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Found 10 results

  1. MaErDa's JunkYard provide obsolete and failed prototypes from MaErDa Corp for modders looking for free mesh and models. You can do any non-commercial things with theses Mesh/Model along you put [manufacturer = MaErDa Corp] in.cfg and give me credits. Enjoy ! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Tutorial and Modeling Tips JunkCo Packs
  2. I am looking for a kind person with some experience in making some simple low poly tree models (.mu i think is the format i need them in). i need them for these textures. I don't have any experience with blender or part tools and i have failed miserably and I'm now at the point of outsourcing for help. Of course, when i implement these into something I'm working on you will get full credit for the work. hope to hear back from someone soon Im no stranger to hitting the donate button if you need more incentive. thanks!
  3. I don't know why, or how, but I'm pretty sure it's due to one of the mods I have installed. Take a look at this: Both models, new and outdated, show up - only one or the other is available in parts selection at a time. I could attach both to the same plane once the other shows up, though. So, I built something, made a few test flights, came back, wanted to get another J-X4, and didn't find it. Entered the name, the old model showed up. No restarts nor file changes in between building that plane, with the new model of the engine, and coming back to the hangar to find only the old one instead. Upon game restart, it's still the old model. If I load my saved ship, it comes with the new models still attached. They kind of flip-flop around, as it seems. Saving the new model as a subassembly, I can get it from there - but can't attach, nor even place it anywhere. It's stuck to my cursor and won't allow me to discard / delete it, either. I have to hit "load craft" or "new" at that point to get rid of it. What gives? More importantly, what's the file name I need to look for in my GameData Mods / Plugins to find what's replacing (?) or messing with the vanilla model? Or is it due to something else? Plis, halp.
  4. I'm trying to be clever with asset use (trying to be clever is how most issues start). I have a set of parts that all use the same mesh, and mostly the same texture, so I'm trying to use all the same model, except for different versions, apply a different transparent texture as a label. This should be stock behaviour when using the MODEL{model=, texture=} mesh references. And for the life of me, I cannot spot why it's not working for me. Example part snippet; PART { name = USAFOrionMag012kt920kN module = OrionMagazine author = WinchellChung MODEL { model = USAFOrionTD/Parts/Orion/Magazines/USAFStackable/Magazine scale = 1.0,1.0,1.0 texture = baselabel, USAFOrionTD/Parts/Orion/Magazines/Labels/r1ktlabels } The intention being that I change the texture = line to point at a new label for each new edition of the part. So far I'm just messing with two of them. Dir listings; Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\USAFStackable 2017-03-18 11:33 AM <DIR> . 2017-03-18 11:33 AM <DIR> .. 2017-03-18 11:33 AM 16,512 2017-03-18 11:30 AM 42,598 2017-03-18 11:15 AM 1,398,256 2017-03-18 11:15 AM 1,398,256 2017-03-18 11:41 AM 5,466 part.cfg 5 File(s) 2,861,088 bytes 2 Dir(s) 447,172,456,448 bytes free Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\Labels 2017-03-18 11:46 AM <DIR> . 2017-03-18 11:46 AM <DIR> .. 2017-03-18 11:46 AM 87,486 r09ktlabels.tga 2017-03-18 10:55 AM 87,568 2 File(s) 175,054 bytes 2 Dir(s) 447,172,456,448 bytes free I've copy/pasted the paths, switching \ for /, copy pasted file names without extensions. I've moved the replacement textures to a different folder, converted their names to all lower-case, starting with a letter, tried square textures (it started as 512x128), tried dds vs tga vs png. If the place-holder texture is dds, game loads, no errors in the output_log. But the part just has a blank texture where the replacement should be; If the placeholder isn't dds, then I get errors about null references; PartLoader: Compiling Part 'USAFOrionTD/Parts/Orion/Magazines/USAFStackable/part/USAFOrionMag012kt920kN' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator65.MoveNext () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot compile part And the part doesn't load (Cannot compile part seems fairly clear on that). If I skip the texture = (or comment it out) then the part loads with the placeholder texture. If I apply one of the label textures in unity and compile the mu that way, it also loads fine. Or just substitute the placeholder with one of the actual textures, it also loads fine. So, what I know is it's definitely reading the texture = line, and doing something with the named texture. That bit is working. It just never seems to find the replacement texture. Which suggests there's something wrong in the paths. But I've checked that so many times I can't see there being any typos or what have you there. I'm at the "try stupid things" stage. One thing I do like to do for sticky issues, is write a big long post about the issue so I have to get it clear in my head, on the hope that the process of explaining it, solves the issue. And so far that hasn't helped, except I ran a few extra tests to get the post more complete, but with no greater success than my other attempts. So, gonna step away from the 'puter for a bit. Clean my head with a wee bit of dilute WWII German rocket fuel, and come back to this later.
  5. I just started modelling, and I seem to have a good handle on things, but apparently not as much as I thought. I've been looking at guides on these forums as well as YouTube videos, and none quite yet explain my issue. I'm trying to make a simple box as a structural part just to learn the process of getting stuff into the game. I can get as far as creating the .mu, and my node definitions in my .cfg have integers where needed (as it's a slightly modified version of the stock Modular Girder Segment), but the part doesn't show up at all in-game, and the log states that the model doesn't exist. I'm not sure if it's something in Blender(v2.78a) or Unity(v5.4.0p4) that I'm missing. KSP 1.2.2 output log: Current .cfg: I can post screenshots if necessary of what I have in both Blender and Unity tomorrow morning, work will keep me occupied until then. Any thoughts?
  6. As it stands the 3D models for kerbals seem to be hardcoded into the game as many mod developers have said. This is a shame, and there's no real reason why it should be this way. While Kerbals are adorable, and the current model certainly suit the game, there have been numerous mods to make the Kerbal universe more realistic in a lot of ways, but the stock animations and models are a constant reminder that the game isn't really all that realistic. I personally like the universe around Kerbin unrealistic as it, but the mismatch between head shape and helmet shape has bothered me to an incredible extent since i first played the demo. So the fact that the suit and the kerbal heads can never be changed (at least not as easily as adding in new textures) is kindof a bother. I'm also certain that it wouldn't be too drastic a change to make it possible for the game to use a different model, and make the bone and joint system of the kerbals available to modders.
  7. Hello. I have made a .mu for my mod but I can't get the part to load as I don't know the MODEL name. I have tried the name of the .mu with and without capitals but it doesn't work. How do you find out? There is a link to the file below. Thanks, Benji13.
  8. So today I was looking back at arc5555's fantastic thread in which he shows how to create paper models of KSP crafts, and even makes a model KSP rocket fly! As I was looking at it, thinking that I might want to try it, and that probably I'd want give any model I might make a balsa frame to keep it rigid, when a lightbulb went off in my head. A balsa frame would make it a bit more durable, perhaps I could throw a light plane around... no... WAIT! ... Heck, I could add a ducted fan and servos and stuff and make an RC plane! Obviously it would start off with something relatively simple and stable (even in FAR), like an Aeris 3A, or perhaps something slower and even more stable, like a Cessna-like plane I have. But maybe even something big later on? (if it works) What do you guys think? Is this feasible? Does anyone else have experience with this kind of thing?
  9. Can someone provide me a realistic starmap of the stars visable from Earth (120km x 120km) orbit for the games skybox? This is something I would like to add for my Real Space Program project. Also second request, can someone make a "Buster" model that ragdolls? Make him probe controlled essentially, but with unlimited power? Can someone make this a thing?
  10. Hi everyone! Something itched me recently to blow some dust off my humble Blender modeling skills. Not sure if I'll have enough thrust to finish this little project, let alone to move past the initial design state. But anyway I'd like to share a concept of two radial command modules and their basic meshes. FH series Radial Command Modules are designed to be hooked radially onto parent parts. The core-facing 'skirt' should ensure seamless coupling with parent parts as small as 1.25m. Both modules have inward facing hatch, theoretically it should wind up inside structural fuselage if hooked onto it. The FH-1 is a single seat command module. It features upward(forward)-facing seat and external airlock in the bottom half. The FH-2 is a two-seat command module. The upper half is similar to that of FH-1, the bottom half features a side-facing second seat that could be used in landers. Although, its reversed position would require some appropriately placed additional reference part on the craft. Album: Blender files:!pUEkRbJb!7hhUlcYG72Oct1f4uo9F1dsM8_nd5YnvXdxzknwE77U Shared under CC-BY-NC-SA If anyone wants to screw around with these, feel free to do so.