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[Solved] SRB Duplicating MM Config Not Working


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Hello, everyone and I made this config, which doesn't work:

Spoiler

+PART[MassiveBooster]:FOR[KerbobulusSpaceProgram]
{
	@name = AdvancedBoosterKLS
	@title = ADVB-KR2 "Helios" Advanced SRB
	@manufacturer = Kerbobulus Corp.
	@description = A more advanced SRB
	@mass = 2.5
	@entryCost = 20000
	@cost = 5000
	@TechRequired = experimentalRocketry

	@MODEL
	{
		texture = nothke-2015_SLS_CDR_textures/Engine/ADVSRBSLS/solid_booster_cm
	}
	
	@MODULE
	{	
		@name = ModuleEnginesFX
		@maxThrust = 1005
	}
	@RESOURCE
	{
		@name = SolidFuel
		@amount = 2080
		@maxAmount = 2080
	}
	!MODULE[ModuleFStextureSwitch2]:AFTER[KerbobulusSpaceProgram] {}
}

 

 

Edited by Bottle Rocketeer 500
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2 minutes ago, Bottle Rocketeer 500 said:

doesn't work

Usually you'll get better results if you explain:

  • What results you expected, and
  • What happened instead

Just saying that something "doesn't work" implies a lot of extra guessing and investigative effort for anyone interested in trying to help.

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1 minute ago, Bottle Rocketeer 500 said:

What I want it to do is to make a copy of the Kickback, replace the texture, change some stats, and delete the firespitter module that I added to the stock one with a config.

Good, that covers:

3 minutes ago, HebaruSan said:
  • What results you expected

How about:

3 minutes ago, HebaruSan said:
  • What happened instead
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@HebaruSan This is my config for the FStextureSwitch2 Module, which works (very well).

Spoiler

@PART[MassiveBooster]:NEEDS[Firespitter]
{
	MODULE
	{
		name = FStextureSwitch2
		moduleID = 4

		objectNames = MassiveSRB

		textureNames = Squad/Parts/Engine/MassiveSRB/solid_booster_cm;nothke-2015_SLS_CDR_textures/Engine/MassiveSRB/solid_booster_cm

		textureDisplayNames = Pre-2015;Post-2015;

		nextButtonText = Next Colour
		prevButtonText = Previous Colour

		statusText = Current Colour
		showPreviousButton = true
		updateSymmetry = true
		showInfo = false
		debugMode = false
		showListButton = false
	}		
}

 

 

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OK, it looks to me like you're trying to remove the wrong module name. You have:

3 hours ago, Bottle Rocketeer 500 said:

	!MODULE[ModuleFStextureSwitch2]:AFTER[KerbobulusSpaceProgram] {}

... but the actual module is just called:

1 hour ago, Bottle Rocketeer 500 said:

		name = FStextureSwitch2

So, try this instead:

	!MODULE[FStextureSwitch2]:AFTER[KerbobulusSpaceProgram] {}
Edited by HebaruSan
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9 minutes ago, Bottle Rocketeer 500 said:

@HebaruSan Everything but the new texture works now.

Cool! For the texture, try an '@' symbol on the texture assignment to make it an edit; otherwise I think ModuleManager will leave the old texture value in place and create a new one alongside it:

	@MODEL
	{
		@texture = nothke-2015_SLS_CDR_textures/Engine/ADVSRBSLS/solid_booster_cm
	}

 

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nothke was kinda an early sorcerer (/bow) ^^ i won't be surprised if some of thoose models and/or texture or else include some tricky trick and "to date source code weirdness logical fallacy kind funny non harmfull exploit back in the days" ^^ if i remind well he was that kind of modder loving to highlight some stuff this way

might worth a check dunno ^^

Edited by WinkAllKerb''
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6 hours ago, Bottle Rocketeer 500 said:

@HebaruSan Still new texture not being used

Where did you get the idea that setting "texture = " in the MODEL block would set the texture? Is this provided by some mod? Looking into it now, I can find no evidence that this should work. Squad's cfg files don't do it, Ven's revamp doesn't do it; they just set "mesh" or "model".

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1 hour ago, linuxgurugamer said:

It actually does, but the syntax is wrong.  Look at the Kurrikane mod, most of the additional parts do that.  But you need to say what is being replaced in the .mu file

For reference, one of the parts you mentioned:

		texture = model001, Kurrikane/Parts/FuelTank/model001
		texture = model000, Kurrikane/Parts/FuelTank/model000

How do you determine the name before the comma? Do they all start at model000? Is there a tool that parses mu files?

EDIT: I found this:

... but now I'm stranded in the convoluted bizarro UI nightmare that is Blender. Good luck, @Bottle Rocketeer 500, you're not paying me enough to endure that.

Edited by HebaruSan
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1 hour ago, HebaruSan said:

t now I'm stranded in the convoluted bizarro UI nightmare that is Blender. Good luck, @Bottle Rocketeer 500, you're not paying me enough to endure that.

would you please not be that so closed sourced minded hebaru for the sake of paradox ^^ Open GL as well i can't really help here , sadly ^^

Edited by WinkAllKerb''
stupid private public joke mode on/off
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38 minutes ago, WinkAllKerb'' said:

would you please not be that so closed sourced minded hebaru for the sake of paradox

If I do learn a 3d modelling application, it will be Blender, for essentially that reason. Still, looking at it gives me a headache.

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2 hours ago, linuxgurugamer said:

 But you need to say what is being replaced in the .mu file

Oh, ok, but @nothke's SLS repaint mod does it without, and also, I couldn't find the Kurricane mod anywhere.

9 minutes ago, kerbinorbiter said:

its acctualy @part not +part if its a MM

Actually, +PART in an MM config duplicates a specified part.

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