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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]


benjee10

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Gunna try and throw it together real quick.

EDIT: What the hell do I do when there's no texture, just a colored material?

EDIT2: Nvm. I got it. Textureless materials suck D:

Edited by Shryq
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Gunna try and throw it together real quick.

EDIT: What the hell do I do when there's no texture, just a colored material?

EDIT2: Nvm. I got it. Textureless materials suck D:

Ah, sorry. Meant to bundle some tiny 2x2 plain colour textures for those. Let me know if you need them!

I'm trying to get the lander IVA working... man, this IVA business is difficult...

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Ah, sorry. Meant to bundle some tiny 2x2 plain colour textures for those. Let me know if you need them!

I'm trying to get the lander IVA working... man, this IVA business is difficult...

Finally someone else know my pain! XD

Duuuuuuuuuuude. KSP will only read the first Texture on a mesh. So the option is to Combine the textures as necessary, or split the meshes where it uses different textures.

tars, tars_text, ranger_windows, material2 and chairs are all flat single colored materials. Those could be combined easily. Not sure what you'd want to do with IVA 1 and 2. I'm thinking it would be easier to make one texture for everthing, instead of splitting the meshes.

On the bright side, It's going to look REALLY cool when it's finished.

http://imgur.com/4TdgqKY

Sg3Rxi6.png

Edited by Shryq
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I'm thinking it would be easier to make one texture for everthing, instead of splitting the meshes.

Wouldn't the end result look better if you split the meshes? Plastering one texture over everything sounds like the cosmetic effect would be compromised. Or do they both look the same either way?

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Wouldn't the end result look better if you split the meshes? Plastering one texture over everything sounds like the cosmetic effect would be compromised. Or do they both look the same either way?

http://i.imgur.com/L2yoc4U.png

This is how UV mapping works. You have a texture and the program is told that this face, uses this section of the texture. If you had a sufficiently large enough texture you could, conceivable texture every thing in the game from that one texture without any loss in graphical quality.

Benjee, I'm not sure how much work it will be for you to change it, but once you do, I should be able to get the IVA ready in a matter of minutes.

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http://i.imgur.com/L2yoc4U.png

This is how UV mapping works. You have a texture and the program is told that this face, uses this section of the texture. If you had a sufficiently large enough texture you could, conceivable texture every thing in the game from that one texture without any loss in graphical quality.

Alright sweet. You're the expert, obviously. Again, great work, Shryq. Your Ranger is the reason I'm not playing Elite: Dangerous right now.

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Shryq, when you export from blender, make sure you tick 'material groups.' Then when you import into Unity it automatically splits the different materials into different meshes. It'll be a lot easier that way than going through every mesh and redoing the UVs!

Anyone know it it's possible to hide the external model when in IVA mode? You can see the backs of the external's window frames and stuff from inside because I had to increase the scale of the IVA to make the Kerbal's heads fit.

*rages internally*

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Shryq, when you export from blender, make sure you tick 'material groups.' Then when you import into Unity it automatically splits the different materials into different meshes. It'll be a lot easier that way than going through every mesh and redoing the UVs!

.OBJ seems to be the only format that will do this out of blender, unless I'm missing some option. And when imported into Unity some parts have their normals backwards, can't seem to find the cause or solution to that one.

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Check to make sure that their object scaling isn't negative in blender. And tick 'write normals' too.

And thanks CaptRobau! OPM is awesome!

When you said that moving the IVA up or down fixed the issue with the windows, where do you code that offset?

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I think about 0.1 dos the trick. Just try it out and see what works!

Unfortunately that doesn't work with the Lander IVA because it has windows at the bottom too, so if I move it up the bottom ones get worse and if I move it down then the top ones get worse :') Just trying scaling everything up atm.

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Alright here it is. Ranger IVA, with textures and a full control panel for the pilot and copilot. Also has some cool lighting effects to mimic the screens giving off light.

The ranger can be flown completely from inside the IVA. You have three RPM screens to set to whatever you like, you have buttons for SAS RCS, brakes, lights, landing gear, buttons for action groups 1-5, click and drag the throttle handle to increase/decrease.

Demonstration (props arent mine btw):

https://www.dropbox.com/s/wcufgpyyefg5gp9/ranger_build_0.1.1.zip?dl=0

ng4rAfj.png

4lWNddX.png

http://imgur.com/a/wVCvO

Edited by Shryq
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Alright here it is. Ranger IVA, with textures and a full control panel for the pilot and copilot. Also has some cool lighting effects to mimic the screens giving off light.

The ranger can be flown completely from inside the IVA. You have three RPM screens to set to whatever you like, you have buttons for SAS RCS, brakes, lights, landing gear, buttons for action groups 1-5, click and drag the throttle handle to increase/decrease.

https://www.dropbox.com/s/wcufgpyyefg5gp9/ranger_build_0.1.1.zip?dl=0

http://i.imgur.com/ng4rAfj.png

http://i.imgur.com/4lWNddX.png[/url

Make it compatible with the alcor props mod! So it makes that beeping sound when something happens!

- - - Updated - - -

Also make the hatch at the docking port.

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Man that was fast Shryq! I'm still wrestling with Unity hahaha!

Lighting effects look great. Have you got click-able windows and such?

Ha I messed up enough times with the first implementation. Think I hit my quota. Just due to the weird angles of the windows I couldn't find a good spot for one. You can however double click on the screens above TARS (or SCOTT) and get a backwards facing view of the cabin.

Also make the hatch at the docking port.

I was thinking about that, but then you wouldn't be able to get the kerbals out while it's docked.

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