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Forum » SpaceEngine » Off-topic Discussions » Show off your work (Show off interesting projects you've created...)
Show off your work
WwadlolDate: Saturday, 11.10.2014, 08:26 | Message # 661
Space Pilot
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Billy_Mayes, That looks really good! You should try out Dmm, or fake Dmm, it's like realistic destruction.
 
Billy_MayesDate: Monday, 13.10.2014, 13:08 | Message # 662
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Quote Wwadlol ()
Billy_Mayes, That looks really good!


Thanks. smile

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
 
FastFourierTransformDate: Monday, 13.10.2014, 20:03 | Message # 663
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Wow men!
The next time you are going to make a planet with blender if you continue like that smile
 
Zaddy23Date: Monday, 13.10.2014, 23:46 | Message # 664
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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
 
HarbingerDawnDate: Tuesday, 14.10.2014, 00:55 | Message # 665
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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
 
Zaddy23Date: Tuesday, 14.10.2014, 01:36 | Message # 666
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Yeah, I just wanted to know what file types KSP uses aside from .MU




Along with fezes and bowties, brown dwarves are cool.
 
Billy_MayesDate: Tuesday, 14.10.2014, 16:22 | Message # 667
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Quote FastFourierTransform ()
Wow men!
The next time you are going to make a planet with blender if you continue like that


Thanks a ton. smile

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
 
WatsisnameDate: Thursday, 16.10.2014, 15:32 | Message # 668
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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.






 
midtskogenDate: Monday, 20.10.2014, 17:44 | Message # 669
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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
 
HandbananaDate: Tuesday, 21.10.2014, 01:30 | Message # 670
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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
 
Fireinthehole-Date: Tuesday, 21.10.2014, 10:08 | Message # 671
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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 smile





Love Space Engine!
 
WwadlolDate: Sunday, 26.10.2014, 01:35 | Message # 672
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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
 
Destructor1701Date: Sunday, 26.10.2014, 02:50 | Message # 673
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Awesome!




 
midtskogenDate: Wednesday, 29.10.2014, 10:31 | Message # 674
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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
 
WatsisnameDate: Wednesday, 29.10.2014, 10:57 | Message # 675
Galaxy Architect
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Great to hear you got that working. 3 arcminutes is not bad at all!




 
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