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[WIP] THSS - Tri Hexagonal Structural Truss Reborn (v1.0 RC1 -7/19/14 )


noonespecial

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I'll be making near future adapters for mine for sure. I use Near Future a lot so I'll need them.

I also think the crushed gold foil would be best. It looks good in the near future pack. Not sure how it will look orange but you could just make the tanks gold.

Edited by SpeedyB
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Yeah, I as well like Near Future Construction, so I will (most likely) make adapters to fit.

Here are so more normal maps (including gold foil)

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And, finally got around to doing a real texture for the truss. Here it is (still needs a little work).

zm27DIz.png

Edited by noonespecial
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Finished some adapters. The Large and small size ones and a flat mounting plate end cap.

QgePsno.jpg

The nice thing is that all the parts so far only use one 512x512 texture. This way it has very little impact on the memory limit.

Do you guys think I should make adapters for the tiny and huge sizes?

Next up is some tanks and I'll try a docking port. I might start on a greenhouse as well.

PS. noonespecial, try putting a blur on your shading layer. It might smooth it out a bit. I would also recommend reducing the colour saturation on the pipes. You could also overlay some texture on the pipes and metal.

I used a very faint (almost invisible) metal texture on mine. For the pipes I overlayed a woven fabric texture. I get most of these from cgtextures.com.

What image editor are you guys using?

Edited by SpeedyB
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You could make different size adapters, but I see little need for it. You could use TweakScale and just pop a few lines in your part.cfg instead of making all new models.

I'm still playing with the texturing, but like modeling, this is my first time doing textures for 3d models. I have Photoshop at home, but sometimes use GIMP at work.

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already done

Aerojet Kerbodyne

Not really. The Taurus SDHI expansion is just a scaled up SDHI. The SDHI is a stockalike very scaled down version of the Orion MPCV. The SDHI is a 2.5m service module, the Taurus is a 3.5m service module. The Orion MPCV is a 5m service module and the SLS is 8m launch system.

Either way, I'm still in the early EARLY planning stage. I won't even think about starting to model it until I'm finished with the THST.

The rational is simple. Using a proper launch system (not an unrealistic overbuilt or asparagus configuration) the SDHI is really only appropriate from Kerbin orbit. The Taurus SDHI is appropriate for within the Kerbin system (the Mun and Mimnus). The Orion is being built as a deep space/extra-planetary missions. So it's a service module to be sent to Duna, Eve, or Jool.

Edited by noonespecial
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A THST Update:

I've completed the models for my versions of most of the original THSS (including the Octo parts). I still have to do the probe cores, the SAS, and the xenon/rcs tanks. Currently, most of my parts have the baked temporary textures. So I will need to finish the textures once I finish those few models. After that, I need to get the external fuel/battery modules working. I'm still having problems with those, but making progress thanks to Greys suggestion of using the AttachNodes in Unity instead of doing them solely in part.cfg. I want to do a external animated solar panel module, but I haven't had much luck with the animation.

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After that, I think I my poly count may be a little high on some parts, but I'll look into simplifying those models and use normal maps to hide the simplifcation and I need to do the part.cfgs. Which means calculating weight, fuel capacity, etc.

So, rough estimate of THST: 40% complete?

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A THST Update:

I've completed the models for my versions of most of the original THSS (including the Octo parts). I still have to do the probe cores, the SAS, and the xenon/rcs tanks. Currently, most of my parts have the baked temporary textures. So I will need to finish the textures once I finish those few models. After that, I need to get the external fuel/battery modules working. I'm still having problems with those, but making progress thanks to Greys suggestion of using the AttachNodes in Unity instead of doing them solely in part.cfg. I want to do a external animated solar panel module, but I haven't had much luck with the animation.

http://imgur.com/a/15MpM

After that, I think I my poly count may be a little high on some parts, but I'll look into simplifying those models and use normal maps to hide the simplifcation and I need to do the part.cfgs. Which means calculating weight, fuel capacity, etc.

So, rough estimate of THST: 40% complete?

On the subject of poly count, it's not a bad thing to avoid going overboard, but poly count has less impact on performance than things like textures or part count. When you start getting dozens or hundreds of parts making up a space station, it doesn't much matter if the parts were low poly count or not.

I guess what I'm saying is, it's good to keep an eye on it but not to be too worried about it.

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On the subject of poly count, it's not a bad thing to avoid going overboard, but poly count has less impact on performance than things like textures or part count. When you start getting dozens or hundreds of parts making up a space station, it doesn't much matter if the parts were low poly count or not.

I guess what I'm saying is, it's good to keep an eye on it but not to be too worried about it.

I'm not overly concerned about the poly count, as Greys has also told me to be more concerned with the collider's poly than the physical poly count. However, maybe of these models were my first attempts at making models and I've been making progress by leaps and bounds as I become more familiar with Blender. I started with using Google's Sketchup and used Blender for post processing, but since then I've migrated fully to Blender. Some of the older models I did in Sketchup have fairly large poly counts for their size and complexity. Such as one of the early Trusses has a poly count of 5,469. I've redone one of the trusses, and without any loss of complexity, got the poly count down to just under 1,500.

Currently, all most of my trusses are using 1024k textures, but they are just baked placeholders. The final textures will more detailed with a 512k texture plus a 512k normal. Lots of optimization to do.

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That part looks really cool. Especially the bit with the X shaped structures and little tanks in it.

Talus was working on an interstage that Yanfret is including in the Chaka pack.

I know he's got one that will have more realistic textures too. Not sure on the release date.

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Talus was working on an interstage that Yanfret is including in the Chaka pack.

I know he's got one that will have more realistic textures too. Not sure on the release date.

That's actually the Ariane V, a European rocket, measuring in at 52m tall with a 5m diameter, designed for GTO/LEO. The NASA SLS is much taller (varies with version) and with an 8m diameter, designed for lunar/deep space/Mars missions.

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Just a quick update, because I've been quiet for a few days (10 days actually).

I'm putting the finishing touches on all the parts. Making sure the attachnodes line up properly, filling out the part.cfg files with proper weight, fuel (if applicable), etc. I've completely most of the models and textures (just have to figure out the SAS module and animations). I estimate about a week or so before I'm ready for the full v1.0 release. Unless, of course, I encounter problems....

So far, I have:

*TriHex Trusses in sizes Mini, Small, Medium, and Large (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*TriHex Fuel Modules in sizes Small, Medium, and Large (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*TriHex Battery Modules in sizes Small, Medium, and Large (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*TriHex to 1.25 (base) adapter. (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*TriHex to 2.50 (base) adapter. (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*TriHex LFO Tank, Large (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*TriHex RCS Tank, Mini (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*TriHex 5 Direction Hub (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*TriHex 6 Direction Hub (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*Double TriHex to 2.50 (base) adapter. (TweakScale enabled so different sizes possible within 0.61m, 1.25m, and 2.50m). [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*Large Octo LFO Tank [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*Large Octo Truss [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*Large Octo to 5x 1.25 adapter [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*Large Octo to 2x 2.50 adapter [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

*Large Octo to 1.25m adapter [Models: Complete. Textures: Complete. Normals: Complete. Part.cfg: IP]

A total of 21 parts I hope to complete by this weekend.

Parts planned that I haven't started on yet:

*TriHex Storage Bay (equivalent to the THSS Half Meter Bay)

*TriHex SAS Module (need some research to do)

*TriHex Mini Xenon Tank (I don't want to use the same model as the RCS)

*Large Octo Storage Bay (animated with opening/closing doors)

*Large Octo Medium Truss

*Large Octo Small Truss

*Large Octo Medium LFO Tank

*Large Octo Small LFO Tank

*Large Octo Small RCS Tank

Parts that I may do in the near future (may, maybe, might)

*Various FusTek specific adapters/lengths (I'll see if I can just do a TweakScale config before making new models)

*Various KSO specific adapters/lengths (see above, TweakScale is awesome)

*Future expansions to fill out a complete station construction set (not modules, FusTek and KSO have that more than handled)

*Other ideas?

Edited by noonespecial
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I shouldn't have said anything about "Unless, of course, I encounter problems..."

Because... problems encountered.

I'm setting up the attach nodes in Unity and keep getting this error:

Part: Cannot add attach node. Transform of name 'frontRight'

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

NullReferenceException: Object reference not set to an instance of an object

at AttachNode..ctor (System.String id, UnityEngine.Transform transform, Single size, AttachNodeMethod attachMethod) [0x00000] in <filename unknown>:0

at Part.AddAttachNode (.ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0

at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0

Here is the Unity configuration:

CtE4Azp.png

And here is the part.cfg entry

// --- node definitions ---

NODE

{

name = frontRight

transform = frontRight

size = 2

method = Fixed_Joint

}

node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0

I've tried several different Parent/Child relationships in Unity, check/double checked/triple checked case sensitive names, etc. Any ideas?

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There have been a few times I've experienced when for whatever reason the gameobject just doesn't work, not sure why, symptoms have varied, but usually deleting a bunch of stuff and rebuilding it has worked. I'd suggest you try deleting Sides and all of it's children and just redo that; same values, same names, your configuration is not incorrect.

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There have been a few times I've experienced when for whatever reason the gameobject just doesn't work, not sure why, symptoms have varied, but usually deleting a bunch of stuff and rebuilding it has worked. I'd suggest you try deleting Sides and all of it's children and just redo that; same values, same names, your configuration is not incorrect.

Well. I tried that. Deleted and rebuilt from sides down. Same error. Deleted and rebuilt from Parent gameobject down. Same error. Then I started a new Unity Project and rebuilt from scratch. Same error.

Then, I got an idea. I currently have all the parts loading to the same direction (just for speed of development, they'll go in their independent folders for release). Well.... it worked, no error, game loads, part works fine, node is correct.

But... then all my other parts are loading the same model now except for the one I moved to the independent folder.

Well, at least I got it working and I can just move all the other to independent folders and hope it will sort itself out.

Edit: Same directory, not same direction.

Edited by noonespecial
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I know how to fix the same directory model problem!

Shuttle orbiter system has all its models in the same directory so I looked at the config files and noticed a difference.

most configs have:

mesh = model.mu

But parts in the same folder have this instead of that:

MODEL

{

model = SPD/Parts/HexTruss/HexTrussAdapterLarge

}

Just swap that out and you can have all your models in the same folder. I'm doing this with my version of the Trusses, makes exporting and managing the parts much easier.

Edited by SpeedyB
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Thanks Speedy, that worked perfectly.

Another problem I had, which I found the solution for, is that parts in the VAB wouldn't connect. It would snap to, but the part wouldn't turn "green". Apparently, there is a bug where Top and Bottom nodes have to last. Strange bug, but easily fixed.

I'm finishing up the details in the part.cfg (part descriptions, weight, etc) and have to do a little scale refining. Everything is functioning as expected. Hopefully I can have it finished within the next day or two.

I do have to say though... unexpectedly, I haven't actually played KSP since I started this project. I miss playing, haha. Can't wait for 0.24 (and I hope it doesn't break anything in THST).

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