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wasml

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Everything posted by wasml

  1. For the modulepartvariants method you add a GAMEOBJECTS section to each variant. If you have two models - model_1.mu and model_2.mu you would have a section something like this: MODULE { name = ModulePartVariants baseVariant = Variant_1 VARIANT { name = Variant_1 displayName = V1 primaryColor = #FFFFFF secondaryColor = #9F7000 cost = 50 mass = 0.250 GAMEOBJECTS { model_1 = false // diasbles model_1.mu model_2 = true // enables model_2.mu } } VARIANT { name = Variant_2 displayName = V2 primaryColor = #DDDDDD secondaryColor = #9F7000 cost = 60 mass = 0.300 GAMEOBJECTS { model_1 = true model_2 = false } } } If the cost and mass is the same for both variants you can (probably) leave the cost and mass out of the VARIANT section.
  2. Here's a 1.25.dae file you can drop in your Unity assets folder - a simple 1.25m cylinder .
  3. I would recommend browsing the add-on sub forums. Look in the sticky's at the top of the sub sub forum's - some tutorials in there - old but still mostly applicable (except for wheels). but the basic (many details missing) process is: 1) Create your model - Blender is the most used but there are also Wings 3D and others. 24 sided cylinders with 12 sided collision meshes are standard for things like fuel tanks 2) Unwrap the model and create the textures 3) Export the model to a format Unity can handle - there is also a Blender direct to .mu (in-game file type) but I haven't used it so can't speak to it 4) Import model and textures into Unity - add materials, setup collision meshes, setup animations, etc. 5)Export from Unity to your Dev GameData folder using the PartTools Unity package from Squad - will write a .mu file (the model) and textures 6) Create a config file for the part. Lots of details missing - see above mentioned tutorials. Can be rather frustrating at first as lots of ways for things to not work but is a real thrill when you get your first part in game. I would suggest you start with a simple fuel tank at first to get familiar with the process. As you run into roadblocks check the add-on forum's - someone's probably had the same issue before. If you can't find an answer ask - lots of helpful people here.
  4. Correct - just replace the file name after "name =" in the INTERNAL section with what's in the Mk3 passenger INTERNAL.
  5. A quick and dirty way would be to copy the .cfg file for the mk1-3 and change the name (third line "name =") and CrewCapacitycrew. A more robust way would be to make a ModuleManager patch. Either way there are probably a few other things you would want to modify on the mk1-5. The internal for the mk1-3 only has 3 seat positions so you would only be able to EVA or transfer the first 3 kerbals unless you change the INTERNAL to point to a model with 5 or more seats (maybe the Mk3 passenger internal). You probably also want to change the description and then the mass and cost to keep things balanced.
  6. FYI - zolotiyeruki updated Pilot Assistant here and it appears to work in 1.12
  7. There's a thread here that mentions those parameters (third post in the thread) - I'm just not sure if "leftover" means "no longer used".
  8. Great idea! It's always bothered me that the BG science used a different type of electricity than everything else. I think they really missed an opportunity when arranged things as they did. edit: and great model with the radiator fins an all.
  9. First a disclaimer - I've made KSP parts but they're only so-so - Blender: If I have two meshes that intersect I remove any hidden faces - probably makes very little difference but it's one less face that needs to be checked each frame. If I have a face that's partially hidden I trim the tris that are completely hidden if it doesn't mess up the shading of connected faces. Unity/KSP: I found, particularly with fuel tanks, that two parts that are suppose to be flush with each other will cause flickering where they meet. What I do for the fuel tanks is I make the rim where they meet bulge out a small bit beyond the connection plane (and collider) and have the attach node at the plane. This way any microscopic gap doesn't go very deep (hits the bulge from one of the two parts) and this prevents the flickering. If you're using Blender you can download a .mu tool that can import .mu files (you need an older version of Blender - I know 2.79 works). With this you can import models from the pro's and examine how they do things.
  10. Add-on Development is where most in dev planet packs are posted. When you have something ready for release you can create a new release thread or you can ask the moderators to move the dev thread to Add-on Releases. And welcome!
  11. The third key says at three atmospheres you ISP is 0.001 There are two additional numbers you can use to specify the slope - I think (grain of salt here) one is the incoming and one the out going slope. Here's the Unity addon for float curves
  12. Suggestion: as this is the same size as the goo experiment add a cargo part with the same packed volume MODULE { name = ModuleCargoPart packedVolume = 75 } And thanks for keeping all these mods alive.
  13. I've seen some LED stip mods before but I believe they didn't actually emit light - they just used an emissive animation so they appeared to glow.
  14. Congratulations! I remember it was quite a rush when I got my first part in-game and working. As far as putting the collider on the root part - I usually put the collider on the mesh it goes with but whatever you find easiest. The one situation where the collider on the root part wouldn't work is where you have movable sub part like a gimbaling engine or a cargo ramp and the collider needs to move with the mesh. TextMeshPro - I delete this from my parts and haven't had any problems and it makes the backups significantly smaller. I don't remember where I got the idea that TextmeshPro was for GUI's - could be wrong but I haven't used it when making parts.
  15. I just looked at your screen shot again and realized there may be another problem. The material should go on the model's mesh object but I don't see a mesh object. Under your testprobe object with the blue toaster looking icon there should be a cube icon like the "Directional Light" has. This would be the mesh that you add the material to. If I were to guess I'd say your export is messed up. It could be as simple as one of the export options wasn't checked. If you're using Blender - is "mesh" selected in the fbx export setup? Edit: Just took a peek at the tutorial - the link to part tools looks like it an old PartTools for 0.23. Here's a link to the Squad PartTool release with the latest for Unity 2019.4/KSP 1.12.x Edit2: As far as the missing mesh goes - if you click the right arrow on your testprobe in the assets folder you should see any meshes, transforms and a material - if you only see the material then the mesh didn't get exported from the 3D modeling program.
  16. It looks like you don't have a root game object for your part. At the menu at the top "File Edit Assets GameObject..." select "GameObject | Create Empty" - this will give you a root GameObject. Select the new GameObject (you can rename this if you want) and on the right side you'll see a "Add Component" button. Click this button and select "KSP | Part Tools" (the "|" being a sub-menu). This will add Part Tools to your root game object. Now add your test probe model to the root and then add your texture. Hopefully this won't throw and error.
  17. Your best bet would be to look at other mod's that add sound: or
  18. When I made parts I would leave the texture as .png until I was done modifying the part - and only convert the texture to .dds at the very end saving a convert to .dds every time I changed the texture. Short answer is the .png should work. I did have some parts that wouldn't show if they were unattached but the would show when attached due to the shader I was using but what you're seeing sounds different. Maybe delete the texture from the game file and see if it shows up - would indicate it's a texture problem if it does, something else if it doesn't. Maybe try a different shader like the simple diffuse to see if it's the shader? Sorry I can't be more help - Good luck! Re-read your post - the texture name is baked into the .mu file and (grain of salt here - it's been awhile) the file extension is ignored so if Unity was given A.mu and B.png you would want the texture to be B.png or B.dds - either should work. If you do go the dds route the texture needs to be flipped vertically when you export from Paint/Gimp/Photoshop. The .png do not need flipped.
  19. I haven't used the .mu add-on myself so can't speak to how to use it or how well it works but I have seen some comments from some modder's stating they prefer using it over Unity. I think (big grain of salt here) you need pay careful attention to the .mu add-on version and Blender version - any .mu add-on does not work for all Blender versions. As far as making your own models there are lots of details and they vary depending on what you're making. I made some notes for my self here - includes notes, blender file and Unity file (Uses Unity instead of the .mu add-on). I would recommend you start with a fuel tank just to figure out the flow and to make sure you have the steps correct. Collision meshes are just a simplified mesh (usually) - using the fuel tank for an example I create the fuel tank mesh and when I'm happy with it I duplicate it, remove any small details and convexities (is that a word? Is now!) and reduce the number of sides from 24 (the standard # of sides for a round part) to 12. Later in Unity I set the collider mesh to a mesh collider and then remove the actual mes - otherwise the collider will be visible. Happy modding!
  20. MechJeb has a custom window that can be setup with many parameters. I'd be surprised if velocity isn't somewhere in there - now it may not be broken down into the reference frame your after.
  21. If your using Blender in version 2.8 they apparently (haven't use it myself yet) added the ability to select multiple objects and unwrap them all together. Previously (Blender 2.79) there was a TextureAtlas plugin that I found very useful. For figuring out which part is which I sometimes just color each part in a unique color - see where they end up on the model - then go back an recolor (I use Gimp by the way - free download). Another way is to have Blender open in UV mode and select the part you want to color next - the part will be the only one to appear on the UV map. As far as shiny/rough goes - it depends on what shader you use - some have shiny in the alpha channel, some have a specular texture, others don't have the option or have a slider (I think). Roughness and small detail (bolts, seams, etc.) can be achieved with a shader that has a bump-map or normal texture. If you create a material in Unity and set it to use a KSP shader you'll see some areas for the textures - off to the left (I writing this from memory so may be a bit off) there's something like "RGB(A)" or "Specular" - these tell you what the texture will use the various values for.
  22. If you look through the shaders in Unity you'll notice they all have different texture inputs. Create a material and set the shader to KSP/Bumped - notice the "_MainTex (RGB spec(A)) beside the top texture slot - this is looking for a RGB with spec in alpha and a second texture (_BumpMap). Now switch the shader to KSP/Diffuse and you'll see it's looking for only one texture in a RGB format denoted by "_MainTex (RGB)". Benjee has a real nice metallic on a docking port in Benjee10_SharedAssets - I'll add a link here if I can find it again.
  23. Were you signed in to the forum when you tried to download? Something changed and it appears you now need to be sign in to get the downloads.
  24. I took a very quick look at Beale's site – it looks much like how I do things in Gimp - same steps, different interface. Unwrap the part, clean it up, export to a texture map that you open in Gimp. Paint the thing – layers are your friend! - and then export to .png for development, dds for final. You may need to download a Gimp dds exporter – at least I did when I was setting things up some time ago. I think DXT5 is used for UV textures and DXT5nm for normal maps (you might want to double check that).
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