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orson

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  1. I like the design , is it going to be small like a fighter or bigger ?
  2. hi dude , make your model in blender as normal , and make low poly models ( 255 polys is the limit i think ? ) of your colliders , making sure you give them individual names , like "node_collider" , " hatch " etc . Now import the blend file into unity as normal , when the models imported .. drag it across to hierarchy .. you should see your main mesh and the collider mesh and any others you named. Select your collider mesh in the hierarchy tab and add Component/Physics/Mesh Collider ,over in the inspector panel, in the newly created mesh collider area tick convex , and then right click and remove the "Mesh Collider" component above , this should remove the visual model of your mesh , just leaving invisible green convex collider . And yes Martonaut is right , when you import your models , all the meshes you imported and some default shapes are displayed as usable assets ,if you look to the bottom in the mesh collider panel where it says mesh ... to the right of that is a small circle button , hit that to bring up the assets available for use as a mesh .
  3. Indeed its at least 2 Kerbal's in the front , should be room for another 2 passengers .
  4. bit of a break though today for me , seems every turn i took there was a problem to overcome ... but the end result is working EVA's !!
  5. These shots explain what its for http://imageshack.us/a/img844/1268/screenshot24d.png http://imageshack.us/a/img827/5892/screenshot25c.png
  6. Been trying to get a working hatch , everything is as its shown in the tutorial , but i have no option to add the same Tag's and Layer's ? Unity 3.5.6f4 PartTools 1.6 solved- Where it says Tag in the inspector , click in the field and select Add Tag , within the presented panel click into the right hand side of where you see the different Tags , i didnt realise you had to enter the names of the tags (facepalm) e.g highlight Layer 21 and click to the right side and enter Part Triggers. Thanks BobCat Also worth noting if you make the hatch mesh in Blender , i ended up setting the origin point of the airlock/hatch mesh to "Origin to mesh" as my Kerbals were spawning off to one side , once that was done they spawn in the hatch node .
  7. Made some progress , its the little things that are important ... so i found out what the weird import angle was about , i had not applied some changes i made in Blender, by pressing Ctrl+A and selecting rotation / location and scale / visual transformation Its mentioned in Tiberion's post, in my node helper thread http://imageshack.us/a/img23/5538/gettingthere.jpg So while inside Unity i tried some stuff with some success , I imported the model with main mesh and node_collider , dragged it across to the hierarchy , selected the main mesh .. selected Component/Physics/Mesh Collider ... over on the right in the Inspector pane , within the new mesh collider section i just created, in the box to select mesh .. clicked on the little circle far right ..it brings up the mesh assets , i chose the node_collider and it seems to have worked Well it worked to a degree , anybody got ideas about why my nodes are now misplaced ? http://imageshack.us/a/img571/655/misplaced.jpg The origin is centred in blender Scratch that , fixed also ..by listening properly again , fix to above - so when you export , as mentioned in the parttools video .. you have to clear any and all transformations you dont require , my problem above was due to the part exporter / empty game object having its own co-ords in the Inspector/Transform pane .. after setting those to zero my nodes appear in sync with my mesh . Getting there slowly sorry if this is thread hijacking , it all seem relevant .
  8. Its running with stock engines in the pictures , i made a 2 piece shroud for it but its not going to be very aerodynamic at 5M wide . Also in the works is a MunBase Alpha , more on that later .
  9. I managed to get a part to export from Unity but it wasnt perfect , i know i missed something minor . I followed the 0.15 setup KSP parttools guide , in the example he uses a mesh_collider but in blender i have been using node_collider , as far as i can tell the mesh collider is for radial mounts or attach to , how do you go about setting up a node_collider in Unity and can i import a blender model with the node_collider allready setup ? When tried that , the exported model came out with the node_collider as part of the main visual model. Here is a better idea of my current problems , import to unity puts my model at an odd angle even after i set rot to 0,also i dont think it will make a mesh collider from the main mesh due to too many poly's (255 max ? ) ? As you can see in the blender pic i set up a node_collider which works fine but when i try to export that model from Unity , the node_collider is part of the visual mesh . My question for now is how to use the node_collider i setup in blender for the unity export ? huge pics http://imageshack.us/a/img526/1543/unityprob.jpg http://imageshack.us/a/img818/9016/blendernode.jpg (p.s i moved the node mesh up for the pic , its normally centred on the visual mesh)
  10. Trigormetry and pythorgararse theorum ? ... umm nope sorry i got a C in maths GCSE back in 85 lols running out on the last day shouting maths is for loosers ! ... who's laughing now tho , well not my math teacher he's probably dead So im hoping when you said top left of the pic you meant top right in the properties pane ? Whenever i used that method i end up with a crazy long number that has not worked so far in generating a useful co-ordinate .Perhaps i missed an important stage , still very novice with Blender . It would help a lot if i knew where the figure originates ... is that the amount to the specific vertex from the origin ... or from the 3d cursor .... or from centre of screen ?
  11. Well MechJeb took me to see the sights while i have been testing , managed to get the weight distribution down so that it will take off level with no input , its at the input stage that things start going pear shaped for me : / Got the RCS working "properly" ... its got front and rear thrusters , with altitude adjusters on the sides (up and down) The big transfer vehicle behaves nicely , way too much fuel for now but ill get to that . With four built-in radial mounts for 1m engines and a lower central 2m mount , its got some nice options To work around the fact its oriented the wrong way i have mapped an alternate set of inverse controls and once you have a few goes its possible to do a vertical take off , quick stable trip around the tower and land back on the pad (most times) , will be fun to fly from inside view. And found that the BobCat ind parachute fits like a glove http://imageshack.us/scaled/landing/827/screenshot34md.png Im moving along to the texturing side now i have reached my limit as far as getting them working in game and possibly do some animations if i can work out how
  12. Hi all mod makers This thread is designed to shed a little bit more light on node placement and orientation In the diagram bottom left corner we see the Blender orientation arrows , but overlayed is what happens to the orientation in KSP. All the co-ordinates in KSP expand out from the objects origin point in either positive or negative terms If you sat in the pod above .. then X+ would be left side , Y+ would be up , and Z- would be forwards , now this isn't the normal orientation KSP expects so have a look at the part making tutorials if your not sure . sample cfg entry-- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 This will place a node in the centre at the objects origin.... if we alter that to ... node_stack_top = 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1 This would place a node to the left by 1 unit , up by 1 unit and forwards by 1 unit(or rather minus 1), in relation to the vehicle pictured . Most game assets would be oriented facing upwards along Y+ How to move the origin point about in Blender ... hit Alt+S , then select cursor to centre , or left click to position it anywhere you need it , now select the object in object mode , go to " object / transform / origin to 3D cursor " Ctrl+A to apply any changes. Anyone spot any holes in this shout up and i'll amend , anyone found themselves more confused after reading it then let me know
  13. Nice one , quite a collection building up . When i saw the truck cab it made me think of " ACE trucking co. " from 2000 AD comics . http://www.2000adonline.com/books/assets/covers/ace-trucking-volume-2.jpg
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