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First time in blender HELP!!!


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3 hours ago, harrisjosh2711 said:

It did not look that way until I put the texture on it.

Hi from what i can see the cylinder is simply showing the gradients of color seen on the texture sheet. Usually in KSP strong gradients are avoided as they tend to make the light behave oddly,  highlights and shadows where there should not be any.

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3 hours ago, SpannerMonkey(smce) said:

Hi from what i can see the cylinder is simply showing the gradients of color seen on the texture sheet. Usually in KSP strong gradients are avoided as they tend to make the light behave oddly,  highlights and shadows where there should not be any.

Thanks! ill pick out some different textures and see how that goes for me.

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  • 6 months later...

@harrisjosh2711 I am in the same position you were, newbie to blender, unity etc. I can make my cube in blender with meters as the units, export it to FBX (though I understand now I could do it via .blend) the scale of the object shows as 100 in Unity 5.4, I add a mesh collider with convex selected and add part tools, I then gave it a modified stock station hub cfg, but when I add it in the VAB it is miniscule, I need to rescale it by 100 for it to be normal size. I am missing some simple elementary step, are you able to help me, since you have done the same journey recently?

Edit: OK, it was some weirdness in .fbx export, using the .blend instead fixed it, now I just have to figure out why it is upside down.

Edited by selfish_meme
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12 hours ago, selfish_meme said:

@harrisjosh2711 I am in the same position you were, newbie to blender, unity etc. I can make my cube in blender with meters as the units, export it to FBX (though I understand now I could do it via .blend) the scale of the object shows as 100 in Unity 5.4, I add a mesh collider with convex selected and add part tools, I then gave it a modified stock station hub cfg, but when I add it in the VAB it is miniscule, I need to rescale it by 100 for it to be normal size. I am missing some simple elementary step, are you able to help me, since you have done the same journey recently?

Edit: OK, it was some weirdness in .fbx export, using the .blend instead fixed it, now I just have to figure out why it is upside down.

@selfish_meme Can you please post a Unity screenshot? By default, if you import a .blend, it will be rotated -90 degrees on x. Have you tried dragging it in to the editor or have you done otherwise?

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23 minutes ago, Bottle Rocketeer 500 said:

@selfish_meme Can you please post a Unity screenshot? By default, if you import a .blend, it will be rotated -90 degrees on x. Have you tried dragging it in to the editor or have you done otherwise?

I know about the 90', but this is 180' in the SPH, I tried fixing it by dragging it into an empty GameObject as the Unity doco suggested, here's the Unity screenshot

Spoiler

JKXOcOL.png

Here it is inside the SPH, I turned on the CoM and CoL indicators

Spoiler

b2gyDcQ.png

Here is my cfg file, it is copied from a lot of stock parts

PART
{
	// Venture Star

	name = Venture Star
	module = Part
	author = LeoCadle

	mesh = VentureStar.mu
	rescaleFactor = 1.0
	node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 1
	TechRequired = supersonicFlight
	entryCost = 180000
	cost = 35000
	category = Pods
	subcategory = 0
	title = Venture Star Fuselage
	manufacturer = Octomax
	description = Venture Star.

	// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
	attachRules = 1,0,1,1,0

	// --- standard part parameters ---
	mass = 10
	dragModelType = default
	maximum_drag = 0.1
	minimum_drag = 0.1
	angularDrag = 2
	crashTolerance = 45
	maxTemp = 1400
	skinMaxTemp = 2500
	emissiveConstant = 0.8
	vesselType = Plane
	CrewCapacity = 6
	breakingForce = 50
	breakingTorque = 50
	tags = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque
	MODULE
	{
		name = ModuleCommand
		minimumCrew = 1
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 500
		maxAmount = 500
	}
	MODULE
	{
		name = ModuleReactionWheel
		actionGUIName = Toggle RW
		PitchTorque = 15
		YawTorque = 15
		RollTorque = 15
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.5
		}
	}
	MODULE
	{
		name = ModuleScienceExperiment
		experimentID = crewReport
		experimentActionName = #autoLOC_502009 //#autoLOC_502009 = Crew Report
		resetActionName = #autoLOC_502010 //#autoLOC_502010 = Discard Crew Report
		reviewActionName = #autoLOC_502200 //#autoLOC_502200 = Review Report
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		rerunnable = True
		xmitDataScalar = 1.0
		usageReqMaskInternal = 5
		usageReqMaskExternal = -1
	}
	MODULE
	{
		name = ModuleScienceContainer
		reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data
		storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments
		evaOnlyStorage = True
		storageRange = 3.0
	}
	RESOURCE
	{
		name = MonoPropellant
		amount = 100
		maxAmount = 100
	}
	MODULE
	{
		name = FlagDecal
		textureQuadName = FLAG
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CockpitStandardLight
		actionGUIName = Toggle Lights
		defaultActionGroup = Light
		startEventGUIName = Lights On
		endEventGUIName = Lights Off
	}
	MODULE
	{
		name = ModuleLiftingSurface
		useInternalDragModel = True
		deflectionLiftCoeff = 10.0		// 16,5m^2
		dragAtMaxAoA = 0.6
		dragAtMinAoA = 0.0
	}
	MODULE
	{
		name = ModuleDataTransmitter
		antennaType = INTERNAL
		packetInterval = 1.0
		packetSize = 2
		packetResourceCost = 12.0
		requiredResource = ElectricCharge
		antennaPower = 5000
		optimumRange = 2500
		packetFloor = .1
		packetCeiling = 5
	}
}

Thanks for taking a look :)

Edited by selfish_meme
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8 hours ago, selfish_meme said:

I know about the 90', but this is 180' in the SPH, I tried fixing it by dragging it into an empty GameObject as the Unity doco suggested, here's the Unity screenshot

  Hide contents

JKXOcOL.png

Here it is inside the SPH, I turned on the CoM and CoL indicators

  Hide contents

b2gyDcQ.png

Here is my cfg file, it is copied from a lot of stock parts


PART
{
	// Venture Star

	name = Venture Star
	module = Part
	author = LeoCadle

	mesh = VentureStar.mu
	rescaleFactor = 1.0
	node_stack_bottom = 0.0, -1.25, 0.0, 0.0, -1.0, 0.0, 1
	TechRequired = supersonicFlight
	entryCost = 180000
	cost = 35000
	category = Pods
	subcategory = 0
	title = Venture Star Fuselage
	manufacturer = Octomax
	description = Venture Star.

	// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
	attachRules = 1,0,1,1,0

	// --- standard part parameters ---
	mass = 10
	dragModelType = default
	maximum_drag = 0.1
	minimum_drag = 0.1
	angularDrag = 2
	crashTolerance = 45
	maxTemp = 1400
	skinMaxTemp = 2500
	emissiveConstant = 0.8
	vesselType = Plane
	CrewCapacity = 6
	breakingForce = 50
	breakingTorque = 50
	tags = aero aircraft cmg command control ?eva fly gyro ?iva moment pilot plane react space stab steer torque
	MODULE
	{
		name = ModuleCommand
		minimumCrew = 1
	}
	RESOURCE
	{
		name = ElectricCharge
		amount = 500
		maxAmount = 500
	}
	MODULE
	{
		name = ModuleReactionWheel
		actionGUIName = Toggle RW
		PitchTorque = 15
		YawTorque = 15
		RollTorque = 15
		RESOURCE
		{
			name = ElectricCharge
			rate = 0.5
		}
	}
	MODULE
	{
		name = ModuleScienceExperiment
		experimentID = crewReport
		experimentActionName = #autoLOC_502009 //#autoLOC_502009 = Crew Report
		resetActionName = #autoLOC_502010 //#autoLOC_502010 = Discard Crew Report
		reviewActionName = #autoLOC_502200 //#autoLOC_502200 = Review Report
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		rerunnable = True
		xmitDataScalar = 1.0
		usageReqMaskInternal = 5
		usageReqMaskExternal = -1
	}
	MODULE
	{
		name = ModuleScienceContainer
		reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data
		storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments
		evaOnlyStorage = True
		storageRange = 3.0
	}
	RESOURCE
	{
		name = MonoPropellant
		amount = 100
		maxAmount = 100
	}
	MODULE
	{
		name = FlagDecal
		textureQuadName = FLAG
	}
	MODULE
	{
		name = ModuleAnimateGeneric
		animationName = CockpitStandardLight
		actionGUIName = Toggle Lights
		defaultActionGroup = Light
		startEventGUIName = Lights On
		endEventGUIName = Lights Off
	}
	MODULE
	{
		name = ModuleLiftingSurface
		useInternalDragModel = True
		deflectionLiftCoeff = 10.0		// 16,5m^2
		dragAtMaxAoA = 0.6
		dragAtMinAoA = 0.0
	}
	MODULE
	{
		name = ModuleDataTransmitter
		antennaType = INTERNAL
		packetInterval = 1.0
		packetSize = 2
		packetResourceCost = 12.0
		requiredResource = ElectricCharge
		antennaPower = 5000
		optimumRange = 2500
		packetFloor = .1
		packetCeiling = 5
	}
}

Thanks for taking a look :)

I have been trying to figure out how to orient a part with a lifting surface for a minute now. No matter what I have tried its been off. Let me know if you make any progress. Here Is a form I posted on no one has replied to. 

 

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2 hours ago, harrisjosh2711 said:

I have been trying to figure out how to orient a part with a lifting surface for a minute now. No matter what I have tried its been off. Let me know if you make any progress. Here Is a form I posted on no one has replied to. 

 

@SpannerMonkey(smce) you commented a lot in the thread I mentioned in the comment above this one, have you got any ideas why the part is upside down, or at least how to orient the lift from a part?

Edited by selfish_meme
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16 hours ago, selfish_meme said:

, or at least how to orient the lift from a part?

Hi, not operating at full capacity but i'll take a guess :)

Regarding the parent orientation, if the image posted yesterday is correct then the orientation is wrong for  SPH and that matter VAB  .For correct alignment i always align Y up, pretty much everything goes this way around (only stock, mod parts can require other orientations)  and ensures that the part will place correctly in both assembly areas

Spoiler

main game object note rotation 0 0 0

QN3uDtS.png

 

Models rotation,  it never used to matter that much , BUT , since 1.3.1 we've seen some oddities appear if the models base rotations and scales are not set to zero and 1  as below  ( oddities like control position inversion etc)

UyRMckL.png

Wings are odd things, but you can add a lifting module to pretty much anything that's correctly aligned and have it generate lift ,  as you're creating a lifting body following the alignment above will let it work.  For wings there are required rotations however, as illustrated below

Spoiler

KSP wing game object rotation .  At pos zero, scale1,  rotation 0 0 0

z4APirp.png

The actual wing model pivot has to have the following rotation 

ILn5Spr.png

 

I'd advise sorting all the rotations and scales  before you get to unity, and get in the habit of doing that way  :) , it'll pay off later on. 

Cant help with the blender side of things as i only use it for grabbing example objects

hope that helps a bit :)

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I ran across the dreaded 255 polygon model limit in Unity (thanks again @SpannerMonkey(smce), I found an old thread where you explained that), so I figured out how to decimate the polygons in blender to create a low poly model and then add that model to the high poly model and add the mesh collider to the low poly model in Unity. Finally seem to be getting somewhere, symmetry is off somehow, but I think I will be able to figure it out.

u4xruHV.png

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