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nli2work

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Everything posted by nli2work

  1. no, as long as it's tangent space. you have to jump through some hoops to get object space maps, and probably some custom shader work.
  2. 1 KSP shader per object. you probably have MultiSub object materials carrying over from Max.
  3. don't use JPGs. it doesn't retain Alpha information. you need to use RGBA PNG or TGA.
  4. hard to make out what that is. I can only guess something didn't get attached to the correct piece in the hierarchy.
  5. it's a bit odd though, I think the MU itself may be a little messed up. I tried specifying all the textures MODEL{ model = Squad/Spaces/mk1PodCockpit/model texture = model000, Squad/Parts/Command/probeStackSphere/model000 texture = model001, Squad/Parts/Command/probeStackSphere/model000 texture = model002, Squad/Parts/Command/probeStackSphere/model000 texture = model003, Squad/Parts/Command/probeStackSphere/model000 texture = model004, Squad/Parts/Command/probeStackSphere/model000 texture = model005, Squad/Parts/Command/probeStackSphere/model000 texture = model006, Squad/Parts/Command/probeStackSphere/model000 texture = model007, Squad/Parts/Command/probeStackSphere/model000 } and I still the same NullRef error as your OP. I use MODEL{} for pretty much everything, except some small props. don't recall running into this issue with any Internals I made so far.
  6. I'm pointing at a texture from a different location texture = model000, RetroFuture/Textures/rectFuselage_DIF I get the same error about not able to replace texture at internal compile and internal is broken. (it appeared loading before because it was loading the JSI alternate Internal)
  7. Edit: I see the problem. I tend to specify all textures when I use MODEL{} so never encountered this issue before. I changed the Internal cfg with model{} like in your OP. the error occurs,
  8. name is important if part modules need to refer to them specifically. add collider components to colliders or directly to mesh. use unity primitive colliders whenever possible. convex-mesh colliders when absolutely necessary. Unity has a good short video on using colliders.
  9. I think you need to specify every textures associated with mk1PodCockpit in order for that to work. as you have right now, MODEL{} is only replacing 1 texture on mk1PodCockpit while the MU is asking for 7.
  10. haven't used the BAR display myself. but I'd guess something like this <=0:BAR=,10=> &$& MNODEDV
  11. I can probably get them to rotate with IR. been meaning to experiment with it. right now it works without FS. should work with FS without much problems.
  12. the door hydraulic arms have colliders too. exiting can be tricky even under ideal circumstances, especially with KSP's slippery wheels and touchy controls. maybe I'll add a secondary door for that part of the tail, though it probably won't add a much more clearance room.
  13. the opening is angled down. unconventional egress is expected to be problematic
  14. I thought I had more time. looks like I'll have to rush a little. would videos be acceptable in addition to screencaps?
  15. actually.. redstar made the ejection seat the actual command part; the cockpit is just cosmetic. you can do the same without any plugins.
  16. might be able to fix up an MM patch for KAX's vtol nozzle to use FS's VTOL module.
  17. suicide burn is some kind of compound variable, it'd probably be easier for Mechjeb to expose that variable and RPM to display it, instead of RPM doing the calculations at the same time. whatever the case maybe, it probably won't be implemented any time soon. MNODEDV should be displayable as BAR or 0%; just a matter of formatting.
  18. KSP doesn't support Animator yet. control surfaces are tricky, maybe this can help a little http://www./download/1ptsytr7ol3lgf1/ctrlSrf.zip the posts starting at #235 here maybe helpful too, http://forum.kerbalspaceprogram.com/threads/49756-WIP-R-E-L-Skylon-C2-Stabiliser-and-Rudder-problems-%2805-Nov-2014%29?p=1451600&viewfull=1#post1451600
  19. works very much like Docking Nodes. +Z is the direction to attach. You don't want a collider on the grapple node. collider will prevent anything from getting close enough for the grapple node to grab. Grapple node will attach to anything that comes in slow enough and close enough, so you need an animation to put a collider in front of it or retract it into something else.
  20. if all parts disappear in Editor then you've made a mistake(s) along the way. unfortunately with the vague description of your process, no one can tell where you might have made the mistake(s).
  21. you use Kerba Joint Reinforcement? I'm asking because I had made tiny parts before, ~0.3m diameter, but there was a lot of sliding with the stack nodes.
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