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Dungchunker

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Everything posted by Dungchunker

  1. Ok, Update... I did get it working using the "go full screen" and then "minimizing" and then restoring it to full screen. This worked for me. I use Unity all the time and keep it updated...I wonder if it's just because my Unity player may be a more current version than what the Browser uses? Don't know...but i know it takes it a while to load ...about twice as long as when i initially purchased it.
  2. I don't use AdBlock or Chrome. When i first purchased it. it worked fine. But now i haven't been able to use it in more than 6 months. Squad...I paid for this application. why not fix it? especially if your still selling it.
  3. I posted a while back that i had issues with Mu importer and Blender 2.72, where i couldn't get it to even load up. Typically when i upgrade Blender to the newest version all my plugins convert over without any issues when i direct it to previous settings upon updating(at least MU always has). However, this time i haved to manually re-install the MU Importer plugin....after which it worked just fine.
  4. The model should be there, since the program that the KSP model was originally made in wasn't blender the models cords in THE 3D space varies. Zoom way out on your 3D View and look for the model on the out skirts of your viewer. default your cursor to center and select the root empty for the KSP model then "move to cursor" and it will move the entire model with children to the center of your screen. hope this helps.
  5. I got the MODEL{} command working!! thanks. now just to understand how the game places Normals and spec maps...as in how i need to name my custom Normal, or specular...et...maps to get the game to load them properly. EX: impEngine3_n (for normal) impEngine3_s (for specular)...does the game look for a particular structure in the way the normal map (and others) texture and such is named to know where and how to place it on the model? Another words i would have to have say the _n in the end og my normal maps textures name for the game to recognize it as the normal map? is that needed for proper loading of the textures>?
  6. Sumghai, I use this plugin for this very reason...however i am having trouble getting the parts to load my custom textures. I pull the UV's and original textures for the parts (using the UV overlays as a reference) and load them with Gimp, then create my altered textures..save them as PNG.. Put the new textures in the parts folder with the Vanilla textures and try and add arguments to the part CFG to get it to default to the custom PNG texture that i create. I can't get it to load them though...they just end up untextured in game. Could you pretend i am a really SLOW and give me proper format for the argument in the CFG for this. I have tried a a couple of ways, like adding after the mesh = line .. texture = partPathinGamedata\newTexture // using appropriate part path and texture of course. and Ive tried deleting mesh = line..and replaced with MODEL { model = partPathinGamedata\vanillaModel texture = vanillaTexture, partPathinGamedata\newTexture } Does this look right? i cant figure out what I'm doing wrong ...or if this kind of implementation just doesn't work?? any Help?
  7. I have also done a re-texture of the liquidEngineLV-909 which is NOT an older DAE model...it's MU, using the same arguments structure as above and i cannot get the new texture to replace the Vanilla ones...same results as with the strutConnector.. I'm at a loss until someone can post some links to example files i could look at or give me some insight on what I'm doing wrong...I really need to be able to do this to finish Jand's mod textures.
  8. Yea...been working on this for a minute now...cant get any of the arguments to work properly...In the Debug menu i can see that it is loading using the "texture = partPathinGamedata/newTexture" argument...but it's trying to load both textures. Debug shows that model000 (original texture) and impStrut (new texture) are both loading ...so the model ends up without a texture (white). When I used the second option MODEL { model = Squad/Parts/Structural/strutConnector.DAE texture = model000, Squad/Parts/Structural/strutConnector/impStrut } The Textues load in Debug...but the model doesn't. If you can think of a fix for this or a work around it would be greatly appreciated...I can make any static parts and texturing is a specialty, and i can use Unity well enough ...but i haven't figured out the whole animations thing or I would just make a new strut altogether. Or maybe there's is something wrong with my punctuation or structure in the Argument???..
  9. Hey guys, can some one help me with how to get my altered "strut connector" texture to load to the stock part...The image is currently PNG. I just altered the color and added a few details to it...but i need the game to load it onto the model in place of the original.. I know there is an argument i can use in the Part CFG to direct it to load my custom texture...but I'm not sure what that argument is. Appreciate any help! And as a side note .. I would gladly use Texture Replacer if need be ...in that case what would the argument be in the CFG to direct it to my custom texture. I just need an example of how to write it into the CFG...thanks!
  10. @taniwha I got the Plugin to work with 2.72. Usually when i update Blender my addon scripts installed to the previous version just carry over to the next branch when i tell it to "import settings"...but for whatever reason it was showing up under import/export options but just wasn't selectable. I re-downloaded the plugin and installed it like normal under my 2.72 addons and now it's working fine. You didn't happen to update the plugin for 2.72 in the last week or so have you? if not, then this is just a Blender hicup and just had to reinstall the plugin.
  11. I just upgraded to Blender 2.72b and the plugin states "there are missing script files" and wont let me activate the tool. I haven't had any issues with it being compatible before ( I always upgrade to the latest version of Blender). Is the Mu plugin going to made compatible with 2.72? No problem reverting if I need to, but the reason i was wondering is this version of Blender (2.72) is suppose to have improved Import/export options for FBX and was thinking this might affect the ability of the Mu plugin to potentially finally be able to import animations and such for KSP parts.
  12. Don't have too. Just pull the Plugins and the airbrake from B9 and install it only. The you don't have all the other parts taking up space...just the part you want.
  13. There is a MU importer script for Blender, I use it. I don't know python script myself, but i would believe adding scripts to it for compiling parts could be done (but it would take ALOT of scripting). This would be an excellent idea for getting around the whole Craft files upload drag.
  14. #1,704 ...If it just gets to the board i believe this project would be a "No Brainer" for them. I can see people buying multiple sets of these. The actual facilities would be a great Lego models idea as well.
  15. Cant get the Kerbalizer to work on the KSP website. I paid for it long ago and haven't used it in a while. However went on there today and once it loads it's simply black on white Silhouette of the editor and doesn't respond to selection at all, nor is there any models displayed. Yes, I have the most current version of unity and web player. Wonder if anyone else is having this issue and if there's a fix or is it just the application itself?
  16. http://www.learnconline.com/2010/03/understanding-first-program-in-c-language.html This is where i am starting..there's a couple of other interactive one's out there as well
  17. Alrighty!! Here some things i am doing with building these models to help with keeping there shape, making them easier to work with and also makes them a bit more sturdy. Get some sort of circle cutter (Mine was 7.00 at Walmart for X-Acto brand cutter) and some foam board (as little as 1.00 a sheet at the Dollar Store). Here are some photos. https://lh6.googleusercontent.com/-gX3mex97j8o/U8_1mA-lgZI/AAAAAAAAAw8/jLDPArokmxQ/w1140-h855-no/IMG_4304.JPG https://lh5.googleusercontent.com/-h0H0eaO9yEw/U8_1nhp6b5I/AAAAAAAAAxE/s98PoElsTF8/w1140-h855-no/IMG_4305.JPG https://lh4.googleusercontent.com/-Ki4jC_QxQvI/U8_1pWR2vZI/AAAAAAAAAxM/4N_pG0eAuoM/w1140-h855-no/IMG_4306.JPG https://lh4.googleusercontent.com/-eoTc0BzGZ7I/U8_1szDkp3I/AAAAAAAAAxc/xTNCIawEvI0/w1140-h855-no/IMG_4308.JPG https://lh6.googleusercontent.com/-7dNwvmmo9tU/U8_1veluAjI/AAAAAAAAAxs/2gtEIgPOznc/w1140-h855-no/IMG_4310.JPG https://lh6.googleusercontent.com/-gX3mex97j8o/U8_1mA-lgZI/AAAAAAAAAw8/jLDPArokmxQ/w1140-h855-no/IMG_4304.JPG
  18. I've been using card stock...it's thick enough to keep it's shape yet still thin enough to be easy to work with. 65lb paper weight.
  19. Thanks for the pics! Do you mind if I add them to the Imgur album?
  20. SO is this the same with my Drop Box on Google? The copied location being {IMG]https://lh5.googleusercontent.com/-P4svKjnQe18/UcvG35EXt1I/AAAAAAAAAFk/UIS3F9jnf3I/w1024-h768-no/220200_2013-06-24_00045.png[/img}
  21. Here are some older screen shots from earlier test builds..Part models are still the same though. https://lh3.googleusercontent.com/-BVvVjC0hMXU/UqD-vuMrIPI/AAAAAAAAAg8/4c_XI96Kk2k/w1024-h768-no/220200_2013-11-13_00007.png https://lh6.googleusercontent.com/-QoWJJiKueTk/UqD-wl3ywrI/AAAAAAAAAhI/OLajHyKWGN4/w1024-h768-no/220200_2013-11-13_00015.png https://lh6.googleusercontent.com/-FsIAlkOI2Ig/UqD_A2DzoFI/AAAAAAAAAh8/T1KNtrIL44s/w1024-h768-no/220200_2013-11-30_00006.png https://lh3.googleusercontent.com/-n_HwQKD3J1w/U8kv_QvZaLI/AAAAAAAAAwA/9gpvlRB8d-o/w1024-h768-no/220200_2014-01-24_00004.png A few of the parts in this pics may not be in the mod..like the escape pod..which is still a WIP. Also these are just some of the custom models there are many more parts in the actual mod. There's been a problem with some of the pictures showing Black for some viewers due to a Forum issue I believe, so i put the links below the pictures for those of you getting the Blanks...maybe this will let you view them. https://lh5.googleusercontent.com/-3JBkzWVeij8/U40FE2a9htI/AAAAAAAAAqs/ZBTSQOGmSY4/w1520-h855-no/KSP+Station+Bird+Dock.jpg
  22. Fuel tanks (Deuterium) and RCS tanks (Trittium) also a new model for a large SAS (trittium driven) and some new models for the a large and small Pod. They function pretty much the same as stock witht he exception that they are mostly trittium driven intestead of using electricity and deuterium driven instead of using Liquid fule and Oxygen. More powerful....looks cool...and is a great mod if your wanting to make experimental ships. Hell....I use it in my play all the time..one of my favorit mods...which is why I am modeling for it. I am working on new models for the other parts in it as well...some are custom some are still stock with CFG edits...but it's comming along.
  23. This is really cool. Cudos to you for making this, I had thought about this being a cool idea a year ago when i made some minecraft building blocks and items/characters using sticker print paper and foam board for my son to build with. I may try and implement this using sheet aluminum (like with coke cans) and printing the papercraft modules onto translucent/matte sticker paper to transfer to the metal pieces...this would also be great for making the landing gears and smaller items such as struts.
  24. I am looking into using the tweak scale and also a texture selector UI like Firespitter uses to make my vision more viable. It's really going to be the best way to go due to having so many optional textures and sizes, keeping the memory usage as low as possible is a priority on a mod like this. I have had allot of other things on my plate lately but i am still doing this.
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