Show off your work
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Wwadlol | Date: Saturday, 11.10.2014, 08:26 | Message # 661 |
 Space Pilot
Group: Users
Norway
Messages: 107
Status: Offline
| Billy_Mayes, That looks really good! You should try out Dmm, or fake Dmm, it's like realistic destruction.
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Billy_Mayes | Date: Monday, 13.10.2014, 13:08 | Message # 662 |
 Pioneer
Group: Users
Finland
Messages: 485
Status: Offline
| Quote Wwadlol (  ) Billy_Mayes, That looks really good!
Thanks.  Added (13.10.2014, 12:08) --------------------------------------------- Made a football in Blender:

AMD Phenom II X4 955 3.2 GHz Quad-Core - AMD Radeon HD 6950 2GB VRAM - 4GB RAM - 1680x1050 75 Hz Samsung screen
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FastFourierTransform | Date: Monday, 13.10.2014, 20:03 | Message # 663 |
 Pioneer
Group: Local Moderators
Spain
Messages: 542
Status: Offline
| Wow men! The next time you are going to make a planet with blender if you continue like that
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Zaddy23 | Date: Monday, 13.10.2014, 23:46 | Message # 664 |
 Space Pilot
Group: Users
Australia
Messages: 129
Status: Offline
| Quote Billy_Mayes (  ) I want to mod Kerbal Space Program, and so I've been experimenting with blender.
An engine: Ah! sorry for the late question, but you look like you'd know what 3D model formats KSP uses, as I have no idea and I can't get blender to open the .MU stuff that KSP has by default.
Along with fezes and bowties, brown dwarves are cool.
Edited by Zaddy23 - Monday, 13.10.2014, 23:48 |
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HarbingerDawn | Date: Tuesday, 14.10.2014, 00:55 | Message # 665 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| That's not a KSP model, it's one he made (or imported) himself. It's not possible to import the current KSP model format, at least not to my knowledge.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
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Zaddy23 | Date: Tuesday, 14.10.2014, 01:36 | Message # 666 |
 Space Pilot
Group: Users
Australia
Messages: 129
Status: Offline
| Yeah, I just wanted to know what file types KSP uses aside from .MU
Along with fezes and bowties, brown dwarves are cool.
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Billy_Mayes | Date: Tuesday, 14.10.2014, 16:22 | Message # 667 |
 Pioneer
Group: Users
Finland
Messages: 485
Status: Offline
| Quote FastFourierTransform (  ) Wow men! The next time you are going to make a planet with blender if you continue like that
Thanks a ton.
Experimenting with HDRI in (surprise surprise) Blender.
AMD Phenom II X4 955 3.2 GHz Quad-Core - AMD Radeon HD 6950 2GB VRAM - 4GB RAM - 1680x1050 75 Hz Samsung screen
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Watsisname | Date: Thursday, 16.10.2014, 15:32 | Message # 668 |
 Galaxy Architect
Group: Global Moderators
United States
Messages: 2613
Status: Offline
| I found some old photos on a memory stick that I'd never transferred. Some gorgeous alpine hiking a couple summers back:
Also, something more recent and a bit more along the lines of work -- for a while I've been wanting to try to grow some Pacific Madrone. They are beautiful trees, but are somewhat uncommon and challenging to transplant. So I'll try it nature's way. I found a forest of them growing on a small island, gathered fallen fruit pods, and harvested the seeds. Now with some preparation and a bit of luck I'll get good germination for the Spring.
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midtskogen | Date: Monday, 20.10.2014, 17:44 | Message # 669 |
 Star Engineer
Group: Users
Norway
Messages: 1674
Status: Offline
| I'm trying to get automatic star calibration to work for my meteor cameras, which is needed to translate pixel positions into az/alt. The longest exposure that I can get from the cameras is 1/5s, so only the brightest stars are visible. So I need to track them over some time to get sufficient reference points.
This is what I've managed so far (view in fullscreen at high res to see what's going on):
Star detection now seems reliable, but pixel pinpointing could be improved. I'm not able to assign star names (and hence ra/dec and az/alt) automatically. Astrometry.net fails, probably due to the incompatible projection and there might be too few stars.
NIL DIFFICILE VOLENTI
Edited by midtskogen - Monday, 20.10.2014, 17:45 |
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Handbanana | Date: Tuesday, 21.10.2014, 01:30 | Message # 670 |
 Astronaut
Group: Users
United States
Messages: 70
Status: Offline
| Quote Zaddy23 (  ) Ah! sorry for the late question, but you look like you'd know what 3D model formats KSP uses, as I have no idea and I can't get blender to open the .MU stuff that KSP has by default.
There are two ways, one is easier but the other is more 'proper'.
The main method is to create the model in blender then export it into COLLADA (.dae). After loading the COLLADA model into Unity (free version works just fine), you use the part tools plugin to export it to KSP formats (.mu for models, .mbm for textures).
Unity Download KSP Part Tools Plugin for Unity
If you're feeling lazy, there is an unofficial plugin for Blender in this KSP forum thread which can directly read and write .mu files. However, this is not feature complete and is not recommended if you don't know what you are doing.
Hope this helps.
Tonight... you.
Edited by Handbanana - Tuesday, 21.10.2014, 01:31 |
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Fireinthehole- | Date: Tuesday, 21.10.2014, 10:08 | Message # 671 |
 Pioneer
Group: Translators
Sweden
Messages: 365
Status: Offline
| Quote Watsisname (  ) I found some old photos on a memory stick that I'd never transferred. Some gorgeous alpine hiking a couple summers back: Beautiful landscape
Love Space Engine!
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Wwadlol | Date: Sunday, 26.10.2014, 01:35 | Message # 672 |
 Space Pilot
Group: Users
Norway
Messages: 107
Status: Offline
| I made a Garry's mod map based on Space Engine, by using textures. It looks like this. You can get it here on steam workshop: http://steamcommunity.com/sharedf....in=true
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Destructor1701 | Date: Sunday, 26.10.2014, 02:50 | Message # 673 |
Pioneer
Group: Users
Ireland
Messages: 533
Status: Offline
| Awesome!
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midtskogen | Date: Wednesday, 29.10.2014, 10:31 | Message # 674 |
 Star Engineer
Group: Users
Norway
Messages: 1674
Status: Offline
| I'm finally able to translate pixel positions into azimuth/altitude quite accurately, with 3 arc minutes for the most of the frame. And the calibration was done mostly automatically using videos containing stars.
NIL DIFFICILE VOLENTI
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Watsisname | Date: Wednesday, 29.10.2014, 10:57 | Message # 675 |
 Galaxy Architect
Group: Global Moderators
United States
Messages: 2613
Status: Offline
| Great to hear you got that working. 3 arcminutes is not bad at all!
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