[QUOTE=Cheshire_cat;36600896]How are they going to implement Kerbalnaut death via EVA? Will they explode like the rocket parts or what?[/QUOTE]
I think Harv said that they just ragdoll.
Any one here make KSP models using blender?
I could really use some help with exporting.
yes please someone help rasta with blender
our schedule is falling behind
[QUOTE=Rastadogg5;36601988]Any one here make KSP models using blender?
I could really use some help with exporting.[/QUOTE]
I got the model into game, but it's invisible and explodes on start up.
Whhhyyyy must this be so difficult.
[QUOTE=Rastadogg5;36601988]Any one here make KSP models using blender?
I could really use some help with exporting.[/QUOTE]
I do. PM me with details/screenshots/whatever.
[editline]edit[/editline]
Or add me on steam.
[QUOTE=aLeXmOrA]
Hi guys,
Here's a new image of our Ground Crew in the SPH
[t]http://i.imgur.com/wPElW.jpg[/t]
Cheers. [/QUOTE]
I can't look at those cute little fuckers without a smile on my face
I imagine myself running the ground crew over with a giant spaceplane.
[media]http://www.youtube.com/watch?v=CMsWyWUK25s[/media]
also, I made a very short timelapse (only about 3 minutes compressed into 30 seconds). I think I'm going to do a much longer one with a couple orbits. Only problem is you have to keep it on 1x/2x time to keep it in the correct orientation.
WOOOOOO
[t]http://dl.dropbox.com/u/18418859/Models/WOOOOOOOOOO.jpg[/t]
WOOOOOOOOOOOOOOOOOOOO
(Thanks Pelf!)
And uh, could still use some texture work, anyone want to become an employee of Sanic Aerospace?
[QUOTE=HarvesteR]Hello again, time for another update:
I've been tying up loose ends here today... Implemented several little features to the EVA system, and got the low-gravity walk system to a state that I would be ok with calling presentable.
I added a new state to the control system state machine, to make kerbals turn to face the commanded direction, before starting to walk. That means movement is much more controlled now, because kerbals don't have a turning radius anymore. Also, it's quite fun to run one way, then switch directions, and watch him struggle to turn around.
I also went ahead and added the particle effects for the EVAPack maneuvering thrusters. They're just a scaled down version of the RCS thrusters we're all familiar with, but they do add a lot to the overall sense of completeness with EVAs. Here's a few screenshots of Mr. Chad Kerman, flying around Minmus:
[t]http://i.imgur.com/DBtgW.png[/t]
[t]http://i.imgur.com/Ysm6C.png[/t]
[t]http://i.imgur.com/bgvho.png[/t]
On that last shot, you can see that Kerbals calculate their coordinate systems based on the camera heading, so if you use MMB to offset the camera center, he will still walk/fly towards the direction you're looking at. I added that yesterday and forgot to mention it.
I also did another tweak here that I think should be quite useful. Now, the vessel switching keys will only switch to nearby loaded vessels. If none are within range, it will pop up a message on screen saying so. To switch to a far-away vessel, you now have to use the map, and double-click on the vessel icon. That makes transitioning between EVAs and the main vessel a lot easier, and it eliminates that situation where you don't really want to press those keys because they will force a reload.... Not anymore.
I'm also thinking I'll remove the 'cannot switch vessels' restrictions for cases where switching vessels wouldn't cause a scene reload. That will allow you to have the entire crew bail out, if you want, and it shouldn't cause any trouble, since we're not saving the scene anyway.
That's about it for now... More news as they come.
Cheers[/QUOTE]
[QUOTE=HarvesteR]Just one more screenshot, because I really liked this one:
[t]http://i.imgur.com/jpemi.png[/t]
Cheers[/QUOTE]
I've been doing a lot of experimenting with the settings for the textures and normal mapping in Unity.
I've found two useful pieces of information for anyone who's modding for KSP.
First Problem- The part tools sample the textures directly from Unity. So, if you have compression enabled on import of your file, it will export the compressed version. Then, upon import it will re-compress them using the texture settings in the graphics options. Essentially double compressing your file. This can happen if you import your textures as a compressed file format as well. Importing uncompressed bmp files seems to work best.
Solution - In Unity you can select the file, and choose "advanced" for the texture type. On the very bottom choose "default", you'll see two options. Max size and format, for the format choose Automatic Truecolor. Also, ensure your texture size matches that of the actual file. Unity does not resize an image nearly as well as photoshop does.
Normal Mapping Problem - Normal maps generated outside Unity (3ds max, x-normal, etc) are not properly lighting up in Unity. The light appears to be coming from the wrong direction. This is especially noticeable on UV seams and edges.
Solution - Unity uses inverted G for normal maps. You can just open up the file with photoshop and flip the G channel. The normal maps will now operate correctly in game.
Hopefully this information will be useful to you.
Oh, and I got an email from dropbox, apparently I nuked my 20gb a day limit. Good times. I'll see about re-hosting the dev-log images somewhere else.
1. That's adorable
2. I wonder if the Kerbals will show up on the map, and if they'll have a special icon.
[editline]3rd July 2012[/editline]
Also, that's really helpful, C7; glad to see you lurk here!
[IMG]http://i.imgur.com/jpemi.png[/IMG]
i wonder what the death animation for kerbals will be when you smack them into the mun at 500m/s
[QUOTE=C7;36613285]I've been doing a lot of experimenting with the settings for the textures and normal mapping in Unity.
I've found two useful pieces of information for anyone who's modding for KSP.
First Problem- The part tools sample the textures directly from Unity. So, if you have compression enabled on import of your file, it will export the compressed version. Then, upon import it will re-compress them using the texture settings in the graphics options. Essentially double compressing your file. This can happen if you import your textures as a compressed file format as well. Importing uncompressed bmp files seems to work best.
Solution - In Unity you can select the file, and choose "advanced" for the texture type. On the very bottom choose "default", you'll see two options. Max size and format, for the format choose Automatic Truecolor. Also, ensure your texture size matches that of the actual file. Unity does not resize an image nearly as well as photoshop does.
Normal Mapping Problem - Normal maps generated outside Unity (3ds max, x-normal, etc) are not properly lighting up in Unity. The light appears to be coming from the wrong direction. This is especially noticeable on UV seams and edges.
Solution - Unity uses inverted G for normal maps. You can just open up the file with photoshop and flip the G channel. The normal maps will now operate correctly in game.
Hopefully this information will be useful to you.
Oh, and I got an email from dropbox, [B]apparently I nuked my 20gb a day limit[/B]. Good times. I'll see about re-hosting the dev-log images somewhere else.[/QUOTE]
I know it sounds silly, but [url]www.niggaupload.com[/url] is the best public image host around.
of course I'm not sure how harvester will feel about that, but whatever
[QUOTE=Rastadogg5;36611478]WOOOOOO
[t]http://dl.dropbox.com/u/18418859/Models/WOOOOOOOOOO.jpg[/t]
WOOOOOOOOOOOOOOOOOOOO
(Thanks Pelf!)
And uh, could still use some texture work, anyone want to become an employee of Sanic Aerospace?[/QUOTE]
I'll gladly help texture.
Also is there any chance of Crew cargo bays being added any time soon? I just had a random vision of Jeb getting out the airlock, opening a locker on the side of the spacecraft and getting out golf equipment.
[QUOTE=Pelf;36613908]To anyone who makes textures, how do you make your textures? Do you paint some lines, designs, etc in photoshop or do you use real images and mess with them?[/QUOTE]
Depends on what effect you want. Using actual images tends to get you more realistic textures (if you pull them off correctly) while making textures from scratch can get you anything from super realistic to cartoony. Also remember that both options can go horribly wrong in their own ways.
To anyone who makes textures, how do you make your textures? Do you paint some lines, designs, etc in photoshop or do you use real images and mess with them?
[QUOTE=Pelf;36613908]To anyone who makes textures, how do you make your textures? Do you paint some lines, designs, etc in photoshop or do you use real images and mess with them?[/QUOTE]
From what little experience I have in 3D Design (reading posts in the Digital Art thread and maybe a tutorial or two,) it can be either.
[url=http://cgtextures.com/]CGTextures[/url] is a great free site if you want potential texture files.
[QUOTE=Pilotguy97;36613844]I'll gladly help texture.
Also is there any chance of Crew cargo bays being added any time soon? I just had a random vision of Jeb getting out the airlock, opening a locker on the side of the spacecraft and getting out golf equipment.
Depends on what effect you want. Using actual images tends to get you more realistic textures (if you pull them off correctly) while making textures from scratch can get you anything from super realistic to cartoony. Also remember that both options can go horribly wrong in their own ways.[/QUOTE]
And we gladly accept your help.
So I was playing KSP with my friends and it ultimately culminated in this
[img]http://niggaupload.com/images/tIf9z.jpg[/img]
[QUOTE=fishyfish777;36616399]So I was playing KSP with my friends and it ultimately culminated in this
[img]http://niggaupload.com/images/tIf9z.jpg[/img][/QUOTE]
It's... beautiful.
[QUOTE=fishyfish777;36616399]So I was playing KSP with my friends and it ultimately culminated in this
[img]http://niggaupload.com/images/tIf9z.jpg[/img][/QUOTE]
[img]http://images2.wikia.nocookie.net/__cb20080708092915/acecombat/images/1/11/Hresvelgr_aircraft.jpg[/img]
?
[QUOTE=NovaSilisko]Sorry it's taken me so long to post another...post. I was hosting a visitor the last week of June, so I didn't have any time for making anything. But I've jumped back into it, and have been working balancing a bit more.
For an example, here's an anecdote from the latest test:
[B]The Launch of Big Rocket I[/B]
This was the largest scale rocket I'd yet constructed with the new parts. We may need to scale up the VAB, since it was about two kerbals taller than the door...
[t]http://i.imgur.com/vT0fb.png[/t][t]http://i.imgur.com/GbhrF.png[/t]
Our intrepid crew
[t]http://i.imgur.com/raKze.png[/t]
Liftoff
[t]http://i.imgur.com/t3Byq.png[/t]
Literally five seconds after launch, the first stage connection is severed
[t]http://i.imgur.com/qYhSO.png[/t]
After booster burnout (and about 45 degrees of deviation) I separated the lander and made a quick escape
[t]http://i.imgur.com/GoTJV.png[/t][t]http://i.imgur.com/lOX5z.png[/t][t]http://i.imgur.com/gMhDt.png[/t][t]http://i.imgur.com/uY8Ra.png[/t]
Then I remembered I both forgot to make a scaled-up parachute and forgot to put one on the capsule
[t]http://i.imgur.com/l2ugm.png[/t]
Oh well, Macdred didn't mind and went outside to get some fresh air
[t]http://i.imgur.com/FvE89.png[/t]
[t]http://i.imgur.com/xLLHh.png[/t]
Conclusion: Struts need to be stronger!
[B]Also[/B], a bit of a bonus, either for this update or a future one*, depending on if we can get varying crew counts in 0.16...
[t]http://i.imgur.com/q5dVP.jpg[/t]
*no promises[/QUOTE]
[editline]4th July 2012[/editline]
[QUOTE=C7Studios]
So apparently I blew up my 20gb a day limit on image hosting... Good times. I've moved the dev log images to another host for now. We'll see how things go with this host. You'll notice that there's a lot of broken links in the old flight pack or other posts I've made. They should be back in a few days. I'll slowly move things to the new host to try and reduce the chances of a lockdown happening in the future.
Additionally I've discovered a few things that should help drastically in the normal maps and image quality of exported parts. I'll write up a description on things later once I've got the fixes in place.
ATTENTION MODDERS: Unity does not use standard normal maps, the G channel of the map needs to be inverted or you will have problems with the lighting of your parts. Simply open up a standard normal map in your favorite photo manipulation software. Select the Green channel and invert it, then save the image. This should fix the normal mapping errors with lights.
I've also discovered what was messing up the quality of my textures. It seems that there are cases when the files can get double compressed. The difference is pretty drastic.
Before
[t]http://i.imgur.com/Av9Eg.png[/t]
After
[t]http://i.imgur.com/tuhm7.png[/t]
Now I have to go through and re-export the textures and normal maps. Hehe, going to be a busy day tomorrow.[/QUOTE]
[editline]4th July 2012[/editline]
Can't wait for this update :smile:
The new textures need some details. They look reeaaalllly bland right now.
This is starting to come along.
[t]http://dl.dropbox.com/u/18418859/Models/ss%20(2012-07-04%20at%2012.44.15).jpg[/t]
Also, pilotguy, add me on steam. Your icon doesn't lead anywhere.
Full mun tonight
Testing how powerful I want the engines to be.
[t]http://dl.dropbox.com/u/18418859/Models/ss%20(2012-07-04%20at%2002.15.09).jpg[/t]
I think this will work.
(That's the next continent across the ocean btw)
GOTTA GO FAST
[QUOTE=Rastadogg5;36617127]This is starting to come along.
[t]http://dl.dropbox.com/u/18418859/Models/ss%20(2012-07-04%20at%2012.44.15).jpg[/t]
Also, pilotguy, add me on steam. Your icon doesn't lead anywhere.[/QUOTE]
Sent. Hopefully I added the right one, since there's another Rastadogg account from FP that says his account was hijacked.
[QUOTE=Panthereye;36616741]The new textures need some details. They look reeaaalllly bland right now.[/QUOTE]
To quote Nova:
[QUOTE=NovaSilisko]Please note that the exterior of the new capsule has not undergone a detail pass just yet. Right now, I believe it's just the solid color "base coat".[/QUOTE]
[editline]4th July 2012[/editline]
Also, the one kerbal capsule without a kerbal in it since it wasn't posted earlier:
[t]http://i.imgur.com/VhI6n.jpg[/t]
To be honest, I was expecting something much worse; literal duct tape everywhere, tons of rust, that kind of crap. This actually looks decent.
0.16 looks better everyday.
Everyone complaining about lack of detail seems to have forgotten that there's going to be a decal tool
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