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The Sith's Solar System Mod Development Thread


Darth Maul

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Seems like a lot of these popping up now.

Its because of the work and vids posted by Krag latley in 'planets and scaled space' thread.

Kinda seems a little premature for a dev thread though...

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Seems like a lot of these popping up now.
Its because of the work and vids posted by Krag latley in 'planets and scaled space' thread.

Kinda seems a little premature for a dev thread though...

Krag's Planets and Scaled Space thread is probably the tip of the iceberg.

I see this all too often in the LEGO Fan community as well - you get one or two rockstar LEGO builders, usually adults with the money, time, skills and patience to pull off something big. This is then followed by literally hundreds of pre-teens with none of the above, but who want a piece of the action and the fame that comes with it anyway, so to speak. These kids start of by talking about how they're going to "maek da bestest laygoez eva", hype up other kids, and then post mediocre updates mostly consisting about how they couldn't do anything due to various real-life events.

Substitute "LEGO" with "KSP mods", and you can see the exact same pattern.

Now, I'm not saying that only adults are allowed to build good LEGO models or make KSP mods - I personally know of a very small handful of pre-teens capable of doing so. The fact of the matter is, wannabe modders need to put pictures of substantial work in progress out there first, to show that they are actually putting their money where their mouths are.

Everything will be builts on Autodesk 2013 and then imported and touched up on Unity. I feel much more comfortable on Autodesk.

Speaking from experience, that's probably not the best way to do modelling for KSP.

As a postgrad with an engineering background, I am well-versed in SolidWorks and Pro/Engineer, which work in a similar manner as Autodesk in that they use parametric or feature-based modelling (i.e. you draw a sphere and specify dimensions that constantly get rebuilt by the software as you modify it). That's great for engineers, but very inefficient from a computational standpoint compared to software like Blender, which uses mesh-based modelling (i.e. you deform polygons together to make a sphere with whatever surface detail you want).

When I first started developing my FusTek Station Parts Expansion, I did some very early mockups in SolidWorks and imported them into Blender for clay rendering. What I found was that models made in SolidWorks, Pro/E or Autodesk result in horrifyingly complex imported meshes for even a simple cube, cylinder or sphere - Engineering CAD software hides the complexity behind a facade of Engineering-friendly GUIs. I resolved to learn to use Blender properly, and in less than thirty minutes I had perfectly replicated fusty's original modules from scratch using the highly efficient mesh tools in Blender.

Yes, Blender has a confusing interface and steep learning curve, but once one crosses that threshold, making efficient meshes becomes second nature.

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You guys do know that Autodesk is a company, right? Comparing Blender to "Autodesk" is like comparing Gimp to "Adobe" - doesn't make sense. Autodesk has many softwares for modelling. Blender could be compared to Autodesk 3ds Max. SolidWorks could be compared to AutoCAD. Autodesk also has advanced modelling software, like Mudbox (comparable to Z-Brush, and with results that could never be achieved with Blender or SolidWorks). Not to mention Softimage and Maya.

Blender is, indeed, an outstanding software. But since he didn't specify which Autodesk software he is using, it's hard to say he is wrong about working with it.

That brings it to another subject, though. The developer's brag about using "Autodesk 2013" is very concerning. Autodesk's 2013-2014 build is terrible, and not telling us which software is being used points to a very amateurish approach.

So, sumghai, your "LEGO" analogy is very accurate, specially in this occasion.

I'll try to help him, though. But I don't think we'll make much progress.

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^ What he said. Someone does something amazing and it works out really well, and everyone else wants a piece of it. They try to make something really good but it is just crap. Not to mention you never give out release dates. So in September, I want an alpha version. And the fact that you have the models mean NOTHING. Anyone can download a model of Earth, Mars, Venus, etc. The fact that you even know how to put those models in-game matters.

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Krag's Planets and Scaled Space thread is probably the tip of the iceberg.

I see this all too often in the LEGO Fan community as well - you get one or two rockstar LEGO builders, usually adults with the money, time, skills and patience to pull off something big. This is then followed by literally hundreds of pre-teens with none of the above, but who want a piece of the action and the fame that comes with it anyway, so to speak. These kids start of by talking about how they're going to "maek da bestest laygoez eva", hype up other kids, and then post mediocre updates mostly consisting about how they couldn't do anything due to various real-life events.

Substitute "LEGO" with "KSP mods", and you can see the exact same pattern.

Now, I'm not saying that only adults are allowed to build good LEGO models or make KSP mods - I personally know of a very small handful of pre-teens capable of doing so. The fact of the matter is, wannabe modders need to put pictures of substantial work in progress out there first, to show that they are actually putting their money where their mouths are.

Speaking from experience, that's probably not the best way to do modelling for KSP.

As a postgrad with an engineering background, I am well-versed in SolidWorks and Pro/Engineer, which work in a similar manner as Autodesk in that they use parametric or feature-based modelling (i.e. you draw a sphere and specify dimensions that constantly get rebuilt by the software as you modify it). That's great for engineers, but very inefficient from a computational standpoint compared to software like Blender, which uses mesh-based modelling (i.e. you deform polygons together to make a sphere with whatever surface detail you want).

When I first started developing my FusTek Station Parts Expansion, I did some very early mockups in SolidWorks and imported them into Blender for clay rendering. What I found was that models made in SolidWorks, Pro/E or Autodesk result in horrifyingly complex imported meshes for even a simple cube, cylinder or sphere - Engineering CAD software hides the complexity behind a facade of Engineering-friendly GUIs. I resolved to learn to use Blender properly, and in less than thirty minutes I had perfectly replicated fusty's original modules from scratch using the highly efficient mesh tools in Blender.

Yes, Blender has a confusing interface and steep learning curve, but once one crosses that threshold, making efficient meshes becomes second nature.

"I see this all too often in the LEGO Fan community as well - you get one or two rockstar LEGO builders, usually adults with the money, time, skills and patience to pull off something big. This is then followed by literally hundreds of pre-teens with none of the above, but who want a piece of the action and the fame that comes with it anyway, so to speak."

So what's the difference between that, and you taking the Fustek mod and adding your contributions to his base work? I find you so hypocritical it turns my stomach.

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So what's the difference between that, and you taking the Fustek mod and adding your contributions to his base work?

Not only had I obtained permission from him, but I also created a wide range of variants from scratch.

My beef with these threads is that they are all talk and no show. I showed my progress visually in many, if not all of my posts and I do not promise release dates until I am merely moments away from uploading them to Spaceport.

I find you so hypocritical it turns my stomach.

If that's how you feel, then excellent!

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Not only had I obtained permission from him, but I also created a wide range of variants from scratch.

My beef with these threads is that they are all talk and no show. I showed my progress visually in many, if not all of my posts and I do not promise release dates until I am merely moments away from uploading them to Spaceport.

If that's how you feel, then excellent!

Nice way to edit your comment before anyone read it, speaks volumes (I get the alert with the comment, derp..) You can keep the act up with these people, but you haven't gotten past me sonny jim.

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Has Squad given out any release dates? Don't come after me for that.

SQUAD doesn't have to promise release dates if they periodically show actual work in progress in the form of pictures, models and development build videos.

You have nothing to show, and you're promising something in September already?

And why would I use real planets? I am handcrafting each and everyone of them.

I think the real concern here is not what those planets look like, but how you are getting them into the game.

I was rather skeptical of Krag and astronautkphillips when they claimed to be able to insert planets into the game through the API, and while their demo is impressive, I'm withholding final judgement on them until an actual release of their mod gets weathered by some user feedback.

Nice way to edit your comment before anyone read it, speaks volumes (I get the alert with the comment, derp..)

;)

You can keep the act up with these people, but you haven't gotten past me sonny jim.

What act? Everybody knows you and I had a feud since that so-called dinky di aussie remark about cargo bay doors.

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Mr, Maul. The idea is not mine, nor the poor guy I got it from. Many, many have suggested new planets and a few have tried. Turns out it is much harder done than said.

But keep going my friend. I would point out to anyone who doubts you that that you have more posts than I did when I started raving about new planets to anyone who would listen. Everyone took me for a lunatic. How right they were... But screen shots go along way to dispelling the irrational Kerbals doubt.

If you want a screenshot, then a screenshot I will give. And Krag has been going on this for much longer than me, so yea, I don't have a screenshot yet.

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What act? Everybody knows you and I had a feud since that so-called dinky di aussie remark about cargo bay doors.

No, it's your holier than thou attitude when you have done nothing here that even remotely let's you get away with that persona.

I can handle talented people acting like kingsh@t, but not people who ride on the tailcoats of others, and that's how I perceive you. Snotty Uni student basically.

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No, it's your holier than thou attitude when you have done nothing here that even remotely let's you get away with that persona.

I can handle talented people acting like kingsh@t, but not people who ride on the tailcoats of others, and that's how I perceive you. Snotty Uni student basically.

Heh. Lemme get my popcorn - this'll be fun!

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Heh. Lemme get my popcorn - this'll be fun!

So trolling all these guys threads and complaining about their lack of content is fun to you? wow, you need to get out more son.

As for this thread I'm done, I actually have mods to create today.

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This went from an empty dev thread to an argument thread, Darth Maul, please make a new thread later when you have something to show, as this one is junk, sorry.

Everyone else, guys, there's no need to pick apart other peoples methods, it puts them off developing in the first place, please keep such commentary in the Junkyard, thanks.

Closing!

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