K3-Chris Posted March 3, 2014 Share Posted March 3, 2014 One of the passenger seats seem to have been re-located back up front to make space for the supplies. Quote Link to comment Share on other sites More sharing options...
landeTLS Posted March 3, 2014 Share Posted March 3, 2014 (edited) Normal Map testhttp://youtu.be/3vrQ5ppCLDALooking very nice there. Am i seeing two or three different materials in that last scene with different specular amount? Im only just starting out with normalmaps.I especcially like specularity on the windows. They look like the most lifelike windows iwe seen in any mod atm. Edited March 3, 2014 by landeTLS Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted March 3, 2014 Share Posted March 3, 2014 But the two screens...? There's only one either side of the pilot, not one on top of another.. Is that the layout of the next release? Quote Link to comment Share on other sites More sharing options...
alexustas Posted March 3, 2014 Author Share Posted March 3, 2014 That picture confuses me.. Since when have there been two big screens laid out like that in front of a seat? But the two screens...? There's only one either side of the pilot, not one on top of another.. Is that the layout of the next release?maybe you just missed this post Quote Link to comment Share on other sites More sharing options...
alexustas Posted March 3, 2014 Author Share Posted March 3, 2014 Looking very nice there. Am i seeing two or three different materials in that last scene with different specular amount? Im only just starting out with normalmaps.I especcially like specularity on the windows. They look like the most lifelike windows iwe seen in any mod atm.Unfortunately, it's a NO KSP footage There is HDR reflection, which no rendered by ksp/unity engine Quote Link to comment Share on other sites More sharing options...
landeTLS Posted March 3, 2014 Share Posted March 3, 2014 (edited) Nonetheless Im sure it will still look very nice ingame when converted to ksp shaders. I hadnt thought of having more than one material on different parts of the model and setting diffuse or low spec amount shader on one material and high specularity shader on the other as a workaround for ksps lack of support for seperate specular maps. You just gave me some good ideas:)Btw. I saw someone working on a reflective plugin that could probably be used to emulate that really high amount of reflection you have in that render in ksp. But im not sure how adaptable that plugin is tho. As whole models in reflective shader usually get a bit silly. But some small details would look nice. Edited March 3, 2014 by landeTLS Quote Link to comment Share on other sites More sharing options...
alexustas Posted March 3, 2014 Author Share Posted March 3, 2014 Nonetheless Im sure it will still look very nice ingame when converted to ksp shaders. I hadnt thought of having more than one material on different parts of the model and setting diffuse shader on one material and specular shader on the other as a workaround for ksps lack of support for seperate specular maps. You just gave me some good ideas:)Btw. I saw someone working on a reflective plugin that could probably be used to emulate that really high amount of reflection you have in that render in ksp. But im not sure how adaptable that plugin is tho. As whole models in reflective shader usually get a bit silly. But some small details would look nice.You also can use alpha-channel of your diffuse map like mask for specularity Quote Link to comment Share on other sites More sharing options...
landeTLS Posted March 3, 2014 Share Posted March 3, 2014 You also can use alpha-channel of your diffuse map like mask for specularityOk thats probably even better. I havent dived into alpha channels yet as i dont fully understand how to use them but the possibilities sound very good Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted March 3, 2014 Share Posted March 3, 2014 maybe you just missed this post I did indeed! Is that one available for download? Sorry for being stupid Quote Link to comment Share on other sites More sharing options...
alexustas Posted March 3, 2014 Author Share Posted March 3, 2014 I did indeed! Is that one available for download? Sorry for being stupid Soon! © Quote Link to comment Share on other sites More sharing options...
alexustas Posted March 3, 2014 Author Share Posted March 3, 2014 Those look incredible, the texturing is amazing. Awesome work you are doing, love using the ALCOR command pod. Any chance you would release the "Big Bag" as it's own part? Something that could be used by the life support mods out there?hmmm... The "FLEXrack - Portable Payload Racks " already has something similar Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted March 3, 2014 Share Posted March 3, 2014 (edited) http://forum.kerbalspaceprogram.com/threads/70986-Cargo-Transfer-Bags%28for-TAC-life-support%29-0-5 As wellBtw is the idea that the door out of the pod is actually 2 doors and an airlock? Must be pretty compact, I guess they need to basically get into the fetal position in a suit in there to un/re-pressurize? Edited March 3, 2014 by K3|Chris Quote Link to comment Share on other sites More sharing options...
Fraz86 Posted March 3, 2014 Share Posted March 3, 2014 hmmm... The "FLEXrack - Portable Payload Racks " already has something similarFlexRack has been stuck in development purgatory for months, and to my knowledge the portable payload rack has never been released. And regardless, more options is always good! I would love to have the Big Bag as a part; you could release it with a totally generic config file and allow people to configure it as they see fit (for their life support mod of choice) for personal use. Quote Link to comment Share on other sites More sharing options...
brooklyn666 Posted March 3, 2014 Share Posted March 3, 2014 Minor issue: right clicking on the pod brings up the KAS menu, but I can't access the tweakables. Is there a way to be able to have both? Quote Link to comment Share on other sites More sharing options...
Camacha Posted March 4, 2014 Share Posted March 4, 2014 http://forum.kerbalspaceprogram.com/threads/70986-Cargo-Transfer-Bags%28for-TAC-life-support%29-0-5 As wellUnfortunately most life support mods have props that do not really look the part. These containers are pretty an nice.Btw is the idea that the door out of the pod is actually 2 doors and an airlock? Must be pretty compact, I guess they need to basically get into the fetal position in a suit in there to un/re-pressurize?I am not sure how the model looks right now, but I can imagine that the whole pod is depressurized. That is what they did on Apollo. Quote Link to comment Share on other sites More sharing options...
OldMold Posted March 4, 2014 Share Posted March 4, 2014 Just gotta say this is a beautiful pod. I love everything about it, and look forward to the additional polish updates. It's not just for landers either, the multitude of screens and info displays make it a perfect station control center as well!I hope once you are done with the ALCOR that you will consider making a 3m cockpit for interplanetary ships. There aren't any suitable 3m command pods for massive planet explorers, and there really needs to be a proper one. Quote Link to comment Share on other sites More sharing options...
K3-Chris Posted March 4, 2014 Share Posted March 4, 2014 The Orion from bobcat's america pack is pretty good though you need to tweak it to get it to work, and the interior only has 2 weird custom MFDs, I replaced them with 4 stock RPM screens and then gave the other 4 kerbals one screen each as well.Javascript is disabled. View full albumI'm aware the other monitors are floating in empty space but I don't how any good props to hold them there so to speak. Quote Link to comment Share on other sites More sharing options...
Cryocore Posted March 4, 2014 Share Posted March 4, 2014 I have a quick question. For some reason, the displays in the ALCOR pod are all messed up. They have random letters/numbers across them and some features are not being displayed properly. I don't know if it is a problem on my end or not. Here is an image to better describe my issue:and Quote Link to comment Share on other sites More sharing options...
Read have Read Posted March 4, 2014 Share Posted March 4, 2014 I have a quick question. For some reason, the displays in the ALCOR pod are all messed up. They have random letters/numbers across them and some features are not being displayed properly. I don't know if it is a problem on my end or not. Here is an image to better describe my issue:http://i.imgur.com/nC1NkjW.pngandhttp://i.imgur.com/kZfhDG3.pngDo you have a texture compressor? does it happen on all RPM equipped pods or just ALCOR? Quote Link to comment Share on other sites More sharing options...
Cryocore Posted March 4, 2014 Share Posted March 4, 2014 Do you have a texture compressor? does it happen on all RPM equipped pods or just ALCOR?I believe I have a texture compressor, but not one for ALCOR or RPM. It only happens with the ALCOR Pod. Do you think it may be the texture compressor? Quote Link to comment Share on other sites More sharing options...
alexustas Posted March 4, 2014 Author Share Posted March 4, 2014 I have a quick question. For some reason, the displays in the ALCOR pod are all messed up. They have random letters/numbers across them and some features are not being displayed properly. I don't know if it is a problem on my end or not. Here is an image to better describe my issue:....and....Look herehttp://forum.kerbalspaceprogram.com/threads/57603-0-23-RasterPropMonitor-make-your-IVA-a-glass-cockpit-%28v0-14%29-24-Jan?p=901404&viewfull=1#post901404 Quote Link to comment Share on other sites More sharing options...
grtwatkins Posted March 4, 2014 Share Posted March 4, 2014 I'm having a problem with the autopilot controls. I have the latest MechJeb and the RasterPropMonitor (Both from the links here), but my autopilot controls are covered with the red switchguards, and they do not function. I of course have mechjeb on the craft too The accent autopilot, kilrot, +/- orientation, and node/execute buttons are the only ones that function and are clickable. Thanks in advance! Quote Link to comment Share on other sites More sharing options...
alexustas Posted March 5, 2014 Author Share Posted March 5, 2014 New Prop"Kanon" DSLR (600mm lens) Quote Link to comment Share on other sites More sharing options...
Proot Posted March 5, 2014 Share Posted March 5, 2014 (edited) New Prophttp://i.imgur.com/W7dIHTjl.jpghttp://i.imgur.com/xOmZtfkl.jpg"Kanon" DSLR (600mm lens)http://i.imgur.com/c2IvKxnl.jpgOh, my, god. Would be awesome use that Kanon with my Bob Hadfield and take pics from it!Great idea!!Suggestion: Timed triggered screenshots from that point to make time lapses. Don't know if it's possible, but if it is... wouldn't be that the most awesome feature in any mod? Edited March 5, 2014 by Proot Quote Link to comment Share on other sites More sharing options...
alexustas Posted March 5, 2014 Author Share Posted March 5, 2014 Quick Textures"Kanon" placed in the A.L.C.O.R. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.