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Technical Ben

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Everything posted by Technical Ben

  1. Can you use a 12 sided cylinder for the collision mesh? Does that simplify things and stop the stretching?
  2. Nope. Thanks. I\'ve gone to just trying a 8 sided cylinder. It is already triangulated. I got a command pod exported yesterday, but without a collision mesh. Now I cannot export anything. So not sure what has changed. Currently getting a 'class \'[part name]\' does not exist'. [Edit] I can go back to my old command pod and load it up. But my new model, that is only a cylinder to test the export, is not loading at all, giving the above error. [Fixed! See first post!]
  3. Fixed it now. I had accidentally changed the 'modal name' not realising this points to the actual object type. I should have known better. Noob failure. Hi. I\'m attempting to convert some of my existing models into something that works in KSP. Currently going very well. I can even get things in the game by using Blender to export the Collada file. However, if I try anything with a 'node_collider' mesh, the game (or PartLab) completely refuses to work. Any idea on what I need to change to the collider mesh? I\'ve renamed it, given it a texture and UV map (no .png file though). But it seems to corrupt the file or something. If anyone has had a successful export, could you explain how you did this? [/edit] Turns out Blender had defaulted back to 24bit textures on reload. Now I\'ve just got to figure out the collider mesh. Thanks!
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