Jump to content

Lights, Solar Panels, and Parachutes in Unity


Recommended Posts

I was wondering if there was any documentation post forum nuking regarding these items? I'm mostly coming across dead links.

Also, thanks to everyone on this forum, there is an incredible amount of info available here.

Here are my main questions:

How do fixed light animations work (ie the stock spotLight)? I'm not sure if this is done through emissives, as it is my understanding they only used for variable input/output lighting and animations.

How do I setup parachutes? I get what's in the cfgs but I'm not sure where to define the hinge that the parachute will swing on, and really not too sure of other Unity specific things regarding them.

With solar panels, I want to know similarly how their animations are made game ready in Unity, ie how to define the rotating point, and what to tag the game object for the solar panel face.

And one last odd question: I am very very new to texturing, could someone guide me to a resource for reducing model glare? Or just a good texturing resource would even be helpful, I'm pretty bad.

Link to comment
Share on other sites

Not quite sure on these but I believe you should be able to bump up the "reflectance" parameter to make more of the glare. Like I said not sure

I tried using a couple different shaders, including the KSP/Diffuse and KSP/Specular. Even playing with the settings, everything was so shiny, which I didn't want. I want more of a matte paint, especially since my pod's white paint makes them look like lightbulbs. My models don't look that reflective until they are in KSP. :'(

I'm thinking my answer lies in creating bump maps. I'm really new to texturing, so thanks for any and all help :D

Link to comment
Share on other sites

There are 2 parts to spec. The specular map that is in the alpha of the diffuse, and the gloss that is set in unity in the material.

Specular is the intensity of the reflected light, the gloss is the diffusion of the light. both work together.

If you want a mat type look you need a low spec (almost black in the alpha map), and a low gloss value.

You can also change the color of the spec in unity to adjust this some by turning it almost black.

GLOSSINESS-REFLECT.jpg

Link to comment
Share on other sites

:huh: I have tried messing with all of those things, and nothing is changing. Do I need to edit the Material settings in Blender first?

I have edited my alpha channel, and I know it's there, it's just not seeming to be any different between diffuse or spec. :mad:

Edited by schfitzen
Link to comment
Share on other sites

The lines of the parachute are done with a constraint, where all the lines meet at one point. As for the chutes, I believe it's a matter of making shape keys. Shape one would be the undeployed chute, shape two would be fully deployed. From there, all that would be needed is an animation to determine how fast the chute deploys when it hits the right altitude.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...