Delt4 Posted April 28, 2012 Share Posted April 28, 2012 Hi,This is my first addon-pack and these are the first 3d models i ever made, so don\'t judge. Project DaedalusNorthrop B-2 Spirit This beautiful Trailer is made by tncmThe LaunchStand is made by Tiberion and the Landing Gear by C7Studios.You will need Mechjeb and the C7 Gear plugin to use the B-2.MechJeb 1.8.1 and the Gear plugin are included in the download.It is highly recommened to activate KILL ROT while flying.Download B-2 SpiritRocket System(still need real name)Parts so far:Pod DC-100Decoupler D-53Fuel Tank F-700Engine LFE-DE-300ParachuteSRBDownload 0.23Changelog0.22-fixed engine0.21-added egde split to all models so the textures are right0.2-remodeled whole pack and done some textures0.12-engine20.11-fixed decoupler0.1-release-pod-fuel tank-engine-decouplerFuture PartsRCS Tank and thrusterSRB\'s....I know im bad at textures, but i still need practice.Note that the models are not final and im going to change them.Any Suggestions or Ideas are appreciated.Sorry for my english Link to comment Share on other sites More sharing options...
Tiberion Posted April 28, 2012 Share Posted April 28, 2012 stack decouplers are simple, they have a single visible mesh object and one collider, and are programmed to detach from whatever is attached to the top node, leaving the visible mesh on the trailing piece.Radial decouplers work slightly different; it still only has one collider but has 2 visible objects; one named \'base\' and one named \'anchor\'The base part remains on the decoupled part, like normal decouplers, but the anchor piece separates and stays with the main ship, and will be visible for the rest of your play session. Anchors are not saved to persistence, and will be gone if you swap vessels or reload, since they\'re purely a visual artifact.Basically, all of the functionality of the decouplers is managed within the cfg file, aside from the visible pieces for radial decouplers as described above. Link to comment Share on other sites More sharing options...
Cooly568 Posted April 28, 2012 Share Posted April 28, 2012 Better than I could ever do. Link to comment Share on other sites More sharing options...
Delt4 Posted April 28, 2012 Author Share Posted April 28, 2012 Thanks the decoupler is working now updated to 0.11also im working on a better engine Better than I could ever do. It\'s not that hard to learn i started modelling yesterday, you just need to be patient Link to comment Share on other sites More sharing options...
Tiberion Posted April 28, 2012 Share Posted April 28, 2012 Here\'s something to try to make your surfaces more defined:In object mode, go to the modifier tab (wrench icon on the right side properties menu) and do an edge split. With things set smooth like you are now it should look a bit better.Do that last thing before exporting though, because it duplicates some vertex and edges and will keep you from editing the mesh properly in edit mode. Link to comment Share on other sites More sharing options...
Delt4 Posted April 28, 2012 Author Share Posted April 28, 2012 added more detail at the top now i just don\'t know how to do the UV texture is there a way to use multiple textures?okay i got it also i\'ve got multiple objects one for the ring one for the pipe and one for the rest can i combine them?google helped^^ Link to comment Share on other sites More sharing options...
Tiberion Posted April 28, 2012 Share Posted April 28, 2012 Basically you\'ll use the UV unwrap features to arrange the polygons in a flat 2d space and then export the template so you can paint it in photoshop or whatever you want to use. The DAE file stores the polygons UV pattern along with all of the 3d model parameters, and then KSP applies the PNG you create that matches it; those are the 2 files in your cfg.You can load up a finished part back into blender and see the UV mapping, preferably one originally created in blender to bypass any importing hurdles. Have you downloaded any of my parts before? Link to comment Share on other sites More sharing options...
Delt4 Posted April 28, 2012 Author Share Posted April 28, 2012 yes i used almost every addon also thanks for the help im uploading soon i just need to do the .cfg with the nodesbtw is there a way to make the nodes fast and not just change the numbers until it fits? Link to comment Share on other sites More sharing options...
Tiberion Posted April 28, 2012 Share Posted April 28, 2012 In Blender you can hit N to bring up a property menu.Go to edit mode, and then scroll down the property menu and find 'Numerics, Edge length'This displays the length of the currently selected Edge, or all of the edges of a selected Face. So then you can use those numbers to figure out how far a face is from the center point.If you have a cylinder 2 meters tall, with the origin in the middle, then the long sides of the cylinder will show '2m' and that means the top and bottom face of the cylinders are 1m from the origin. That is where you\'d want the nodes to be, so you\'d use the coordinates in the cfg file to place them properly (if your scale is set to 1.0, then it would likely be Top node (one meter above the origin on the Y axis):0, 1, 0, 0, 0, 0 and Bottom node (one meter below the origin on the Y axis, hence the negative number):0, -1, 0, 0, 0, 0(don\'t forget, KSP reverses the Y and Z axis when compared to blender)Also, if you resized things in Object mode, then you\'ll want to apply Rotation and Scale before measuring, or the numbers will be wrong (hit Ctrl+A in Object mode) Link to comment Share on other sites More sharing options...
Delt4 Posted April 30, 2012 Author Share Posted April 30, 2012 I\'m remodeling the whole pack now, so far im almost done with the engine.I don\'t know much about rockets, but i think i just need to add the ring on the bottom(?) and connect it with pipes to the combustion chamber.Then i\'m going to model a new pod Link to comment Share on other sites More sharing options...
Delt4 Posted May 1, 2012 Author Share Posted May 1, 2012 Update:I have made a new pod Also i\'ve got someone who can texture. Link to comment Share on other sites More sharing options...
Delt4 Posted May 4, 2012 Author Share Posted May 4, 2012 The pack is almost done now.Also i\'ve spent some time on this thing Link to comment Share on other sites More sharing options...
Rocketscienist Posted May 5, 2012 Share Posted May 5, 2012 It´s a B-2 Bomber!! Wuhuu Link to comment Share on other sites More sharing options...
nibula Posted May 5, 2012 Share Posted May 5, 2012 I think that cockpit in your b-2 is too small Link to comment Share on other sites More sharing options...
Delt4 Posted May 5, 2012 Author Share Posted May 5, 2012 I think that cockpit in your b-2 is too smallI noticed that too and im going to make it bigger.Next thing to do is SRB and maybe RCS partsProgress so far on the SRB Link to comment Share on other sites More sharing options...
Tiberion Posted May 5, 2012 Share Posted May 5, 2012 The shading on your parts seem a little off. Try applying and Edge Split modifier (from the wrench icon on the right-side menu) in object mode, you should see the hard edges like the cylinder rim get more defined, and the lighting should be applied correctly in game. Link to comment Share on other sites More sharing options...
Delt4 Posted May 5, 2012 Author Share Posted May 5, 2012 Progress of today: Link to comment Share on other sites More sharing options...
Cepheus Posted May 5, 2012 Share Posted May 5, 2012 That bomber. I want it. I\'ve never wanted something this bad in my entire life. Link to comment Share on other sites More sharing options...
cardgame Posted May 6, 2012 Share Posted May 6, 2012 I too would love that bomber.Does it have its own engines on board though? That\'s rather important or the entire thing\'s flight characteristics will be... off. Link to comment Share on other sites More sharing options...
Lazurkri Posted May 6, 2012 Share Posted May 6, 2012 Me want the B-2! want want want! Link to comment Share on other sites More sharing options...
Delt4 Posted May 6, 2012 Author Share Posted May 6, 2012 I too would love that bomber.Does it have its own engines on board though? That\'s rather important or the entire thing\'s flight characteristics will be... off.On the real B-2 the engines are inside and you cant see them, but i think im making them very small a bit like thisAlso it could be able to make the B-2 in almost one part, because of the new part modules in 0.15. Link to comment Share on other sites More sharing options...
Rocketscienist Posted May 6, 2012 Share Posted May 6, 2012 It looks good.You´re right, wait until 0.15 is out!! Link to comment Share on other sites More sharing options...
Delt4 Posted May 8, 2012 Author Share Posted May 8, 2012 Updated to 0.23 and added Parachute and SRBAlso some pics of the B-2 Spirit, he is not ready Link to comment Share on other sites More sharing options...
Rocketscienist Posted May 8, 2012 Share Posted May 8, 2012 Looks good for now!! Link to comment Share on other sites More sharing options...
Kryten Posted May 8, 2012 Share Posted May 8, 2012 That\'s what the real one would do without a flight computer, so I\'d say it\'s about right. Link to comment Share on other sites More sharing options...
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