lacks skill I am just... not as good

http://i.imgur.com/TKKKPiV.jpg

I am not sure if I should have the hanger with the over hang, or with it as an under hang....

Oh! One or several steps ahead of me. Cool!

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Yeah, Actually I have the NON skinned parts in the game working. I am now working on a reactor part for LLL that could be used in KSPI. What I wanted to do was make it look like it was ejectable.... I thought would it not be cool to be able to jetison the actual reactor... I have tried to think of exactly how to make this work but I have not figured it out just yet but the part is setup to actually make it happen when I figure it out. I am not done, I want to add locks to it or something... I am not exactly sure what but I feel it could use something else.

Ug63yfn.jpg

is patterned after the reactor containment building from this rather new nuclear reactor.

1920px-Clinton_power_station_1.jpg

I have actually created some parts just using the simple 2x1 hull, but I wanted to be able to differentiate between the reactor, generator, etc... I am thinking the generator will have a sign that warns about high voltage, or electromagnetic fields, or something... what do you guys think? My first idea is to make this two seperate parts that fit together somehow with like a docking port... but I am not sure if that will work because the way KSPI works is the generator has to touch the reactor and if I make the middle piece the reactor then the part around it wont be the generator ... and I think that they HAVE to be connected via stack nodes. NOT surface nodes which makes it even more difficult. I may talk to the guys over at KSPI about it though.

Also, added some to the ramp, it still needs a little bit of tweaking BUT its almost perfect, HUGE thanks to spannermonkey who helped me with the animation part and redoing a few of the piston parts. You will see that the ramp double folds on the second one. This will be good for smaller tires, and also for larger landing gear. Unfortunatly if the gear clip through the cargo hold it causes problems but I don't know a work around for that.

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Edited by MrWizerd
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I have found no problems with .24 compatibility. Please continue to report bugs here.

Yep. I'm testing right now due to my own problems with the LoD mod. Determining which one's the bad egg from a folder of 50 something mods is not fun... Especially when a lot of them haven't been patched to .24 yet...

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