Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
Wow thats a LOT of commitment to a project. The mesh will be a separate mod released in the upcoming weeks when I finish it. But I was thinking if separating the project into phases and adding more.
Phase 1 will be the current one, external mesh
Phase 2 will be a VC
And maybe ill add a long...
Yeah im not the code guy. I actually wanted to add some functionality to the shuttle a, but after seeing some tutorials and seeing the amazing work @Max-Q did with the Dark Energy, I dont think im up to the task haha. Homewer, if someone wants to help on that front...
(and Ik, english.exe has...
Yeah that used look was just for textung uv unwrap with complex pbr materials ingame. Final release will have materials close to what the original had in terms of wear and tear
I can bake some maps. Both for the hangars and a preliminary shuttle-a mkix texturing. I can dm you the models +textures if u want. I export the textures from substance painter as pbr roughness/metallic
Like the d3d9 graphics guide in orbitersdk/docs?
That would come in handy. Also, will it have the same map support as d3d9 or are you planning to add other maps like metalness down the line?
Now im gonna try those normal maps in supersonics71's mod in all their Skybolt glory ;-)
Update. Finished unwraping and doing a preliminary uv pack. Texel density looks ok-ish, maybe ill try to adjust it better. So I tried to have some fun with the uvgrid texture (here you can also see the overall texel density
And after that, tried to see how it would look with a formal material...
I got one bad and one good.
The bad one is that I dont seem able to fix the weird shading both in the rcs pods and nozzles. Its like they have shadow in exactly the opposite side of where they should be. They look alright in substance painter and blender, so it seems to be a problem of the...
Some quick tests to see how the mesh behaves ingame
Heres with d3d9:
And here's with Skybolt (1.0.2):
So overall not as disastrous as the first time I imported the Dragonfly, but still some weirdness with the engine nozzles and rcs pods. Maybe it has something to do with how .msh handles...
FInished the modelling phase
Now some cleanup (deleting internal faces, fixing the normal nighmare in the cabin and that weirdness with the hover nozzles), Uv unwrap and packing (oh no!) and after that finally I'll move on to the fun part, texturing :cool:
If you look on the back of the...
Will the clouds be available for other planets too? And change colouring and coverage possible? Imagine these in Titan or Venus (or Cato neiodia or Bespin)
Screencap from supersonic71's video
And any eta on support for spec, rough and normal map support or is it still too early?
Haha tnxs! Lets hope I can finish it
Mmm like a shuttle a XL? I was thinking this as a ring diver, used in the rings of saturn between bases and stations (hence the armored look). Scaling it up would cut it, the cockpit at least would have to be remodeled. But I plan on releasing the .blend...
I hadnt thought about that. Maybe I can add something like that in the back corner of one of the cheeks? like both for cargo and aiding with landing. Like a secondary bridge or the cargo console the shuttle had
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.