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New internal props fail to load ingame
nli2work replied to Ven's topic in Modelling and Texturing Discussion
https://www.dropbox.com/s/wrloa6dq7bowf9j/InternalProps.zip?dl=0 try the RFNavBall prop in there see if it helps, it's part of the RFProps unitypackage. It's been a long while since I touched anything KSP things are very fuzzy. But if you know exactly how the visible mesh is flipped, it should be simple matter of flipping the mesh in blender without changing the pivot orientation to fix it in KSP. Blender (and Max) compounds the problem as well by having Z up instead of Y up like KSP/Unity. I don't know anything about the new config entries though... last I made any props was 0.9. -
Can I create models without owning unity?
nli2work replied to paul23's topic in Modelling and Texturing Discussion
You can, it's a different job. A Concept designer or artist to be exact. If that's what you want to do, team up with a 3d artist who can take your concepts to a game ready asset. If you want to make game ready assets, you have to know that stuff that you don't want to learn. Tough cookies bud. -
It's the orientation of the node that hosts PartTools export script. Generally it has Y+ Up; Z+ Forward; X+ Right (toward launch pad), as seen from default viewpoint in the VAB. When you take control of a docking port with "Control From Here" the navball reorients to match the orientation of the object specified by ControlTransform name. This is useful when your docking port points in a different direction than the part's default... like the Mk2 docking port with bay doors.
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Patch 1.2 enable PBR shader ?
nli2work replied to Warsoul's topic in Modelling and Texturing Discussion
reflection probes do work. just not exactly as you'd expect. It's actually a very interesting way to get a behind the scenes look at how the KSP scenes are built. Check Lilleman's plugin thread, I capped a few videos. -
How does the Stock GearFixed switch its mesh?
nli2work replied to ZodiusInfuser's topic in Modelling and Texturing Discussion
mirrorRefAxis = 0, 0, 1 in the config file takes a bit of trial and error though depending on the direction your gear is exported out. -
Opening EXISTING .mu Models in Unity
nli2work replied to Jasseji's topic in Modelling and Texturing Discussion
you can trick it by setting a part to INTERNAL{} or PROP{}, which will allow you to spawn the part in Unity scene, but no ability to edit or anything else. -
any NullRef errors in game when you trigger the animation? does the new animategeneric need to specify the object that hosts animation component? The wheel part modules do, don't remmeber if animate generic does as well. can't really check at the moment, you'd have to dig into the c# assembly to see it.
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There's been a good deal of stuff from earlier 1.1.x days. Still very unpredictable. Wheels and Landing Gears seem to be better than Lander legs. With a little work you can get a solid wheel part. Lander legs on the other hand, not so much. The wheel blocking detection Squad implemented as a workaround to the Unity problem isn't too great, I guess most people are hoping for a solid fix on wheels from Unity before anything else. Lofi and Shadowmage are working on a wheel system as a plugin, not sure what the current status is. I haven't paid much attention to KSP or modding for the last few mon
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Anyone ever built their own strut from scratch?
nli2work replied to Fengist's topic in Modelling and Texturing Discussion
Pretty sure Wings3D doesn't do skinned mesh. you need Blender, or one of the other industry standard apps like Max or Maya. and it has to be FBX export, check "Animation" and "Skin Data" in Animation/Deformations subcategory. DAE may or may not work. OBJ or 3DS doesn't store skinned mesh data. -
Anyone ever built their own strut from scratch?
nli2work replied to Fengist's topic in Modelling and Texturing Discussion
you need skinned mesh for struts to work. you can get curved strut if you weigh the vertices in a gradual fall-off. All it does is place one joint at the start part, and one at the end part, the mesh is stretched between the two ends. A small collider on the base is all you need. fuel lines work the same way. this thread has some more info. and a sample unity asset -
the Ladder tag looked correct from your screencap. the gameobject can be named anything.
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use Capsule. or Box.
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"Chamfer" is CAD/Max/Maya jargon, comes from engineering/manufacturing I think. depending on what modeling software you're using it maybe be called "bevel". basically splits an edge and create a new face matching the original edge's normal. Sorry that's probably even worse than ebfore. imagine that edge was an entire loop around a cylinder, you end up with a ring of new faces, which you can then extrude out from the center of the ring. making what looks like a ridge around the cylinder
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you mean the structural reinforcements the struts attach to? they look simple enough, chamfer the seams where the tubes join and extrude out. or make a tube and place at the center of the 45 degree edge loops. without detailed cad drawings you have to guesstimate what's under all that fabric.