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[WIP] NOS Tech Space Structure Extension (NT-SSX) [Alpha Release 0.2 Oct 3 2014]


noonespecial

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NOS that pod look really good. In fact it looks so good that your other models look quite poor by comparison. You'll need to bring them up to that standard. :)

Thanks Cpt. As a relatively new 3D modeler, I learn a new trick with each model and texture, so the older parts could stand a bit of a retouch. Mostly in the normals department. As far as details, they are just (essentially) structural trusses and don't need to be too elaborate. The remaining functional components I have should be up to that standard though.

Here is some screen shots I just took. I still need to tweak the scaling and attach nodes, plus add another two or three more parts.

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Plus I still have to get the emissive/light animation working on the pod. Tutorial makes it seem easy... now I just got figure out where I went wrong. haha

Edited by noonespecial
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Thanks Cpt. As a relatively new 3D modeler, I learn a new trick with each model and texture, so the older parts could stand a bit of a retouch. Mostly in the normals department. As far as details, they are just (essentially) structural trusses and don't need to be too elaborate. The remaining functional components I have should be up to that standard though.

Here is some screen shots I just took. I still need to tweak the scaling and attach nodes, plus add another two or three more parts.

http://imgur.com/a/uaQo9

Plus I still have to get the emissive/light animation working on the pod. Tutorial makes it seem easy... now I just got figure out where I went wrong. haha

Don't forget to make the engine utilize Hotrockets!

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Don't forget to make the engine utilize Hotrockets!

I will when I figure out exactly how to use hot rockets. Currently, I can get it working fine EXCEPT the emits seem to always be on, even in the VAB. I'll figure it out eventually. I'm sure the answer is probably already on the hotrockets forum, I just haven't had to parse through the hundred of so pages to find it yet. Maybe this weekend. I still have a few other bugs to iron out which I consider priorities. Such as... the emit lights on the pod don't work (work fine in Unity, but nada in KSP).

Anywho...

Eyecandy:

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Looking good. Are all your parts in one folder sharing textures or in separate folders?

In the same folder. All the truss parts (4 parts currently) are sharing a single texture. Plus, both of the tanks share components from the trusses (welded in MODEL) and thus also share a texture plus their own texture. It's a bit of a complex setup, but seems to working well thus far. I'm mostly experiment with this type of thing... recycling components through welding and shared textures.

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Update Sept 28 2014

I found the source of most of the problems I've been experiencing recently that have been drastically slowing down development. Specifically, issues with emissives and animations. I was using Unity 4.6 and there are apparently some issues with it and KSP. So I rolled back to Unity 4.2.2. I've have to rebuild quite a few things in Unity, but my emissives and animations are working properly now. So development is back on track and progressing nicely. All the parts for the first (alpha) release are essentially done. Only thing remaining is filling out the config files to take advantage of JSIPartUtilities, Connected Living Space, and a few other random bits like weight, cost, etc.

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Update Sept 29 2014

Alpha Release 0.1 download available in the OP.

I still need to balance costs/drag/weight etc.

Additionally, I will be adding Kethane and Karbonite (ORS) support.... once I figure out how.

I'm toying with the idea of adding TweakScale support. Please have a look and leave feedback. Any feedback, any, will be highly appreciated.

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Hello and wow, these look awesome! Regarding Tweakscale support: I'd love to have it for larger satellite delivery systems as well as for a Discovery 1 replica. Are you planing on adding AVC and life support support as well?

Thanks again they're amazing!

Edited by E.Nygma
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Are you planning to add IVA to the command pod? That'd be awsome! :)

I will be as soon as I learn how. Luckily, nli2work just released an extensive tutorial on the subject :)

Hello and wow, these look awesome! Regarding Tweakscale support: I'd love to have it for larger satellite delivery systems as well as for a Discovery 1 replica. Are you planing on adding AVC and life support support as well?

Thanks again they're amazing!

TweakScale is easy to add. I want to keep mod dependencies to a minimum, so I may add the support for it, but not include it in the download. Life Support, that's a tricky one (for me at least). With so many life supports mods, I'll need to figure out Module Managers installed mods check and use it to add the support for which ever life support mod is installed on the players system (I think...). But I'll look into it.

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Ah, great news! Thanks a bunch! Of course, AVC just makes it easier to track "in development"-mods with a rapid succession of releases. And, if it is not to much to ask, maybe add an RT2-module for the command pod?

Edited by E.Nygma
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I'm curious why you require JSI for the trusses. I thought that was just for IVA displays...?

JSIPartUtilities allows meshes and/or attach nodes to be turned on and off. The trusses have multiple mesh configurations (crew passage or purely structural truss) and the 6 direction hub is configurable with extensions to produce extended L-shape, T-shape, X-shape, or what have you. It's the JSI that makes that possible. See the photos for examples.

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Looks like the mod is really coming along! nice job so far!

Was wondering what the large octagonal modules are from in your screenshot of a station? same for the Coupula(sp?) on it. I recognize the docking ports from FuseTek, but yeah.

Glad to hear the command module is getting an IVA :) Might want to eventually consider Raster Prop Monitor for it.

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Looks like the mod is really coming along! nice job so far!

Was wondering what the large octagonal modules are from in your screenshot of a station? same for the Coupula(sp?) on it. I recognize the docking ports from FuseTek, but yeah.

Glad to hear the command module is getting an IVA :) Might want to eventually consider Raster Prop Monitor for it.

Yup, the docking ports are from Fustek. I used them for that photo because of the pretty lights. Haha.

But the octagonal modules are from the KSO Space Station Kit by helldiver. And before someone asks, I just used them for the picture, the KSO parts are not included in this mod :)

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Disappointing Update Oct 4 2014

I spent the last several hours creating, texturing, and animating this:

X3rwmHl.gif

Only to discover.... that Unity doesn't support Shape Key animations. ;.; Back to the drawing board.

On a side note... discovered some rather creepy loading screens when starting up KSP today.

dsXbxMU.png

cHYgzfO.png

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Disappointing Update Oct 4 2014

I spent the last several hours creating, texturing, and animating this:

http://i.imgur.com/X3rwmHl.gif

Only to discover.... that Unity doesn't support Shape Key animations. ;.; Back to the drawing board.

On a side note... discovered some rather creepy loading screens when starting up KSP today.

http://i.imgur.com/dsXbxMU.png

http://i.imgur.com/cHYgzfO.png

Ooo.... Kaaay.... Please move on, nothing to see here.

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  • 2 weeks later...
whoa its been a while so any progress because i heard about shape key not being supported...

Sorry about the lack of updates. Progress is being made. I'm working on IVAs for the pod and for a modular rover system I'm making. I've found someone here on KSP who has got Blendshapes/Shape Key animations working in KSP and I've been experimenting trying to get them to work myself. Also, I've been working on the lander for the ChakaMonkey mod.

I also noticed that 0.25 kinda completely broke this mod. I'll be updating it within the next few days to fix it.

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Here is what I've been working on. Currently only with normal map. The last photo has a quick texture, definately not the final one. The things sticking out the side are the wheel bases, not the wheels. I haven't made the wheels next. After I finish the IVA for this puppy, I'll tackling making the wheels.

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