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The Open Part Mod - Week 23/5 - Project started - Texturing


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How are you making the normal maps in gimp?

Edit: found a good normal map generator.

There is also "Filter->map->bump map", this filter allow you very precise control as well as target a single layer, which is useful when you make one layer for some details like doors, handles, buttons, another for rust/scratch/..., another for some decals like "TURN TO OPEN" or similar, which will be resp. average, high, no bump for example.

@darkside: your tank is very "kerbal style" :) and good looking.

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NLx982n.jpg

Anyway, below is the config you should use. Read the comments.

PART
{
//change "Open25Xenon" to something else. Names must be unique.
name = Open25Xenon
module = Part
//change "Yourname" to your name
author = Cpt. Kipard, Yourname

//change "modelname" to the name of your mu file
//make sure your files reside in the folder specified below
MODEL
{
model = OpenMod/Parts/Open25Xenon/modelname
}
scale = 1
rescaleFactor = 1

node_stack_bottom = 0.0, 0, 0.0, 0.0, 1.0, 0.0, 2
node_stack_top = 0.0, 2.92, 0.0, 0.0, 1.0, 0.0, 2

TechRequired = ionPropulsion
entryCost = 8000
cost = 5000
category = Utility
subcategory = 0
title = 2.5m Stack Xenon Tank
//change "YourCompany" to your company name
manufacturer = Kip Engineering, YourCompany
description = 2.5m Stack Xenon Tank.

attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 4
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 80
breakingForce = 200
breakingTorque = 200
maxTemp = 5000

RESOURCE
{
name = XenonGas
amount = 60000
maxAmount = 60000
}

Justin Kerbice

Have you ever used the bump map filter?

Edited by Cpt. Kipard
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Status update: Got the basic texture done, need to add some weathering effects and maybe a decal, also get the normal map done, here it is so far.

y0Cxqta.png

Not as good as some of yours, but a great improvement on my previous textures.

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Try your best Robotengineer.

Darkside, did you get the directory path all correct? It should work.

edit.

Robotengineer, you need to choose the specular normal shader, choose the normal map from the correct thumb and press the button that says "Fix"

edit

The shader is actually called KSP/Bumped Specular

Press "Select" next to "_BumpMap"

Edited by Cpt. Kipard
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I almost forgot the deadline was today, I'll try and finish up in time. 3 hours should be enough. I'm going for something sort of similar to the stock Xenon tank, but I'll try and make it more detailed as it's a lot bigger.

Also I'm glad the UV overlapping rule was revised, It should be much easier now.

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Alright, I'm just getting mine into a Zip and then it'll be ready.

Here it is. I didn't get to include the Specular map. I only just learned about it now. I'll figure it out before next week. I tried to make mine like the Stock tank, so the main sphere is supposed to made of the same material, whatever that is.

Download

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Edited by StarVision
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when is the next one? I keep seeing these but only after the deadline

I'll probably start the next one within the next two or three days (. Hopefully by then I can get everything looking nice by then.

Here's the first image:

exploring_the_dust_by_vendetta1130-d7lq8u4.png

Edited by Ven
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I'm guessing more texturing?

No, It's going to be a 'fit all that you can inside the faring' challange, how you do that and what happens once your in orbit is up to you.

Or at least that's one of the requirements.

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No, It's going to be a 'fit all that you can inside the faring' challange, how you do that and what happens once your in orbit is up to you.

Or at least that's one of the requirements.

I am going to guess we're making fairings?

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