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nli2work

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Everything posted by nli2work

  1. Thanks! some of the Hidden ones look like camera effects shaders how can I do this on my install? I'm guess the code could go in any OnStart() block?
  2. is the model line referring to the correct model? I use MODEL{} for just about everything: Props, IVA, Externals, and with textures I didn't create. every time there was a problem it was a mistake I made.
  3. there's a texture name mismatch somewhere. check extention case and file name case. dummy textures need to named same as the texture the MU is referring to. I get this pretty often because I have dozens of models referring to single set of textures, and always fixed when I made sure the texture names matched up 100%
  4. only one, the latest is 2.3.4; some mods bundle older versions of MM. delete the older MMs
  5. Yeah. those are pWings. still testing them. still need to figure out how to set up control surfaces.
  6. Retro-Future v1.4 New Parts High domed cockpit, aka "The Fly" v12 Brick Top engine v12 Mislyn engine r10 Russian Bear engine ax16 LeBaron engine 1.25m Circular intake. Inline Main landing gear Changes Reduced max thrust and heat production for all piston engines; propfans remain the same Spoiler and Airbrake moved to Control category Alternate texture set for better color coordination with stock parts. Extract AlternateColors.zip to Gamedata and replace texture files.
  7. how would I configure a part to have 0 drag in FAR? Custom classification exempt parts with certain part modules; is it possible to exempt parts based on part name or title? I'm asking because I can exempt FlagDecal; but that would exempt all command pods; instead of just the decal part that also has FlagDecal, and should be 0 drag instead of greeble drag type.
  8. Unity converts it to FBX anyway. If you import a blender file, Unity does it for you using Blender's FBX exporter using some settings you don't know, which may or may not work as you expect it. If you import max file, unity does the same thing using Autodesk's FBX exporter. Going from 3d app to unity is a pretty important step and I want to know what the conversion is doing as best as I can; if there's a problem with the import in Unity, it's easier to track it down and fix it.
  9. yeah for roll you need two aileron parts. not a single wing part with two ailerons. ModuleControlSurface doesn't distinguish between left/right. the mirroring is achieved by part symmetry.
  10. if you are using ModuleControlSurface; I believe it looks for a transform called obj_ctrlSurf and it's hardcoded. if you don't have it. nothing will happen, and you see endless NRE in debug log.
  11. that's it. the orientation will give you more headaches than anything else, as much as airlock obstructed problem
  12. That would be cool, but for the moment not likely. TransparentPod is still very much in alpha stage. I want to wait for it mature a bit before investing time in setting up pods using it.
  13. I build the IVA inside the part; and use a 1m x 0.5m diameter cylider as standin for a Kerbal. set part to rescaleFactor = 1
  14. when I set type = free; the slider snaps to 0.625; 1.25; 2.5; 3.75; and 5m is that how it works?
  15. is there a way I can see what shaders are loaded in KSP at run time? looking to try different options for TransparentPod, but everything I tried so far gives me pink object. I'm thinking I don't have the correct names.
  16. Eeloo or Eve... it's like you have to either go to hell; or go the end of the universe to get this stuff.
  17. anyone know how I can get a list of shaders loaded in KSP? for substituting in TransparentPod's "transparentShaderName =" ; tried several names from Unity with/without quotes, nothing seems to work except the default. Probably because I don't have the correct shader name.
  18. this might be nice to add to RPM. you should suggest it to Mihara. An external plugin is possible as well. similar to how horizontal situation display is a plugin for RPM. Edit: corrected. I was thinking of two different sentences and they merged into one LOL
  19. Oh I see the IVA is smaller than kerbal. yeah that's no problem either. as long as the Kerbal's neck area is inside the IVA space. That's where the IVA first person camera spawns. But you can see in the portrait the portrait cam does need IVA space large enough to fit the Kerbal. or you can set the IVA to Internal Space layer, and the kerbal portrait will have simple black back ground. or something else you place behind set to Kerbals layer.
  20. this weekend maybe. doing exporting and config setup right now. Thanks! glad you like them. I'll try the reflective shader from TextureReplacer. it may or may not work. They both swap shaders real time and may fight each other. Does B9 use the same visor shader from TextureReplacer? B9 windows look like the Kerbal's visor? I haven't tested, but the pods should be alright for TAC-LS. all parts with command module gets 1 days of supplies per crew member added by TAC-LS
  21. grab the JSI selectable flag from my transparent pods mod. lets you put as many different flags as you want. all you need to do is put the plaque into KSP/GameData somewhere; make sure it's lower case *.png it's best on flat surfaces. if you have tweak scale you can make it small enough to look ok on a sphere or curved surface
  22. IVA is rendered on top of the exterior so IVA can be larger than actual vessel.
  23. no I'm talking about FX in films, that's what Vray and Renderman rendering systems are designed to do. That's closer to what Blender; 3DSMax; Maya; etc's rendering engines are. Different beast from real-time engines. Unreal 4's tech demos look really good to gamer's eyes; but show it to a film FX artist they will complain to no end about wrong lighting and bad GI calculations.
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