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Everything posted by nli2work
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Kerbal Space Program 1.1 Hype Train Thread.
nli2work replied to Whirligig Girl's topic in KSP1 Discussion
¿¿¿¿¿¿PartTools?????? -
I don't know why it takes so long... it's not like it takes a whole day to export a unity package for parttools.
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
nli2work replied to Andi K.'s topic in KSP1 Mod Releases
Ah I see, requires Kopernicus too. -
updated, change log in OP
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Hey KospY, how do Winches check to see if it's blocked? Stack nodes? Doesn't seem to be collider boxes.
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modded part not working
nli2work replied to jerethdatiger's topic in KSP1 Modelling and Texturing Discussion
probably missing or invalid collision box. without it you are able to create and attach the part, after that it's unselectable. -
CModuleLinkedMesh
nli2work replied to Bonus Eventus's topic in KSP1 Modelling and Texturing Discussion
I don't know how strict Modo is regarding skinned mesh, in Max you can skin any mesh to just about anything else, mesh, transforms, bones, splines, etc. I just went the route that took least # of objects. Everything should work just fine if the bones were children of the anchor and root mesh objects in Unity. -
CModuleLinkedMesh
nli2work replied to Bonus Eventus's topic in KSP1 Modelling and Texturing Discussion
Here's the unity package with FBX and export setup. https://www.dropbox.com/s/m61m8tptjaq35bt/strutTest.unitypackage?dl=0 I don't see any settings that stands out in Modo's FBX export settings. Sure way to check the export was correct is that you see a Skinned Mesh component in Unity. If not, make sure the import's Rig is set to something other than "None" -
so the options are the basic white blob or old stock engine FX prefabs? nope... seems like all I can get is the white blobs; at least there's no NullRef and NaN errors.
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CModuleLinkedMesh
nli2work replied to Bonus Eventus's topic in KSP1 Modelling and Texturing Discussion
You need a skinned mesh on the line object in Unity... in Max it's Skin modifier; Rigid/Smooth Skin Bind in Maya; not sure what it is in Blender or Modo. Tick the "Update When Offscreen" box so the line doesn't disappear when the root is out of view. -
Should we use Unity 5 for modding when 1.1 comes out?
nli2work replied to 8bitsblu's topic in KSP1 Mod Development
just have to wait till new PartTools is out. Presumably it will be some version of Unity 5, just don't know which exact version. -
So I found out RCSFX is now stock in 1.0.5... looking at the stock ModuleRCS I see two paramters fxPrefix, apparently it's for differentiating between multiple ModuleRCS on a single part; that leaves fxPrefabName, which I assumed would accept an FX*.mu like with engines. but that doesn't seem to be the case... in VAB there's NullRef error, after launch it's constant stream of NaN errors. What's the special sauce here to get custom particles on RCS jets?
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try it this way gimbalMover->throttleMover->VaneMesh set the gimbalMovers to the same orientation as the thrustTransform, positioned where the Vanes are; then link the gimbalMovers to the thrustTransform using FXModuleConstraintPosition w/ Orientation = True; Position = False. This will make all the vanes follow the gimbal orientation movements. You have to set the default orientation of the movers exactly the same as thrustTransform since the FXModule doesn't store offsets. set the throttleMovers to the same orientation and position as VaneMeshes; animate them in a single throttle anim clip. set this to the FXAnimateThrottle animate the emissive for everything and set this to FXAnimateHeat, make sure only to animate the emissive properties and not the Position/Rotations of the vector Vanes. If you want more reference grab the PWR210 engine from my sig Old Mod Assets, it's in Unity package so you can see how it's set up. I was using FireSpitter's throttle animation module because stock throttle animate module didn't play well with animateHeat. I think that's been fixed after 0.9.
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Mysterious and Horrifying normals
nli2work replied to Balto-the-Wolf-Dog's topic in KSP1 Modelling and Texturing Discussion
yeah all those edges going into a single vertex is bound to give shading issues. Your design is better accomplished using simple cylinder geometry with baked normal maps for the window shapes. -
the parts just uses stock linear thruster models. QuantumStrut creates lineRenderer object with point-0 at the part's root; then point-1 at whatever the raycast hits (inside maxium length setting)... there's option to specify a transform. I don't know if the actual joint is between the part's root and raycast hit, or from the specified transform and raycast hit.
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Mysterious and Horrifying normals
nli2work replied to Balto-the-Wolf-Dog's topic in KSP1 Modelling and Texturing Discussion
show the wire frames -
Ok, finally figured it out... goddam. I hate modding sometimes. Forgot Blender is Z+ Up... so the ImpactTransform's Z+ should be pointed at the ground... not Y+. I should have just brute forced it and tried every cardinal direction instead of importing stock models and trying to figure it out the hard way. so yeah, in Unity rotate the ImpactTransform object so the Blue arrow is pointed down the same direction as the drill bits. position shouldn't matter too much, but don't put any colliders in the way.
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Can't tell what is going on in your part. All I see is a section of a cylinder. Please be more descriptive of what you have... which way is the ground supposed to be? which way is the impactTransform pointing?
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I don't know... position it so there's no colliders between it and the ground when deployed. it's probably hitting something other than ground.
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it's a Line Renderer, but similar to particle emitter. maybe it's this in QuantumStrut.cs, not sure if it'll require changing the CheckHit() stuff. Similar setting in Strut.cs, but I don't know if that's still being used? void InitLaser() { if (!Util.isValid(lr)) { lineObj = new GameObject(); lr = lineObj.AddComponent<LineRenderer>(); lr.useWorldSpace = true; lr.material = material; lr.SetColors(startColor, endColor); lr.SetWidth(StartSize, EndSize); lr.SetVertexCount(2); lr.SetPosition(0, Vector3.zero); lr.SetPosition(1, Vector3.zero); lr.castShadows = false; lr.receiveShadows = true; } }