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KSP2 Release Notes
Everything posted by nli2work
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Select everything, right click -> Object Properties -> Backface Cull (lower left side); if you see holes, you have flipped faces and you'll have to fix them. Playing with Select by Face by Angle could help speed up the selection process (works like the magic wand selection tool in image editor), either try selecting the flipped faces or regular faces, then inverting the selection (Ctrl-I) Another way to check is Ctrl-A to select all faces in Poly subobject mode (4 key); faces pointing away from camera will appear dimmer. Be sure to turn on shaded selection (F2 key) if there's no animation or skin modifier; export OBJ with Texture Coords; no need to create Material library, Unity don't need that MTL file. Otherwise export FBX, don't export cameras and lights (they should be deleted from the scene before export anyway).
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Trouble Shooting Thread
nli2work replied to nli2work's topic in KSP1 Modelling and Texturing Discussion
Most likely one of the mesh filter components is missing target mesh object. -
multiple versions is no problem, just specify different install folder for Unity5; Any 5.x should be okay for making mods, really depends on which version Parttools plays best with, so best to go the same release as Squad.
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bunch of cockpit pics; reverse google image search can get you much higher res images as well. https://imgur.com/gallery/G2Tfi
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"Building" 3D models IRL
nli2work replied to hieywiey's topic in KSP1 Modelling and Texturing Discussion
search photogrammetry; autodesk's 123D Catch (don't use the mobile version it's junk). not for 3D beginner though.- 2 replies
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- 3d scanner
- modeling
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(and 1 more)
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Sharing stuff, CC-BY
nli2work replied to nli2work's topic in KSP1 Modelling and Texturing Discussion
oh damn, forgot about that... fixed OP with dropbox links. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
sorry folks. out of the loop. please refer to this thread regarding new license TL;DR: Credit me if you redistribute without modifications. Otherwise you don't have to credit me. No other restrictions in use, you can repackage, redistribute, modify, for commercial or non-commercial purposes. New CC-BY applies to TransparentPod and RF Mods, previously released under CC-BY-NC-SA. Basically everything I've ever done for KSP is now CC-BY. all source FBX and Unity assets are in the above thread. -
Claw module in multiple directions?
nli2work replied to tygoo7's topic in KSP1 Modelling and Texturing Discussion
haha awesome part! you can adjust these parameters for the part to stick to things more readily captureRange = 0.05 // maximum distance the part will start to attach, in meters captureMinFwdDot = 0.866 // cosine of the angle (degrees) away from Normal vector the part will start to attach. 1 is dead on; 0 is everything in the hemisphere of the grapple node. (+Z direction IIRC) captureMaxRvel = 1 // maximum speed for the part to attach, bounces off at higher relative velocity -
oh yeah, model and texture is fair game for anything. Game behaviour is determined by the config file and has little to do with the model and texture.
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short answer is no. Internal Modules are not the same class as Part Modules; and Internal space is totally different from the space in external view.
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The other way around, you need to add more division the cylinder surface around the window, horizontally and vertically. Your window is 16 divisons around, basically in a 8x8 grid, and you are transitioning to 2x2 grid, by a factor of 4. You need at least a 4x4 grid (See LandeTLS's solution); mine examples transition from 12x12 or 6x6 to 5x5 grid base. All the above options still have artifacts around the corners, though much less noticeable. Ideally you want 1:1 flow of polygons while maintaining similar sized quads as much as possible, triangles sparingly and avoid nGons, they should be solved with quads and triangles. Haven't used Wings3D for a long while, but from what I remember it's pretty skimpy on non-destructive modeling options... like Max's modifier stack or the Blender modifiers mentioned earlier. For something like this, hard surface modeling where you want precision, Wings3D may prove somewhat lacking. I'd say the main take away is stick to quads wherever possible and maintain similar sized faces. Flowing from higher density to lower density geometry will give you artifacts unless it's on a perfectly flat surface... the greater the difference and curvature of the surface, the worse the artifacts. 1 to 1 is ideal; 2 to 1 can be acceptable (can still see the artifacts where triangles pinch), 3 or 4 to 1 (your initial example) is too much. What that means is if you plan to stick to low poly, 1 to 2k ish, you have to sacrifice roundness. The window pane itself is less problematic unless you want it to be a continuous mesh with the the pod's hull. Depending on the curvature of it you can get away with a flat quad. A cylindrical curvature you need a few vertical divisions, less than the window hole itself. or for a spherical curvature, an NxN grid.
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give it more polys. ~5k per part is not a real problem. Then make a high poly and bake a normal. add more radial divisions on the cylinder shape or reduce the division on the windows so you don't have all the edges converging on a single vertex. Ideally you need same # vertical division per horizontal division (8) on the window. Manually tesselate before export where necessary http://www./download/zzfj8d83k4iezwb/4xWIndows.unitypackage
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Unity 5, Does It Break Part-Tools?
nli2work replied to Beale's topic in KSP1 Modelling and Texturing Discussion
no licensing issues. Unity is pretty much free for non-commercial stuff. Unity5 Pro version has extra debugging feature that modders almost never use. Every project is in a single folder, easy to keep things separate if you label which project folder is Unity5 and which is Unity4x. -
Unity 5, Does It Break Part-Tools?
nli2work replied to Beale's topic in KSP1 Modelling and Texturing Discussion
best to stick with 422 till new PartTools for Unity5 is available. In the mean time you can always have a separate install of Unity5 to experiment with, most of Parttools were working fine when I putzed around with Unity 5 and KSP parts. -
ModuleGrappleNode examples
nli2work replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
Since the error is during KSP runtime I suspect your part is fine, might be something to do with the how the module is configured in the part config file. -
ModuleGrappleNode examples
nli2work replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
I don't remember the post specifically, if it was in reference to the smallest transparent pod part, then I did end up making a separate part. I think the issue was Grapple/Docking Module can't reside on the same part as Command Module, not sure if there's a way to get around it. Can't say what that error might mean. There weren't any layers or special settings that I remember, but then again, it's been a while and things probably are different now. -
ModuleGrappleNode examples
nli2work replied to Fengist's topic in KSP1 Modelling and Texturing Discussion
it's basically same set up as a docking port only exception being the grapple node will dock to anything in game. The depoly animation just moves the grapple node inside of some other collider so you don't stick to something when the grappler is not armed. -
How will 1.1 affect modelling, or will it?
nli2work replied to smjjames's topic in KSP1 Modelling and Texturing Discussion
more important question is... when will PartTools get update? -
"non Convex" is why it falls through the launch pad. Mesh colliders must be convex. You have to approximate the shape with a number of primitive or convex mesh colliders.
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New internal props fail to load ingame
nli2work replied to Ven's topic in KSP1 Modelling and Texturing Discussion
Yeah Compass and Navball orientations took a bit of trial and error for me. Don't have any good rules for those, just rotate by 90; test. You can pull the stock Navball into the scene, remove the script component on it and access the objects in the navball, a sort of reference. Throttle prop needs a collider for click detection, set as Trigger in Unity IIRC; and an object to rotate. Default rotate axis is X IIRC. you can specify something to match your part setup I think, instead of orienting your object to match default axis. -
New internal props fail to load ingame
nli2work replied to Ven's topic in KSP1 Modelling and Texturing Discussion
Unity Console will list Warnings and Errors in Yellow and Red respectively. default window just shows the entry, selecting an entry will expand a window below full error message as for layers, double check capitalization and layer # for Internal Space? in your screencaps, the layer is labeled "internal space" instead of "Internal Space" MFD.mu seems to have same error as Navball.mu, check Unity make sure it doesn't have DDS texture assigned. SquareButton has this error, looks to be something Internal Module related. If you're using Squad's internal light module, could be that; use RPM's internal light switch instead. Or could be something related to ModuleManager modifications. Or the config file is pointed to a nonexistant GameObject in the MU. NullReferenceException: Object reference not set to an instance of an object at InternalButtonLight.OnAwake () [0x00000] in <filename unknown>:0 at InternalModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at InternalProp.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 at InternalProp.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader.LoadInternalProp (.UrlConfig urlConf) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) :MoveNext() (Filename: Line: -1) I'd try without the any ModuleManager modifications see if all props to load. Seems like most of your props' MU, Texture, and Configs are loading correctly. Might help speed things along by searching for specific errors, so you can find Props with same problem, like MFD and Navball. And little silver lining maybe... KSP tends (before 0.9) to stop loading parts/props altogether when it runs into an error, so some of your Props might be fine on their own, but didn't load because an earlier Prop couldn't load properly. PS, could you expand this error in Unity Console, if possible, and paste the full error message for me? File error: Cannot Cast from source type to destination type. at KSPParttools.BitmapWriter.Write2D (UnityEngine.Texture texture, System.String newPath,TextureType) [0x00000] in <filename unknown>:0 -
New internal props fail to load ingame
nli2work replied to Ven's topic in KSP1 Modelling and Texturing Discussion
yeah, trouble shooting can be a pain. Parts don't show up in VAB for a lot of different reasons, what fixes one doesn't necessarily fix the others. Just have to dig through output_log.txt for the error messages. i use Notpad ++ to list all the log entries with the keyword I search for, and check each one. always have unity console in verbose mode during export so you can see any warnings or errors. Anything during export almost guarantees the part not loading. KSP load process goes through all the DLLs first; then MUs, Textures, Configs, and Compiles Parts last. DLLs can be ignored unless you are writing plugins or if your parts is dependent on a plugin, it'd be the last thing to check at any rate. Search backwards in the logs... Compile errors tells you what part is missing; Config errors mean the config file needs to be looked at... bad syntax, punctuation, capitalization, brackets, etc Texture error can mean missing texture file, wrong path in the config, wrong texture name, unrecognized format, etc. MU error can mean bad texture reference in the MU, bad animation curves, or other exotic problems people never encountered yet. I'm pretty certain extra UV sets isn't a problem, Unity only reads from UV0 unless you are using Standard Shader from Unity 5 (which you shouldn't for KSP). Extra channels are dropped somewhere along the line, even if not they are harmless in game. -
something for the IVA builders http://www.uniquescoop.com/2015/07/evolution-of-fighter-jet-cockpit-18-pics.html
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New internal props fail to load ingame
nli2work replied to Ven's topic in KSP1 Modelling and Texturing Discussion
It looks like PartTools is not able to convert source texture to MBM during export. MU file might still be written, but no textures exported, giving the errors you see in output_log. Are you assigning DDS textures in Unity, if so try different format like JPG or TGA? could be a material some where with no texture assigned. they're bright purple for visibility, but if you have small parts they might be missed. -
New internal props fail to load ingame
nli2work replied to Ven's topic in KSP1 Modelling and Texturing Discussion
looks like KSP not finding what it needs to load the part, usually that means MU or one or all of the required texture is not found. I'd look in output_log.txt, search for all hits related to the part that is missing in IVA, and see what the issue is.