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Everything posted by nli2work
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How are Squad generating their Normal Maps?
nli2work replied to Beale's topic in KSP1 Modelling and Texturing Discussion
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. -
Textures are messed up when used in KSP.
nli2work replied to dominique120's topic in KSP1 Modelling and Texturing Discussion
1 KSP shader per object. you probably have MultiSub object materials carrying over from Max. -
Opacity masks for Unity.
nli2work replied to dominique120's topic in KSP1 Modelling and Texturing Discussion
don't use JPGs. it doesn't retain Alpha information. you need to use RGBA PNG or TGA. -
Uncooperative models in model nodes
nli2work replied to somnambulist's topic in KSP1 Mod Development
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. -
Uncooperative models in model nodes
nli2work replied to somnambulist's topic in KSP1 Mod Development
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) -
Uncooperative models in model nodes
nli2work replied to somnambulist's topic in KSP1 Mod Development
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, -
Uncooperative models in model nodes
nli2work replied to somnambulist's topic in KSP1 Mod Development
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. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
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. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
"Kodachi" -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
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. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
the opening is angled down. unconventional egress is expected to be problematic -
[WIP] Eskandare Heavy Industries, DEV THREAD
nli2work replied to Eskandare's topic in KSP1 Mod Development
actually.. redstar made the ejection seat the actual command part; the cockpit is just cosmetic. you can do the same without any plugins. -
Looking for: Classic VTOL Vector Nozzle
nli2work replied to MonaBabii's topic in KSP1 Mods Discussions
might be able to fix up an MM patch for KAX's vtol nozzle to use FS's VTOL module. -
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.
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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
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Near Future Spacecraft
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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.
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I need help with modding
nli2work replied to SpaceiZThePlace's topic in KSP1 Modelling and Texturing Discussion
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).