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Moddler looking to make parts


Phenakist

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Hey guys, I thought I would start a thread to express my interest in making assets for KSP. My main problem is that a lot of the idea's I used to have for kerbal have now pretty much been covered leaving me at a loss now I come round to actually attempting to model!

Do you as the community have any ideas of parts you need/want for KSP? If so leave a comment below!

As it was suggested I have some other art projects I have worked on over the past few years. Some relate to gameplay, most recent being xenonauts when I toyed around with making assets for that, however the rest are more just set pieces over anything with real functionality, but here they are.

- Low poly RPG for game design

http://postimg.org/image/9u7qfshef/

- Swords

http://postimg.org/image/m5l4sbmo9/

- WH40k dreadnought (albeit unfinished)

http://postimg.org/image/87k32yny5/

- Typhoon

http://postimg.org/image/gvqs1sqdh/

- Space Scene

http://postimg.org/image/9251h2uy1/

- Starcraft II Logo

http://postimg.org/image/4bx75nxob/

- DragonHead

http://postimg.org/image/4r5wzrqd7/

- Xenonauts WWII themed tileset

http://postimg.org/image/khs8aedav/

- Xenonauts Construction themed tileset

http://postimg.org/image/b4j0f7s57/

I have done numerous more projects than this, including short animations, but this is a decent shortlist of the varied things I have done with 3d modelling

Edited by Phenakist
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Hi Phenakist,

Don't know if this will interest you, but I'm looking to make some swing wings root parts using infernal robotics. Unfortunately, I have zero modelling skills, but am pretty sure I can figure out the config files.

So far we can approximate swing wings under FAR using the current infernal robotics parts, but they tend to be very unstable (I think due to size) and tends to involve part clipping. I would like to fix that.

Currently, there are some swing wings by PolecatEZ in D12 Aerotech http://forum.kerbalspaceprogram.com/threads/77894-WIP-D12-Aerotech-A-B9-Aerospace-Expansion-%28Beta1%29, but they don't work in FAR as FAR doesn't support changes of wing surfaces due to change in part geometry. That means a purely IR robotics wing would likely not work either. But if we attach the wings to a moving surface, it is accurately simulated in game using FAR, and that's what I'm interested in.

Basically, there are three types of swing wings roots that I'm interested in making, swing back, like the F14 Tomcat, swing forward (think the planes from the movie "Stealth"), and wide angle(180 degrees swing)

To make the part move using IR, we would need to have two meshes, a root mesh that would be attached to the main body, and a rotating mesh that we can later attach the wing to. Rotation would be around the point of origin of the second mesh.

To give an idea about what is needed for Infernal Robotics models, please refer to this link : http://forum.kerbalspaceprogram.com/threads/81568-Tutorial-How-to-make-robotic-parts-for-the-Infernal-Robotics-plugin

Interested?

Regards,

DKnight54

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DKnight54, that sounds like a good idea, not seen any ingame yet would love to make a few designs for you. Can always do some mock ups for you to test, until the configs work and refine from there!

I'd be interested to see how this progresses, as it's always been my intention for Infernal Robotics to have some parts specifically for use with wings, but with all the other stuff I'm doing I've not had chance to explore the possibilities. Having foldable wings for storage could also be an interesting way to extend the idea once you've finished with swing wings.

latest?cb=20110324180652

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http://postimg.org/image/u82ennlw3/

Just a little mock up of an idea I had for KSP fuel tanks. This one is a 1.25m-62.5cm fuel tank. My thinking is to make a set of parts that reduce the need for adapters in the later game, so from a framerate to part point of view you have the option, but at the expence of unlocking the part AFTER the current adapters

Texture is temporary ;)

http://postimg.org/image/67737n13t/

In game.

Does anybody know why the texture hasn't loaded? I specified the texture in the config but seems to always be white. Is there a certain format of texture I need to be using?

Edited by Phenakist
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http://postimg.org/image/u82ennlw3/

Just a little mock up of an idea I had for KSP fuel tanks. This one is a 1.25m-62.5cm fuel tank. My thinking is to make a set of parts that reduce the need for adapters in the later game, so from a framerate to part point of view you have the option, but at the expence of unlocking the part AFTER the current adapters

Texture is temporary ;)

http://postimg.org/image/67737n13t/

In game.

Does anybody know why the texture hasn't loaded? I specified the texture in the config but seems to always be white. Is there a certain format of texture I need to be using?

Post a copy of the cfg file and a screeny of the folder.

@ the OP: Ive always lamented the lack of good options for Antenna's in game, especially larger ones, or folding type ones.

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CFG :-

PART

{

// Kerbal Space Program - Part Config

// B2SFuel

//

// --- general parameters ---

name = B2SFuel

module = Part

author = NovaSilisko

// --- asset parameters ---

mesh = model.mu

scale = 0.1

MODEL

{

model = Phenakist/T8T4/B2SFuel

}

// --- node definitions ---

node_stack_top = 0.0, 15, 0.0, 0.0, 1.0, 0.0

node_stack_bottom = 0.0, -15.1, 0.0, 0.0, 1.0, 0.0

node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1

// --- editor parameters ---

TechRequired = advRocketry

entryCost = 4800

cost = 1600

category = FuelTank

subcategory = 0

title = B2SFuel

manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co

description = A stretched variant of the FL-T400, the FL-T800 holds twice the fuel in a slightly stronger container. The black stripes along the side make the rocket go faster, our engineers tell us.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,1,1,1,0

// --- standard part parameters ---

mass = 0.5

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.3

angularDrag = 2

crashTolerance = 6

breakingForce = 50

breakingTorque = 50

maxTemp = 2900

RESOURCE

{

name = LiquidFuel

amount = 360

maxAmount = 360

}

RESOURCE

{

name = Oxidizer

amount = 440

maxAmount = 440

}

}

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CFG :-

---snip

Under the MODEL- header i assume thats you texture file? B2SFuel?

change that to "texture=" instead of model=

The Model= line would actually refer to the mesh, not to the texture. You can use this to put the model, and texture files in another folder (instead of using Mesh=) Look at how Roverdudes mod folders are layed out and you'll see an example of this.

Example:


{
name = MKS_BioLab
module = Part
author = RoverDude
MODEL
{
model = UmbraSpaceIndustries/Kolonization/Assets/GenericModule
texture = Decal00 , UmbraSpaceIndustries/Kolonization/Assets/Decal06
texture = Decal00_GLOW , UmbraSpaceIndustries/Kolonization/Assets/Decal06_GLOW
}
PART

its a good way to save space if you have diffrent parts which share textures/models (that way they dont have to go in each part folder)

Edited by rabidninjawombat
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There is something that has disappeared over time in KSP.

There used to be a lot of different parachute mods, but they are mostly gone now.

It would be great to have a variety of visually different canopies and not just recoloring, but physically different.

I don't think there are any true drogue chutes ether. If it could be made compatible with the RealChute mod that would be even better.

parachuteweb.jpg

hidraparachute%20overview.jpg

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Does the old parachute mod no longer work with .9?

I will try that updated config information tomorrow, thanks rabid for taking the time to explain!

Just did some texture updating. Not quite sure how to do textures to fit kerbals asthetic yet, but heres an example

http://postimg.org/image/sqz0akq4r/

Edited by Phenakist
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DKnight54, that sounds like a good idea, not seen any ingame yet would love to make a few designs for you. Can always do some mock ups for you to test, until the configs work and refine from there!

Hi Phenakist,

Glad to hear that you're interested. I haven't replied, but since I saw your interest, I've been busy mocking up the cfg to have an idea of how to get the part to work in game.

Using the D12 swing wing, I've been able to get the effect ingame

RDNyoQj.png

Kindly please ignore the obviously out of range angle, it's still a learning process!:D

(P/s, you won't believe the amount of work to convert a Firesplitter plugin mesh to a infernal robotics mesh!)

Now, don't get too excited but that wing swinging back and forth. Swing that wing around will have zero effect since I don't see a way to dynamically update FAR wing values without writing a dedicated plugin.

So what I need now is a similar model except like this:

MtryOzv.jpg

Basically I want to be able to attach the wing parts to where the arrow is pointing in the picture above.

Up for it?

Regards,

DKnight54

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I imagine the only way around the FAR issue is to make two seperate wing parts that combine together ingame as two pieces? So for example PART 1 is ''wing_fold_main'' and there is PART 2 that is ''wing_fold_secondary'' for example. Would this be the best way to do what you require?

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Basically, yes. But given excellent procedural wing mods that we have, I believe we can leave the actual wings to those and let players have more flexibility. We would just need to have the "wing_fold_main" part that players would then attach wings to and have it swing around.

Of course if you want to model dedicated wings for this part, I'll be happy to write up the FAR configs for those as well.

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You would have to explain to me how I mod for the procedural wings, that I wouldn't be familiar. as far as KSP is concerned I can make objects, put textures in game, write basic configs and also do animations (although more than 1 animation I still have issues with so if any tutorials are out there point me in the right way)

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The poll in my KF thread suggests a lot people would like some more rover bodies, which might be a great place to start. If you're interested I can probably dig out a few of the suggestions for some inspiration. For example, I was thinking of doing a little rollcage type affair like the tracked bikes from Prometheus (though obviously minus the tracks so people can strap what they like to it), but haven't had time to get round to it.

Someone told me, months ago when I started modding: "Do what you like and makes you happy". I can tell you now it's very sound advice, so I hope you find something that really fires your imagination :)

Edited by lo-fi
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