“I should’ve done this years ago,” she said as she looked out of Ascension’s right cockpit windows. Another constraint is that I don't have a license to the 3D program I used to make Buffalo 2, and while I plan to learn Blender, it'll be a while before I'm up to speed. Certain aspect of Buffalo 2 would likely need to be redesigned, such as the part variant system, for instance, and the artwork itself. We know that modding KSP 2 is supported, but it may be some time before the game is opened up enough for modding to happen. That's why you might have some difficulty using it.Īnd before anybody asks, I don't know if it'll be possible to port Buffalo 2 over to KSP 2. EVA Construction was released much later, and while I was able to make some adjustments for it, I didn't have time to redo Pathfinder to make it fully compatible. The part design and wonky attachment nodes reflect that. There wasn't much for kerbals to do on EVA back then, so I built Pathfinder to be carried by Buffalo to a site and assembled by a kerbal on EVA. Well before EVA Construction, Pathfinder was made for KIS/ KAS. I'm also curious if KerbalKonstructs can be used to change Gilly into a cube. I desire a colony to be visible from space. I'm about to start a very large side project on Minmus. Just the ability to adjust things in small increments is huge. And I don't know how I got along all this time without KIS. Having a Kerbal laboriously move a thing a ways just made a huge inhalation noise. I know he loved what we were building, and I can't see the Kerbals without seeing him too.The little work truck I built for the Alva colony has made a dramatic impact on the efficiency of building out. I hope with all my heart that a little bit of his light will shine through in the finished game. Tim had an amazing family who loved him and whom he loved very much. Our careers took us to separate locations, but never for very long - we both ended up in Seattle and kept up the afternoon walks (to the local donut shop now, while quoting Matt Berry's UK Rowing video). Evil impressions while walking to the local 7-Eleven every afternoon. Tim and I met in 2001 at a little game company in Costa Mesa, and we were friends right out of the gate. There was a universe of promise in that one shot, and ever since then our team's goal has been to deliver on that promise. We both just sat together and stared at a shot of a small ship spinning in space, with all the dynamic reflections and lighting - both just grinning like idiots and shaking our heads. I remember the first time we got PBR shaders and lighting working in the prototype, how much it blew our minds. You see a lot of his work in our announcement trailer - the multistage rocket, the interstellar ship over Jool - that's 90% stuff that he built. There was so much weight on him to get those first assets to a place where they could be used as the quality bar for everything that came after. He also went through a GAJILLION iterations on those first Kerbals. Very early in this project, he was the only modeler working on the prototype - he built our first PBR assets, our first full collection of rocket parts, and our first interstellar ship. Zimm already answered you, but I wanted to add how happy I am to get a chance to sing Tim's praises.
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