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Battou

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Posts posted by Battou

  1. Hi. 

     

    I have deployed Control station, Comm dish, 3 solar panels - all with 0ne star engineer near KSC, placed 3 experiments there with One star scientist. There is enough power, but Control station says that there is no connection to Comm Net. Why???

     

    Is 1.11 broke Surface experiments? Or are they not supported by Kerbalism?

    87PMRPu.jpg?1

    https://imgur.com/87PMRPu

  2. On 5/25/2020 at 2:03 PM, taniwha said:

    I already have it working for import. Export will be a little more interesting (more in what to when the rotation mode is neither quaternion nor YXZ).

    Ive noticed update to repo. Tried to import Solar panels and it worked. But when I tried to export I got this:

     

    Traceback (most recent call last):
      File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\operators.py", line 63, in execute
        return export_mu(self, context, **keywords)
      File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\operators.py", line 34, in export_mu
        mu = export.export_object (context.active_object, filepath)
      File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\export.py", line 163, in export_object
        anim_root_obj.animation = make_animations(mu, animations, anim_root)
      File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\animation.py", line 296, in make_animations
        clip.curves.append(make_curve(mu, muobj, curve, path, typ))
      File "D:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_object_mu\export_mu\animation.py", line 172, in make_curve
        property, mult, ctyp = property_map[curve.data_path][curve.array_index]
    KeyError: 'rotation_euler'

    location: <unknown location>:-1

  3. 5 minutes ago, Delay said:

    Not sure what you mean. Do you want each instance of a part to have its own map? That's not possible, but what could be done is making multiple texture sets pointing to different metallic maps. Not exactly 'unique for every mesh', but close enough, I suppose.

    No. I mean something like that:

     

    KSP_MODEL_SHADER
    {

        model = Squad/Parts/Command/mk2CockpitInline/model
        model = Squad/Parts/Command/mk2CockpitStandard/model 
        model = Squad/Parts/Utility/mk2CrewCabin/model     
        
        MATERIAL
        {
            shader = SSTU/PBR/Metallic
            
            inheritTexture = _MainTex
            inheritTexture = _BumpMap
            inheritTexture = _Emissive

            texture = _MetallicGlossMap, metalSmoothness  
            
            PROPERTY
            {
                name = _Metal
                float = 0.20
            }
            PROPERTY
            {
                name = _Smoothness
                float = 0.80
            }
            PROPERTY
            {
                name = _Detail
                float = 0.9
            }
            PROPERTY
            {
                name = _Shininess
                float = 0.85
            }
        }

    }

     

    And so each "mode" used "metalSmoothness " texture file from their folder

  4. 44 minutes ago, taniwha said:

    That's odd. Quite often they're smaller due to useless meshes being omitted. Only things I can think of that would inflate the size are additional animation keys and additional vertex data (normals, tangents, colors)

    Dont know. Any .mu file that I import and then export, even if I havent done anything, is always bigger.

     

    45 minutes ago, taniwha said:

    This is even odder. Have you confirmed that the solar panels are animated correctly in blender?

    No, they are not. Upon import animations are wrong in blender, they do not unfold. Its like some animations do not import. try for yourself, take 1x6 solar panel from ReStock mod and try to import.

     

     

  5. 10 hours ago, taniwha said:

    oh, still adding those? hmm, well they're not needed if the collider was originally on its own transform. That might be worth submitting an issue.

    Thanks! Submitted. Good to know that I can just delete that addition.

     

    Another question. I tried to import Centrifuges from Station part extension redux but they do not import correctly or when exported become messed up in game. Do complex animation or whatever do not supported yet?

  6. 2 hours ago, taniwha said:

    Things do get changed going through blender. Sometimes export (particularly PartTools) errors get fix, other times some optimizations, almost always certain triangle vertex indices. The process is not idempotent. However, for colliders, it's entirely possible the collider was on a separate game object in the original import but got merged into the parent game object on export. This is actually a feature (optimization), but can be overridden: find the collider object in blender, go to object properties, Mu Collider panel -> Separate. If you enable that, it will force the collider to be exported on its own game object. This is normally automatic if the parent object has more than one collider child object, but when there's only one collider child object, it will be merged into the parent unless Separate is enabled.

    I thought I Made it so separate was set when importing if the collider was on its own object. If that is not the case, please submit an issue as I have a gazillion things on my plate and I'm likely to lose track of something here.

    Odd thing. Tried marking separate and still get error. BUT removing ".collider" from collider transform names resolved issue. Do those ".collider" addition to names needed?

  7. Found a reason! In your ReStock config 3.75 fuel tanks for some reason are in different category with much less _Metal than 3.75 adapters, hemisphere tanks and ect. Why?

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