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Everything posted by nli2work
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Texture not loading using MODEL{}
nli2work replied to JoePatrick1's topic in KSP1 Modelling and Texturing Discussion
is it "green" in the model? as in assigned to the shader in unity before exporting? if the part is green as intended when you are not using MODEL{}, then the MU is fine and the problem is somewhere else and you need to check output_log.txt. if it's still white when you use mesh = model.mu instead of MODEL{} in the config, then you didn't assign the texture to the shader in Unity before exporting. -
Texture not loading using MODEL{}
nli2work replied to JoePatrick1's topic in KSP1 Modelling and Texturing Discussion
need a dummy texture in the part folder as well. but with the actual texture that small, you might as well leave it out of the MODEL{} and just put it in the same folder as the MU. texture will load automatically that way without looking somewhere else. -
3D printing ships n stuff
nli2work replied to lordmuffin's topic in KSP1 Suggestions & Development Discussion
a watertight file isn't too hard. hard part is making sure all the little widgets and doodads like RCS blocs are large enough to print, and antennas aren't too thin. if money was no object, you can just print a 20" solid piece and not worry about thin walls or details meeting minimum size requirement; but not many people have a few grand to drop on such an endeavor. since it's not free to print, it's not something modders can do easily without IP issues. -
for Dimension and Units, I'd put it this way: what you set your modeling app to doesn't really matter. What matters is Scale is 1,1,1 in Unity. FBX out of Max is centimeters, so in Unity scale is 0.01; DAE out of wahtever is set to 10cm (C4D for instance, for whatever strange reason), in Unity it comes in at 0.1. Whatever your import comes in at, set the scaleFactor in the model's import setting to 1. for model imports, it's FBX if you want to bring animations in. you think you are drag/dropping a blend file when importing, in reality Unity is starting blender in the background, and exporting a copy of FBX for itself using who knows what settings. If your blender's FBX exporter isn't installed correctly, Unity will throw an error when you try to drop a blend file into a project. If you only want to import mesh and UV data, OBJ, DAE, 3DS, all will work as well as FBX. I would group Unity Install/Project Setup; Parttools install (drag/drop really) into one. Model Import and initial configurations (scaleFactor, Normals/Smoothing angle, import materials, rig settings, animation clips) as one. emphasize the little book icon in the inspector panels that directly links to the Unity documentation on the component. http://i.imgur.com/J2aZPLd.jpg Prefabs are useful for saving your part after it's all configured properly, and you can make changes in a scene, then revert to the original prefab if you didn't like the changes. It's a kind of instancing thing. It also lets you change objects in a scene en masse, like a color of a chair, where you have a hundred chairs in a large room type of scene. I had in mind to do a Unity4 overview. but I'm going to be on travel in a week until 2015. TL;DR, I'd do one bit on Unity/PartTools setup, go through the interface and the basics. then just alternate between doing different parts, simple and complex. Whatever Unity, and KSP related stuff will be picked up along the way. You can do a tutorial series on anything, but without practical use of whatever material you are covering, people would forget the stuff you covered in the beginning, by the time you are 2/3rd the way through the series.
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
I launched cyclopod; set RPM to ship info screen; switched to space center; entered SPH, launched stock 1.25m disc probe core plus 0.625m camera probe core on launch clamp on the runway; switched to space center, then back to runway; then switched to spacecenter, then switched to launchpad, entered IVA, checked RPM page is still the same. then used [ to switch to probe core vessel on runway. no matrix stack errors. or nullRef related to RPM at any rate the problem is something I can't fix. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
nope, still can't replicate it. is your HUD gray/black or green? launched cycloPod, put HUD, also tried with basic info screen, on RPM, switched to SPH, launched probecore with RF camera probe core. no errors. also tried same steps with -force-opengl; no errors either. I can only guess it's a linux+openGL thing. I don't remember if RPM used KSP shaders or Unity shaders, but I know it doesn't add it's own shader like TextureReplacer. this error is related to Unity's RenderTexture function. If it can be fixed on the modder's side it'd have to be Mihara or someone else with better programming experience -
MODULE { name = FSswitchEngineThrustTransform defaultTTName = thrustTransform alternateTTName = alternateThrustTransform useNamedAlternate = 1 } The module doesn't appear to use specified alternate reverse thrust transform? I checked the source and module docs, also checked the ingame part via showListButton, pretty sure I cover all the bases. http://i.imgur.com/szPeb7D.jpg. reverse thrust transform is set at the nozzle toward left of the image. but reverseThrust only reverses defaultTT object.
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
grab the other one, output_log.txt from KSP/KSP_Data/ -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
I can't reproduce it. If you want to post the output_log.txt somewhere, there maybe more clues in there. Should be able to see what plugin is throwing the Matrix stack errors. I launched the monopod on launchpad, it has transparent pod then I launched a squad probe core on the runway, no errors. then I launched a squad probe core, plus the camera probe core from RF, on the runway. still no errors. my install, I've got the same DLLs and nonDLL mods as yours, plus many more. Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager.2.5.1 v2.5.1.0 ProbeControlRoom v1.0.5151.15088 UtilPlugins v1.0.0.0 ActiveTextureManagement v1.0.0.0 BDAnimationModules v0.0.0.0 DeadlyReentry v6.1.5401.38651 Engineer v0.6.2.9 FerramAerospaceResearch v0.14.4.0 ferramGraph v1.3.0.0 Scale_Redist v1.0.0.0 Firespitter v7.0.5398.27328 JSIPartUtilities v0.0.1.0 MechJeb2 v2.3.0.0 RasterPropMonitor v0.17.0.0 MechJebRPM v0.17.0.0 KerbalJointReinforcement v2.4.4.0 NavUtilLib v0.4.3.0 RPMHSI v0.4.3.0 KineTechAnimation v1.0.0.0 OpenResourceSystem_1_4_2 v1.4.2.0 pWings v0.9.1.0 SCANsat v1.0.8.0 SmokeScreen v2.5.0.0 TacFuelBalancer v2.4.1.0 TreeLoader v1.1.5.0 KSPAPIExtensions v1.7.1.2 Scale v1.44.0.0 VesselView v1.0.0.0 VesselViewRPM v1.0.0.0 VVDiscoDisplay v1.0.0.0 VVPartSelector v1.0.0.0 Interstellar v1.0.0.0 Non-DLL mods added: RetroFuture Mods by directory (sub directories of GameData): BahaSP JSI KerbalScienceFoundation NASAmission NohArksPnP OpenPartRoverBody OpenResourceSystem OrbitalTug ORSResourcePack ProceduralDynamics Squad TweakScale WarpPlugin also tried replicating same install as yours, still no errors like you have. [LOG 20:59:33.457] [ModuleManager] compiling list of loaded mods... Mod DLLs found: Assembly-CSharp v1.0.0.0 ModuleManager.2.5.1 v2.5.1.0 Firespitter v7.0.5398.27328 JSIPartUtilities v0.0.1.0 RasterPropMonitor v0.17.0.0 Non-DLL mods added: RetroFuture Mods by directory (sub directories of GameData): JSI NASAmission NohArksPnP OpenPartRoverBody OrbitalTug Squad -
3D printing ships n stuff
nli2work replied to lordmuffin's topic in KSP1 Suggestions & Development Discussion
it's doable at the moment, just time consuming. you have to import the parts into blender, assemble the ship in blender, then export to OBJ or FBX, then either hope the printing place does a good job fixing the file for print, or fix the print file yourself. Since cost is per volume, it's best if you print a shell, or print small. The color printing options at the moment isn't great either, texture resolution are not great, the material is flimsy, and colors fade quickly. Tools are there, there's just no 3-click solution at the moment. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
I'll look. though I have a feeling this is little beyond me. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
any probe or just the camera probe core? without probeControlRoom that probe core shouldn't have IVA at all. I'll have to try it tonight. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
is that the camera probe core behind the text? hard to say why, maybe probeControlRoom + TransparentPod is not a good mix. if it's the camera probe core, there shouldn't be an IVA portrait. if you added TransparentPod module manually, that maybe what's causing the NRE. there's no transparent window object for the module. I don't know what "Matrix stack full depth reached" means. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
ProceduralDynamics -
which realchute module does this? so I can look at the source? right now I'm blindly looking at the different parachute related ones on github
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If/When Squad moves to Unity 5, everything should be PBR, at least the option will be available to modders like TextureReplacer or EVE, etc. From what I saw in the presentation videos from Unity, there's 1 general shader in Unity 5, maybe a few additional shaders for very specific uses. But for 90% of everything, it will be one shader. IIRC Squad was quoted on "Dropping everything for Unity 5 integration" or something to that effect. so I'm hoping. Even if Squad decides to remain in legacy mode, these tutorials will still be relevant if you really want to make good textures. KSP shaders are Unity shaders, with some settings turned off and some others added. for example the KSP Diffuse shader doesn't have a color channel while Unity Diffuse does. Unity Diffuse doesn't have a rim falloff setting while KSP Diffuse shader does. there are really only two kinds of shaders, GLSL (OpenGL) and HLSL (D3D). Level of support for both are built into the graphics card/drivers I think, so you don't have to worry about it much in Unity. I don't know much of the specifics, but it's more or less like developing a plugin, you write it, then compile it into a shader. Everything is done in passes, similar to how modifiers stack work in Blender or Max. you can do simple operations like just vertex colors or diffuse; or you can do super complex stuff like real-time reflections with normal mapping and separate channels for specular intensity and colors; or even more complex stuff like surface deformation with DX11 surface shaders.
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
not in the download yet. TransparentPod will be an option once I get a proper IVA in place. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Sorry about that! P61X has a nose cone part that requires BDArmory - nose cone with quad .50cal YF21 has mechjeb module I accidentally left on the craft file. I'll fix the config and craft file in the next couple days. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
FStextureSwitch was a b*tch... but it was totally worth it template will be provided so you can make your own. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
LOL. that'll work as the temporary IVA -
Problem with Blender Export to Unity?
nli2work replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
flip horizontal/vertical the UV island in blender then reexport. note it's not rotate 180 degrees. it's like flipping a card over.