JoePatrick1
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How do I use MODEL to load a texture for a part?
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Maybe I'm missing something but from what I can tell the path is correct. Here are some screenshots -
How do I use MODEL to load a texture for a part?
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
I tried .png - same issue .dds loads the game but doesn't replace the texture and I get this error the debug log I converted my .png to .dds with onlineconvert.com, is there a specific way I'm supposed to do it? I have had this part working fully for months but I wanted to try and remove duplicate textures which is why I am doing this and it is only now that I am having this problem. before I was just using mesh = model with the texture in the folder, not using MODEL{} -
How do I use MODEL to load a texture for a part?
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Tried all of this, still no luck. If I remove the 'proper' texture from the separate folder everyone loads fine (but obviously the part doesn't have the texture) I do but I then also have other parts in separate folders that use the texture so I then have a copy of the texture with those as well where as I want to just have 1 texture for all parts in all folders I didn't even know that button was there, I will try checking that and then let you know edit: seems to have had no effect -
How do I use MODEL to load a texture for a part?
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
I apply the textures to the models in Unity, then hit write which creates the .mbm - I then move this texture to my separate folder and put a dummy texture in its place -
How do I use MODEL to load a texture for a part?
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
PART { name = 625BalloonS module = Part author = JoePatrick1 MODEL { model = KerBalloons/Parts/0625Balloons/model texture = KBTexKerbin, KerBalloons/Textures/KBTexKerbin scale = 1,1,1 } scale = 1 rescaleFactor = 1 node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = start entryCost = 6000 cost = 250 category = none subcategory = 0 title = KerBalloon (Kerbin) - 0.625m, Standard manufacturer = KerBalloons description = When KerBalloons came to us to pitch their product our first thought was - "Why the heck would we want balloons when we could have rockets". Lets just we changed our mind when we heard about the potential science and cost savings. KerBalloons also have a small flight computer onboard. attachRules = 1,0,1,1,0 mass = 0.005 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.5 crashTolerance = 8 maxTemp = 2000 // = 3000 bulkheadProfiles = size0 RESOURCE { name = ElectricCharge amount = 10 maxAmount = 10 } MODULE { name = ModuleKerBalloon recommendedBody = Kerbin minAtmoPressure = 5 maxAtmoPressure = 102 minScale = 1 maxScale = 5 minLift = 10 maxLift = 13 targetTWR = 1 liftLimit = 1 speedLimiter = true maxSpeed = 5 maxSpeedTolerence = 0.05 speedAdjustStep = 0.01 speedAdjustMin = 0.9 speedAdjustMax = 1.1 CFGballoonObject = Balloon CFGropeObject = Rope CFGcapObject = Cap CFGliftPointObject = liftPoint CFGballoonPointObject = balloonPoint } MODULE { name = FlagDecal textureQuadName = flagDecal } EFFECTS { inflate { AUDIO { clip = KerBalloons/Sounds/inflate volume = 1 } } deflate { AUDIO { clip = KerBalloons/Sounds/deflate volume = 1 } } burst { AUDIO { clip = KerBalloons/Sounds/burst volume = 1 } } } } (the path is now slightly different as I moved things around but is still correct) -
How do I use MODEL to load a texture for a part?
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Nope, that didn't work Here is what the log says [LOG 15:32:47.262] PartLoader: Compiling Part 'KerBalloons/Parts/0625Balloons/standard/625BalloonS' [EXC 15:32:47.273] NullReferenceException: Object reference not set to an instance of an object PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+<CompileParts>c__Iterator4A.MoveNext () [ERR 15:32:55.426] [KSPSteamController]: Action set handle for MenuControls has &0. That's probably not right. [ERR 15:32:55.445] [KSPSteamController]: Action set handle for FlightControls has &0. That's probably not right. [ERR 15:32:55.475] [KSPSteamController]: Action set handle for DockingControls has &0. That's probably not right. [ERR 15:32:55.523] [KSPSteamController]: Action set handle for EditorControls has &0. That's probably not right. [ERR 15:32:55.524] [KSPSteamController]: Action set handle for MapControls has &0. That's probably not right. [EXC 15:32:55.639] InvalidOperationException: Steamworks is not initialized. Steamworks.InteropHelp.TestIfAvailableClient () Steamworks.SteamController.Shutdown () SteamController.KSPSteamController.OnDestroy () -
How do I use MODEL to load a texture for a part?
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Done all this and now the game doesn't load. It gets stuck on my part on the loading screen. I have tried same file names/different. png/mbm/dds, changine folder names. Nothing works. When I use dds (converted my png to dds with onlineconvert) the game loads but in the log it says texture loading error and the texture is not loaded any ideas? edit: here are some screenshots -
I am trying to use MODEL{} as I need several parts to use the same texture so I just want one copy but the texture isn't loading This is what I have, the model loads fine but the texture doesn't. The CFG and .mu model are in the same folder but the texture is in a separate location MODEL { model = KerBalloons/Parts/0625Balloons/model texture = KerBalloons/Parts/Textures/KBTexKerbin }
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Got some time this week to work on KerBalloons. Should be able to get the update out before I go away on Friday. Here is the checklist of things to do -
Banana for Scale - Analyse bananas in space!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Releases
no... -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
2-3 weeks hopefully -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
I would imagine some of the bugs you're having are due to the fact I haven't updated the mod to the latest version of KSP yet. Development has been slow recently due to exams but I have finished now and am continuing to work on v0.4.0 which will be quite a significant update which should fix your bugs. For example loading a craft with a KerBalloon that has already been inflated can be a bit dodgy. Better support for multiple balloons is already done. The issue your having may have been due to horizontal velocity which limits the balloons lift (this bug is fixed already in the v0.4.0 update) Other features in v0.4.0 include -KerBalloons Catagory in the VAB/SPH (no longer under the science tab) -Balloons suitable for Eve/Duna/Laythe -Balloons with built in parachutes -Repack option (like parachutes) -New and improved models and texures -Bug fixes -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
I did try but I couldn't figure it out. Any good tutorials on how to use it anywhere? -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Have you tried it on a clean install with no other mods? That version has over 5k downloads and this is the first time this issue has been reported Thanks -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
It was replaced with an automatic system so you're balloons won't shoot off -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
All the new models/textures for each size coming soon. (The white rectangles are replaced with your flag in-game) -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
They are there because in the original version of KerBalloons, the balloons had a very low lift rating (like up to 0.005t) so they couldn't carry a probe core and science experiment at the same time. I guess I just never removed it but I'll consider it for the next update -
Through the config this is not really possible, it would require changes to the module (though I am thinking of adding a hover mode). You could create your ship to have a mass in between the two payload ratings which would make it rise and fall continuously as it would not have enough lift to reach the point where the balloon would burst
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The plugin doesn't even load unless I comment out the following line but obviously this is needed to add the category. PartCategorizer.AddCustomSubcategoryFilter(filter, CUSTOM_CATEGORY_NAME, icon, p => availableParts.Contains(p)); Here is the full code and a screenshot showing the plugin is not loading in using System.Collections.Generic; using UnityEngine; using KSP.UI; using KSP.UI.Screens; using Icon = RUI.Icons.Selectable.Icon; namespace KerBalloons { [KSPAddon(KSPAddon.Startup.MainMenu, true)] class KerBalloonsCatagory : MonoBehaviour { private static readonly List<AvailablePart> availableParts = new List<AvailablePart>(); private void Awake() { availableParts.Clear(); foreach (var part in PartLoader.LoadedPartsList) { if (!part.partPrefab) continue; if (part.manufacturer == "KerBalloons") { availableParts.Add(part); } } GameEvents.onGUIEditorToolbarReady.Add(SubCategories); } private void SubCategories() { Debug.Log("Adding KerBalloons Catagory"); const string FILTER_CATEGORY = "Filter by Function"; const string CUSTOM_CATEGORY_NAME = "KerBalloons"; Texture2D iconTex = GameDatabase.Instance.GetTexture("GameData/Squad/PartList/SimpleIcons/cs_main", false); Icon icon = new Icon("KerBalloons", iconTex, iconTex, false); PartCategorizer.Category filter = PartCategorizer.Instance.filters.Find(f => f.button.categoryName == FILTER_CATEGORY); PartCategorizer.AddCustomSubcategoryFilter(filter, CUSTOM_CATEGORY_NAME, icon, p => availableParts.Contains(p)); UIRadioButton button = filter.button.activeButton; } } }
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I am trying to add a custom category for my mod in the VAB/SPH but I can't get it to work. Here is what I have, please tell me I have made a stupid mistake that is easily solved. Worth noting KBParts.Count is 12 and for some reason when I format as code 'if(KBParts.Count > 0)' is showing as 'if(KBParts.Count > )' using System.Collections.Generic; using UnityEngine; using KSP.UI.Screens; namespace KerBalloons { [KSPAddon(KSPAddon.Startup.MainMenu, true)] class KerBalloonsCatagory : MonoBehaviour { List<AvailablePart> KBParts = new List<AvailablePart>(); void Awake() { KBParts.Clear(); foreach (var KBPart in PartLoader.LoadedPartsList) { if (!KBPart.partPrefab) continue; if (KBPart.manufacturer == "KerBalloons") { KBParts.Add(KBPart); } } Debug.Log("KerBalloons Part Count: " + KBParts.Count); if (KBParts.Count > ) { GameEvents.onGUIEditorToolbarReady.Add(SubCategories); } } bool EditorItemsFilter(AvailablePart KBPart) { return KBParts.Contains(KBPart); } void SubCategories() { Debug.Log("Adding KerBalloons Catagory"); var icon = PartCategorizer.Instance.iconLoader.GetIcon("cs_main"); var filter = PartCategorizer.Instance.filters.Find(f => f.button.categoryName == "Filter by Function"); PartCategorizer.AddCustomSubcategoryFilter(filter, "KerBalloons", icon, p => EditorItemsFilter(p)); } } }
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
Thanks for finding that, I'll be sure to change it so that only vertical velocity is accounted for. -
[1.3] KerBalloons v0.4.2 - Balloons for KSP!
JoePatrick1 replied to JoePatrick1's topic in KSP1 Mod Development
That version doesn't work with 1.1 anyway - you want v0.3.4 which isn't on CKAN yet but I'll try and get it up soon