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Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC


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Weird stuff with the artifact. I can only guess that it has to do with the texture or shader. Maybe you have a forgotten aditional material applied, or you used an incompatible shader, which looks ok in Unity but not in game. Or could be some bump texture problem? Some flipped normals in the mesh? Dunno im only guessing here.

The cliping in the tracks, again i can only guess, is coming from the collider maybe? Meaning its size is to big so KSP clips the view like how it does it when you get close to another part normally. Only in this case its allot bigger than the model perhaps?

Anyway im just mumbling my guesses here, i leave it to the pros. But one thing im sure of is i really dont like the white colored section, is that just for previewing the model without additional texture? Or do you intend to have it colored that way?

(EDIT: BTW even if you painted the whole thing pink, i would still install it and enjoy, just saying :) )

Edited by Thourion
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Weird stuff with the artifact. I can only guess that it has to do with the texture or shader. Maybe you have a forgotten aditional material applied, or you used an incompatible shader, which looks ok in Unity but not in game. Or could be some bump texture problem? Dunno im only guessing here.

The cliping in the tracks, again i can only guess, is coming from the collider maybe? Meaning its size is to big so KSP clips the view like how it does it when you get close to another part normally. Only in this case its allot bigger than the model perhaps?

Anyway im just mumbling my guesses here, i leave it to the pros. But one thing im sure of is i really dont like the white colored section, is that just for previewing the model without additional texture? Or do you intend to have it colored that way?

You mean the white coloured wheels, or the white areas around the top of the body? The white wheels are just because I forgot to apply the textures to those parts in Unity.

The materials are all KSP mats, I'm guessing its something in the Normal map. As for the clipping, I've got the same kinda guess. I have something of an idea I wanna try out later to fix that. Im just hoping a more experienced modder than me might have some ideas.

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Yeah i deffinetly thought that you didnt put texture in the wheels, since they look out of place, anyways good to hear :)

The above flat areas, yeah im not to fond of them, but they dont bother me that much.

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Update time. Texturing on all the crawler parts are now good and pretty.

Niches and attach nodes for docking ports, please? Building a large platform out of these crawlers on another planet should be fun. :D

And another suggestion for the plugin: speed limiter of some sort so that rover won't accelerate indefinitely going down hill.

Edited by J.Random
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Niches and attach nodes for docking ports, please? Building a large platform out of these crawlers on another planet should be fun. :D

And another suggestion for the plugin: speed limiter of some sort so that rover won't accelerate indefinitely going down hill.

There will be several attach nodes on this set. The big central cylinder (fits 2m parts), the two sets of smaller cylinders at each end (fits 1m parts), and the flat areas just above the smaller cylinders, and the bottom will all have attachment nodes.

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Crawlers look awesome, much like the ones daemoria has planned! :D

How much progress have you made on them?

and good luck!

And one last thing, the vanishing tracks look a lot like what happens with Pwings , Hmmm any relation?

Edited by Boamere
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Crawlers look awesome, much like the ones daemoria has planned! :D

How much progress have you made on them?

and good luck!

And one last thing, the vanishing tracks look a lot like what happens with Pwings , Hmmm any relation?

Deamoria has crawlers planned? I need to see these, see if some form of collab would work.

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could you posibly (if you ARE the coder) give me an idea how the torque curves work and how to make my tracks fast... but not super fast and dangerous?

Basically, increase the second number in each torque curve key. Add only a small amount, and then try them; it seems a little goes a long way with these, and it's easy to find that "super fast and dangerous" point.

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the artifacting is probably from texture compression out from unity. Click on the texture in unity and in the properties check clamped instead of tile. You may be getting bleed through from the other side of the textures. You can also change it from png to tga compressed on your prop tools export settings. Png's do not mip map correctly and this helped me on several artifact issues.

The dissapearing may be a scaling issue or a pivot issue. On your imported model see if the import scale in unity is a reasonable number like 1 or .01

If it is 10x28892e then you may have to re export it a scale unity can deal with. Is the pivot at the center of the tracks in Maya?

Edited by frizzank
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the artifacting is probably from texture compression out from unity. Click on the texture in unity and in the properties check clamped instead of tile. You may be getting bleed through from the other side of the textures. You can also change it from png to tga compressed on your prop tools export settings. Png's do not mip map correctly and this helped me on several artifact issues.

Ah thanks for that, I'll have a look tomorrow.

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Does this mean that the plug in works , and if so could we get a working hotfix for the existing parts?

It's a ground up rewrite, and it "works" but isn't quite ready for any actual use. The single track parts somewhat work with it, but have trouble staying "in sync" with each other in symmetry.

It still needs some work, but it will be compatible with the existing parts.

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It's still in re-development. There's an early version with four different tracks somewhere around. If you want I can dig up a link.

Sorry, I brainfarted and didnt provide a link to the older versions of this. You can download them here.

Keep in mind though that they are very buggy in that release.

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