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Technical Ben

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Everything posted by Technical Ben

  1. Just be careful. We are talking about 3D here. There is like 7 different types of 'smoothing' you can do. ;P
  2. It would still rotate. But as it\'s a sphere, well, it would be the same shape on all sides.
  3. If you make it a sphere, it would be less noticeable at least.
  4. Perhaps straighten it, but add a coil of cable around it somewhere. The spiral is a nice idea, just needs more cleaning up.
  5. Have you named the collider object 'node_collider'? Is the texture in the correct folder? You need to add the name to the part.config file too. That\'s covered in the modding wiki (not here, sorry).
  6. I think the shininess is set in the part file under 'specular' or falloff or something.
  7. Looks fine. What\'s missing? You can select all the faces and then 'smooth' them. Then go to 'modifiers' and 'edge split' and that will separate the edges nicely. That should remove all the jaggedness. The 'object reference not set' error might be the scene light or camera trying to load on the part. Not sure, but if it works in game, just ignore the error. As Harv is adding a part converter later, I\'ll not bother cleaning up the scenes really. But I will add the smoothing bit to the tutorial. I\'ve been more busy than I was expecting this last week or so, and will be this weekend. :/
  8. AFAIK you can only have one 'up' node. You can make the second one a 'bottom' node if it does not need to send fuel. Else wait for the fuel line update.
  9. Sorry, I missed that somehow. As said. In Blender I make a new 'empty object' or an empty axis. I rotate the axis - 90 degrees on the x direction. Then add the chute to the axis as a child (this should turn your cute around as well). Then I rotate the chute back (but keep the empty axis at - 90 degrees). This should force the program to rotate the axis properly. The problem is Art programs use one set of co-ordinates and engineering programs use another. Guess what category games and programming come under? Yep, the opposite to art programs. I think Z is front/back in blender/lightwave and in game Z is up/down. I\'m not too sure though...
  10. Where is the existing DAE from? If it\'s from the game... I can\'t find the thread right now, but someone figured out what to change to make it load...
  11. Nice, downloading the ISS model now to compare with my own of other ships.
  12. Knowing Mars, she will throw up a storm like no other, and we won\'t even know if it landed till the dust clears.
  13. What mod are you using for that? None of the engines I have even go faster than 300m/s in the atmosphere.
  14. Hi. Blender changes the axis of the files, so it\'s not your fault. Blender changes the scene axis on export, but not the object axis. When the game loads the parachute model, it uses the scene axis for the parts. But for the chute, it checks the object axis, which Blender has not corrected. (At least as far as I can tell). So, there are three ways to fix this. Rotate your entire model 90 degrees on the x axis. Go into the .collada file and edit the attributes in a text editor. Or do it the way I do and 'cheat'. I make a new axis (Add: Empty) then rotate it 90 degrees on the x axis. Call this obj_canopy. Now go to your chute object, and change it\'s parent to the new axis you made. Rotate your parachute -90 degrees on the x axis. You should now have your chute facing the correct way in Blender, and when in game. I\'ll try and add this to my tutorial ASAP.
  15. I also have a triple chute I made for my mod too.
  16. Don\'t know if it works for this rocket, but I find I can lower the throttle a little once I\'m out of the lower atmosphere, or higher atmosphere at least. As I don\'t want to overshoot the mun, I tend to hold the speed of my rocket instead at 500-700m/s and then use the fuel saved to enter orbit. If I\'m doing it wrong, just say. :-[
  17. It also help if you don\'t explode your second stage engines from over use like I did. :-[
  18. That sounds like your collision mesh is overlapping the parts. If any parts over lap, it will explode. Also make sure your part and it\'s collision mesh are centred on the scene in Blender before you export too (might help to make sure the part\'s own axis is centred too).
  19. The first thing I do is turn the animation window (at the bottom) into a UV window in blender. Unless I am doing animation...
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