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nli2work

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  1. 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.

  2. 2 hours ago, paul23 said:

    I am here wondering why for game design I can't work in the product domain, instead I have to work in some in between domain where I optimize texture pages and work on a per-vertex base.

    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.

  3. 2 hours ago, Fwiffo said:

    I know this thread is a bit old, but your post is very helpful - it's the first thing I've found that goes into detail and clarifies referenceAttachNode etc.  But what exactly is a part's root node?  Is it just the first node_stack to occur near the top of the CFG?

    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.

  4. 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 months.

    here's a sample wheel I uploaded a while back: https://www.dropbox.com/s/pxjv6bowyzfisru/seeThruWheel.zip?dl=0

    you'll have to dig a bit to find the wheel threads from earlier in the year.
     

  5. 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

     

  6. "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. :D

    Chamfer.gif

    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

  7. 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.

  8. Any shader with Bumped channel uses Tangent space (Blue) Normal Maps. during export they are converted to D3D Normal maps, which puts R into RGB and G into A. original B channel is dropped. Those look like gray scale maps in photoshop.  Normal maps created from gray scale bump maps using "Create from Grayscale" checkbox will be exported as original grayscale maps. don't rely on Unity for normal maps.

  9. You'll see RGB(A) in the material if the texture slot makes use of the Alpha channel. either for controlling Opacity or Specular. If it controls Specular, White = Shiny; Black = Matte; grays = inbetween.

    Alpha is another 8bit channel to store texture information just like RGB channels. nothing special about it. It's much better if you consider RGBA as individual 8bit grayscale channels that shaders use to do different things. in standard RGB you get what you'd expect, the channels combine to give you a nice looking texture. But there's no limitation on how the shader might use the channels. Take the old KerbPaint (or Lilleman's PBR shader mod) for example, each channel in the mask texture can be used as masks in the shader to tint the base texture, but if you just look at the mask texture in an editor without looking at the individual channels, it looks like hot topic neon mess.

     

     

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