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Nuka Corp shuttle project ( and apparently other stuff :D )


Anariaq

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Is it in the paint program or is it in Unity when I make a material for the model?

What I do is I make a UV map of the model I created. From there I Export the maps. I create a Diffuse Map with Specular Alpha Map within. Then a separate image containing the Normal.

Then I Import the Model and the Textures into Unity

Within Unity you already have or need to create a material for the model. Within the Material you can only use 1 shader. In this case it would be 'KSP/Bumped Specular'. Don\'t let the name fool you, it also has a diffuse channel. You import the images into the shader\'s material. Depending how Unity works with your model, the model should be automaticly updated or you have to apply the material to the model and then you are 'finished'

From there you export it, create part.cfg file and test it ingame.

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What I do is I make a UV map of the model I created. From there I Export the maps. I create a Diffuse Map with Specular Alpha Map within. Then a separate image containing the Normal.

Then I Import the Model and the Textures into Unity

Within Unity you already have or need to create a material for the model. Within the Material you can only use 1 shader. In this case it would be 'KSP/Bumped Specular'. Don\'t let the name fool you, it also has a diffuse channel. You import the images into the shader\'s material. Depending how Unity works with your model, the model should be automaticly updated or you have to apply the material to the model and then you are 'finished'

From there you export it, create part.cfg file and test it ingame.

Many thanks, it works now :D

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Well dont know if it was something I did wrong. But the pods normalmap looks different from blenders game engine.

Counts the same for me. I have the exact same 'results' - Within C4D (what I use for modeling), this has the exact same 'problem'. Is just something you have to count in and not rely 100% normal map. Non the less, it looks great and you should be proud to make something this nice.

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Many thanks. Though I end in a problem with inverting G channel. Some of the model it is fixed. But rest is inverted. No matter how I try to fix it. Seems blender normal map baking have some problems

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Many thanks. Though I end in a problem with inverting G channel. Some of the model it is fixed. But rest is inverted. No matter how I try to fix it. Seems blender normal map baking have some problems

What I do is open the normal map in photoshop, go to the color channels there and invert the greenchannel and then safe it. Not sure how you are trying to fix it.

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What I do is open the normal map in photoshop, go to the color channels there and invert the greenchannel and then safe it. Not sure how you are trying to fix it.

Im using GIMP, but the process is exactly the same. And wonder what is wrong. Now I fixed it in Unity editor. But after exporting and starting it up in KSP the problem persist.

It shows in unity to be correct. But in KSP it is mixed again

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Im using GIMP, but the process is exactly the same. And wonder what is wrong. Now I fixed it in Unity editor. But after exporting and starting it up in KSP the problem persist.

It shows in unity to be correct. But in KSP it is mixed again

You don\'t let it fix by Unity Editor - Send me the Normal channel and I will take a look at it

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There is the Normal map and the G channel inverted named NMAPtest

http://db.tt/lmvEa6Le

You need to use the NMAP - Also I never add transparancy to my normal maps, even if that part isn\'t 'mapped' - Anyway, here 2 versions how I would do it personally. The one how it should be and a strong version of it, if it isn\'t 'powerfull' enough. Remember, game engines are always different from 3d-engines. You should not have any problems with normal maps now.

http://www./?suoee5qxtdlrtct

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You need to use the NMAP - Also I never add transparancy to my normal maps, even if that part isn\'t 'mapped' - Anyway, here 2 versions how I would do it personally. The one how it should be and a strong version of it, if it isn\'t 'powerfull' enough. Remember, game engines are always different from 3d-engines. You should not have any problems with normal maps now.

http://www./?suoee5qxtdlrtct

No go. Do not know what is wrong. In Unity it is ok. But in KSP it is not. But will hold a little brake, been up to long again :P

I used the normal you send me.

Unity2012-07-1015-29-17-26.jpg

KSP2012-07-1015-26-30-55.jpg

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As far as I know, this is normal and I have the same. My normals don\'t look as good as in Unity or whatever. Maybe its the compression that devs were talking about but I don\'t get any response from them even trough PM.

Something we have to deal with I geuss, non the less, it looks good.

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As far as I know, this is normal and I have the same. My normals don\'t look as good as in Unity or whatever. Maybe its the compression that devs were talking about but I don\'t get any response from them even trough PM.

Something we have to deal with I geuss, non the less, it looks good.

Hope you will get an answer. And thanks. Both for the compliment and the really good help.

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I think the devs block or simply ignore messages from other users, because otherwise their mailbox would be flooded.

I do believe though, that your problem is indeed related to the compression issue, which will be fixed in 0.16.

Keep up the good work ;)

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I think the devs block or simply ignore messages from other users, because otherwise their mailbox would be flooded.

I do believe though, that your problem is indeed related to the compression issue, which will be fixed in 0.16.

Keep up the good work ;)

Hope it will :D and thanks, Will do ;)

Cheated a little. The left and right parachute is actually good old dae format :D just want to have a little fun with it for now.

screenshot7.jpg

screenshot6.jpg

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Well while I did some other things. I thought about new rocket that is only for this minipod ( the original rocket is way to big for it ) So I stole the Russian design and srinkify it ;) this render is actually the heavy lift version. The standard will only have 2 side rockets. The plan is to use this as an 2 stage rocket. the outer rockets is first stage, and the center rocket is second stage. The heavy version is for possible mini lander.

MR-1_001.jpg

EDIT: my pods on Mun :D

screenshot8.jpg

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Well while I did some other things. I thought about new rocket that is only for this minipod ( the original rocket is way to big for it ) So I stole the Russian design and srinkify it ;) this render is actually the heavy lift version. The standard will only have 2 side rockets. The plan is to use this as an 2 stage rocket. the outer rockets is first stage, and the center rocket is second stage. The heavy version is for possible mini lander.

MR-1_001.jpg

EDIT: my pods on Mun :D

screenshot8.jpg

Looks great, nice steampunk feeling. BUt I\'ve got a question. Isn\'t better to create something that is modular? So you can have always something differen. When I see that piece, it is very limited in customization. But don\'t let me discourage you, you know what you are doing :).

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Looks great, nice steampunk feeling. BUt I\'ve got a question. Isn\'t better to create something that is modular? So you can have always something differen. When I see that piece, it is very limited in customization. But don\'t let me discourage you, you know what you are doing :).

That exactly my problem :D Really hard to figure out something that is modular. But have a plan with the engines. I gonna make rest of my rockets ( even the big ones ) based on that engine. So it is like one engine to rule them all kinda thing. Instead of having tons of different engines. I plan on using just 1 ( or 2 ) engine for lifting only. Also thinking of srinkify the energia rocket. Think that one could be possible to have more modular kinda thing.

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How do you land 2 craft side by side.

2 Missions, make 2 different landers, send the first up and land somewhere. Then the hard part. Start a new mission, use the other lander and try to land the same spot beside the other one. Without using all your fuel ;)

EDIT: starting to make the hires version of parachute.

parachute001.jpg

EDIT2: finished the parachutes. Only need to tweak some texture stuff. And figure out if it is me that is doing something wrong with the normal map. Or it is really KSP that have problems.

KSP2012-07-1207-21-18-24.jpg

KSP2012-07-1207-26-40-50.jpg

KSP2012-07-1207-26-25-28.jpg

KSP2012-07-1207-26-46-32.jpg

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EDIT2: finished the parachutes. Only need to tweak some texture stuff. And figure out if it is me that is doing something wrong with the normal map. Or it is really KSP that have problems.

Neither for both, Normals work different in games.

For me as motion designer this is confusing as well. Normal maps in games seem to act more like a bump map in my eyes. Then again, not getting response from the devs so can\'t know.

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