CaptainKipard

Mod Development Links Compilation - Some links do not work / Formatting broken

Recommended Posts

CaptainKipard    981

I'd like to expand the thread with some reference materials for modders. All submissions welcome as always:

I'm particularly looking for space and engineering related things like:

- Authentic sounds

- High resolution images of real rockets, spaceships, satellites, etc for modelling and texturing purposes

- Engineering schematics, blueprints, videos etc. (how hydraulics work, different types of joints, useful mechanisms, etc)

- Authentic videos of spaceship operations. 3D visualisations (like the Official NASA ones), and IRL videos of various procedures.

- 360 panoramas of cockpits and other things.

Edited by Cpt. Kipard

Share this post


Link to post
Share on other sites
nli2work    1011

looks like stock ModuleAnimateGeneric got little updated; it can be triggered in Editor mode now. Also allows for multiple animations on a single part.

Edited by nli2work

Share this post


Link to post
Share on other sites
CaptainKipard    981

I take it I don't have to add anything there. People will just discover it for themselves.

Unless there's some significant benefit from it to modders.

Share this post


Link to post
Share on other sites
CaptainKipard    981
Also allows for multiple animations on a single part.

I'll need to wait for someone to write a little guide for this.

Share this post


Link to post
Share on other sites
raidernick    1091
looks like stock ModuleAnimateGeneric got little updated; it can be triggered in Editor mode now. Also allows for multiple animations on a single part.

If this is true it is fantastic. This problem has been a nightmare for me forever and prevented me from fixing some major issues with my luna airbags. I can't wait for someone to post some sort of tutorial on exactly how to implement this.

Share this post


Link to post
Share on other sites
nli2work    1011
If this is true it is fantastic. This problem has been a nightmare for me forever and prevented me from fixing some major issues with my luna airbags. I can't wait for someone to post some sort of tutorial on exactly how to implement this.

just embed multiple animation clips in a single part, and use multiple ModuleAnimateGeneric. So far I have a part with cockpit emissive and extendable ladder, both are triggered with ModuleAnimateGeneric. before 0.25 I was using ModuleAnimateGeneric for one; and FSanimateGeneric for the other.

Share this post


Link to post
Share on other sites
Nori    142

Is there a explanation somewhere on the model{} fix in .25 and how to "fix" old parts? I'm not seeing anything so far.

Share this post


Link to post
Share on other sites
CaptainKipard    981

If you mean changing from

mesh = file.mu

to

MODEL
{

[INDENT]model = path/file[/INDENT]


}

Then it's this. This has been around for a while already.

I'll add it

Share this post


Link to post
Share on other sites
nli2work    1011

old bug was that if you used rescaleFactor + MODEL{}; rescaleFactor is applied twice. e.g. if you wanted to double the part size and set rescaleFactor = 2.0; in game the part is scaled up 4x. you can work around it by setting rescaleFactor to sqrt of the desired result; e.g rescaleFactor = 1.414 for desired 2x result. Of course now that the bug is fixed, your workaround part will be smaller than desired size in KSP.

you should either use either rescaleFactor = 1 + MODEL{scale = x,y,z}; OR rescaleFactor = , if you don't use MODEL{}.

Share this post


Link to post
Share on other sites
CaptainKipard    981

...Which is why you should not use rescaleFactor. Instead scale the model inside the MODEL{} definition, and calculate your stack and attach nodes manually. I'm still curious whether NODE{} positions are correctly placed if MODEL{} is scaled.

EDIT

I'm considering removing all deprecated information, e.g. STACK_NODE, mesh=, etc.

Yes? No?

Edited by Cpt. Kipard

Share this post


Link to post
Share on other sites
nli2work    1011
...Which is why you should not use rescaleFactor. Instead scale the model inside the MODEL{} definition, and calculate your stack and attach nodes manually. I'm still curious whether NODE{} positions are correctly placed if MODEL{} is scaled.

EDIT

I'm considering removing all deprecated information, e.g. STACK_NODE, mesh=, etc.

Yes? No?

you still sort of have to use rescaleFactor = 1; since by default everything is rescaleFactor = 1.25

probably a good idea to remove the deprecated stuff, at least make it clear in the links that it's legacy information and might break after any update.

Share this post


Link to post
Share on other sites
NathanKell    5746

Yes, rescaleFactor now works correctly. That means that you can safely use non-1.0 values with MODEL nodes.

To fix old parts that have rescaleFactor != 1.0, simply multiply the scale = x, y, z inside the MODEL node(s) by the rescaleFactor.

Share this post


Link to post
Share on other sites
CaptainKipard    981

I've seen it already a while ago, and I've been putting off adding it because I'll have to go through everything there and organise it. I hate mish-mash posts like this.

Edit

I just put it under "Miscellaneous" for now.

Edited by Cpt. Kipard

Share this post


Link to post
Share on other sites
CaptRobau    1107

Understandable. For me it was just about getting the info out there as quickly as possible, but for future reference it needs to be more organized. Thanks for all the trouble.

Share this post


Link to post
Share on other sites
CaptainKipard    981

I'd like to add a section here about common problems and solutions when modding. Please help me fill that list.

edit

To be clear, I'd like to add problems the solutions to which aren't obvious from reading the other topics in the OP.

Edited by Cpt. Kipard

Share this post


Link to post
Share on other sites
nli2work    1011

I've been collecting some error messages and solutions for a trouble shooting thread. only have 3 so far, fairly rare ones.

basic format is

Error message (either during export or during asset loading)

Explanation w/ Unity screen cap where possible

Fix

will try to generate some more common ones as I go

and additions for OP

Texturing tutorials to rule all texturing tutorials

http://wiki.polycount.com/wiki/TexturingTutorials

Unity tutorials from the horse's mouth

http://unity3d.com/learn

Edited by nli2work

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now