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Found 23 results

  1. Hey guys. I've been having some trouble with Unity lately. (I'm using Beale's beginner modelling tutorial) Whenever I drag the model and collider OBJs with its textures into Unity, the materials folder does not appear. I don't know if there is a work around it (AKA Beale's way isn't the only way.) But if anyone has a clue as to why it's not working, that would be great.
  2. Welcome to: Eskandare Heavy Industries This thread is strictly for news, posts, mod discussion, and organization of my various mods stretched across the forums. Currently in development: Supply and Demand [Developing] CVX - Kerbal Carrier eXpansion KRX - Kerbal Rotor eXpansion [Currently Updating] Thermonuclear [Currently Updating] OPT Engineer's Edition [Coming Soon] Currently Updating: Themonuclear [Being Merged into Eskandare Aeronautics] PhantomWorks [Whole New Parts made based off the originals to match 24 vert KSP meshs, merged with Eskandare Aeronautics] KRX - Kerbal Rotor eXpansion [Being Merged into Eskandare Aeronautics] Currently Available for Download: Kerbin Side Remastered [ver. 0.90 for KSP 1.4.x] Thermonuclear [Ver. 1.0.12 for KSP 1.1.2] KRX - Kerbal Rotor eXpansion [Ver. 0.31.1 for KSP 1.1.3] CVX - Kerbal Carrier eXpansion [ver. 0.13.1 for KSP 1.3.1] Top Secret - Bases and Anomalies for Kerbal Konstructs [ver. 1.0.11 for KSP 1.1] Experimental Stuff: [WIP] O'Neill Space Cylinder [WIP] The Cities of Kerbin - Being merged with Supply and Demand Mods being Maintained by Eskandare: OPT [New Page Coming Soon] KAX [New Page Coming Soon] KSOS [New Page Coming Soon] This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  3. Hello, and I am making Boeing 787 parts for a mod. I am using Blender to model the parts. My problem is how to make the windows flat, because whenever I use the knife tool to cut out the shape according to the 3-view diagam, it still is curved, when it isn't supposed to be that way. Thanks, BottleRocketeer
  4. I'm experimenting with making my own parts, and reusing the stock textures to reduce memory usage like what SXT does, but I'm getting a NullReferenceExeption when it attempts to compile the part with any external texture references in the MODEL flag. When I uncomment the texture lines it will work, but falls back to the dummy textures. In unity I have a few materials that use the dummy textures I set up. I'm wondering if I need to use specific shaders or something? I'm using the KSP/specular shaders for them Here are the errors I'm getting: [LOG 09:38:07.498] PartLoader: Compiling Part 'KBM/Parts/Rack/KBM_4U_RCS/KBM_4U_RCS' [ERR 09:38:07.498] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 [ERR 09:38:07.498] PartCompiler: Cannot compile part The contents of KBM/Parts/Rack: KBM_4U_RCS.cfg Rack.mbm RackRCS.mu hex.mbm hexNormal.mbm rcs.mbm my Config file
  5. I'm making a mod that adds modern realistic weapons such as the Avenger II GAU from the American A-10 Fairchild [not all that fair irl, you hear the shell impact before the gun] muzzle velocity aside I neee help with models and animation I'm skilled in neither [i can animate with things I've drawn] however this is very different. I also need to know how the hell you can read .mu files. Cya, KenjiKrafts
  6. Blocking radiation is something that typically done with very dense and heavy materials. So when you using a nuclear thermal rocket, while it would be safest to encapsulate the engine or even construct the engine out of dense radiation blocking materials It isn't practical as it adds a ridiculous amount of mass. The low mass option is to place a disk (or bowl) of said material between said radiation source (NTR) and the rest of your ship. This disk would cast a cone shaped shadow of safety. Img source : http://www.projectrho.com/public_html/rocket/radiation.php "From NUCLEAR SPACE PROPULSION by Holmes F. Crouch." This is not something modeled in KSP or even in most KSP mods that add NTR's, and so what, after all it wouldn't be very fun to throw a ship together with a Nerv engine only to throttle up and find you gave your kerbals suden death syndrome. However because of this cone shaped safe region It could give NTR propelled spacecraft a signature look with propellant tanks or radiators tapering off toward the engines. examples: Both images grabbed from same link as above. Left is artwork by TauCeti Deichmann shows propellant tanks a little better. Right is part of atomic rockets realistic fusion designs. http://www.projectrho.com/public_html/rocket/realdesignsfusion.php#asteroidcrewtransport <= some cool stuff here too. Interested In how I could accurately make a realistically shaped nuclear rocket myself in blender I followed the steps here : http://www.projectrho.com/public_html/rocket/advdesign.php under Radiation Backscatter. However rather than given in steps its more of a narrative of how one guy figured out how to do it so I decided to make a little tutorial. (vid is very brief like 4:30) I've come to like this more pointy look to nuclear rockets and if anyone else is interested in hard scienceifying their models this should come in handy.
  7. alpha tech

    RPM IVA modling help

    Ok. So here is my plan, I want to do some good high quality IVA models with raster prop monitor. the thing is I don't know how, so that's pretty much why I am here for the community's help. I have a little knowledge of unity, C#, HTM,L, C++ (I know pretty well), and that is it. but just basic stuff like I may a watched a few YouTube videos on unity and c#.
  8. hi everybody, more than a year I know the game now and I'm still stuck on and after so much time spent playing and enjoying the mods that have done for would give my help to those who need a designer to continue the wonderful world Kerbal Space Program leave a sample of my work on a small link (this very outdated but you can see something of my work). although not many samples I have a great experience in design for video games porfolio
  9. hi everybody, more than a year I know the game now and I'm still stuck on and after so much time spent playing and enjoying the mods that have done for would give my help to those who need a designer to continue the wonderful world Kerbal Space Program leave a sample of my work on a small link (this very outdated but you can see something of my work). although not many samples I have a great experience in design for video games porfolio
  10. I've been working on an Aircraft Carrier mod. I just got my first model finished and installed into KSP, but the Debug keeps popping up a bunch of errors. I had a whole series of complex convex colliders set up. I ended up removing the because of the errors and tested just with mesh colliders and the same issue occurs. The other problem is when I activate the animation, KSP dims and spawns a new error. Can anyone shed any light on this issue? Errors are as follows. // After I launch my craft. [Error]: Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision // After the animation is triggered, KSP dims and spawns this. [Error]: ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices! [Error]: Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) Pictures of the model in the SPH (hanger extender mod in use)
  11. Hello, Im trying to rebuild KSP in UE4(an free Game Engine), just for fun and training. But I got a Problem: I can use most of the parts with an Blender Plugin. But some like the Planets I cant find or maybe not even realy import as .mu file in blener like the other parts. If you got anny sulutions for these problems, please let me know. (hopefully this is the right topic) Sorry for my realy bad englisch, its not my first language.(this is my first topic(?) so if made somthing wrong-> sorry)
  12. Ok so I'm fiddling around with the idea of making some custom parts for areas of the game that (at least in my opinion) could use some help. I am an engineer by day and have extensive experience working with 3D CAD software, notably SolidWorks. I read an old post where a guy asked if it's possible to model parts in CAD, but he was referring to the AutoCAD, which is Autodesk's most basic 2D CAD software. So if I were so bold and brave as to undertake a project of making some custom parts, would I be able to model them in SW? SolidWorks has the capability to export 3D models in a variety of different file formats, but I'm not sure which ones would be required to import into blender. Could an experienced modder chime in and let me know please? The ability to do this would vastly soften my learning curve for making a mod (so long as I don't have to jump through too many hoops to make it work). Thanks!
  13. Is there any reference to multiple part LOD for custom parts? I'm in the process of designing a new part and wanted to see if there is any built-in support for LOD - the idea being that I want my part to be FPS friendly while still looking decent up close. Not seeing a lot of hits on LOD so I hope one of the gurus can point me in the right direction. I can certainly have a custom part module that will do this for me, just wondering if the API for 1.1 already provides for parts with multiple LOD. Thanks! Zip
  14. I have noticed that none of the Ion drives that I have seen so far such as the stock "Dawn" or any of the ones from mods like Near Future Propulsion have neutralizers on them. In real life these are essential to the functionality as they ensure that the exhaust gases don't re-enter the engine, canceling out the thrust provided. Modeling-wise it would be easy to implement - just stick a tube on top of the engine that also glows as the engine fires. See pictures This is a very small point but still I think it would add to the realism, which I believe to very much a core value of this game
  15. I'm having a problem with Blender and Unity. I import the model but the normals won't flip. I've tried recalculating and flipping and in Unity the normals stay the same.
  16. What modeling program is the easiest for modeling KSP parts? I have a little modeling experiance, but that was ages ago. I have no idea how to get blender to work, but I'm trying to learn it. In the mean time, however, what would you suggest?
  17. Hi guys, i'm new here in the forums and also in mods and i'm having some trouble in modeling the parts just for fun if anyone knows a GOOD tutorial about modeling in blender, plz leave the links below thanks
  18. I have recently been working on textures and experimenting with he best way to do this, and in blender a good way to texture is to assign multiple materials to one mesh and texture them independently. now i tried doing this and it worked very well until i put the models into the game and the said mesh is invisible, this leads me to wonder if it is myself at fault or can ksp not use meshes with multiple materials? Any help would be much appreciated.
  19. Fireheart318

    Basic Modeling

    Hey, I was just wondering if anyone could make a quick model/part skin for me. I need two Oscar-B fuel tanks stacked on top of each other, 2 of those stacked on top of each other, an Oscar-B sliced in half, a downsized Swivel (second liquid fuel engine) downsized to mk0 (most probe cores, tiny engines, Juno jet engine, you get the idea) as well as a nuclear version, downsized bi, tri, and quad couplers, and finally, a tiny Klaw. The mod will probably be called something like "Tiny parts". I know what I just described is TweakScale, but it would be great for people who consider that cheating.
  20. Hello all! I'm making a new cannon for BDarmory. However, I keep getting this error when loading exported model in game. Here's my Unity setup, Unity 4.2.0: The texture is just a placeholder. Load(Texture): TOS/Parts/PDC/pdc (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) d3d11: failed to create staging 2D texture w=150 h=150 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=75 h=75 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=37 h=37 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=18 h=18 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=9 h=9 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=150 h=150 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=75 h=75 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=37 h=37 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=18 h=18 d3dfmt=77 [80070057] d3d11: failed to create staging 2D texture w=9 h=9 d3dfmt=77 [80070057] Load(Model): TOS/Parts/PDC/tosPDC (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) File error: Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at A.��.ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A.��.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.��.� (.UrlFile �) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Model load error in 'D:\Games\KSP105\GameData\TOS\Parts\PDC\tosPDC.mu'
  21. I had this wierd idea while thinking about making a mod with a All-In-One science kit, with thermometers, barometers, accelerometers, negative gravioli detectors, anemometers, etc. But I figured that since I have access to those instruments in real life, couldn't I just build it in real life and 3D scan it? Given I don't own a 3D scanner, but I figured that some forum members might own one, or I could just pop down to my local public library and use the one there. Anyway, I just wanted to share an interesting idea I had.
  22. Hello everyone, I'm a relative newbie to modding and I am now working on my second mod-- EzVTOL, a mod introducing dedicated wing-underslung engines for VTOL [space]planes. I made a model, but I am having trouble with what to do with it afterwards. Can anyone help? Thanks!
  23. I have undertaken a massive project to rebuild the final level from halo CE in ksp but unless i wish to finish next ice age i will need some help! i have already got two people working with me, organised via facebook I am looking for volenteers to model and texture basic parts from this video: to this level of detail (not very detailed and i have a large selection of textures i have released to ad the project)