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nli2work

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Everything posted by nli2work

  1. real-time shader replacement is possible, but expensive. Transparent Pod uses it; so does Reflective shader mod. it would probably be up to the artist to set up parts this way, quite a bit of work though. There would be few tiny textures for a variety of base colors; the rest would be shader settings. Would make for an interesting look, like lego blocks.
  2. you need to use ModuleEngineFX; ModuleEngines will only use KSP's built-in sound and particle FX. check Rapier engine's config file and HotRockets thread on how to set up ModuleEngineFX.
  3. Unity works same way as KSP (really the other way around since KSP is built on Unity). everything is a GameObject at the base level in Unity (a Part in KSP). you attach components (Modules) to give them different behaviours. The simplest GameObject is a Transform, which stores data for position, rotation, and scale. Nothing else. What's visible as an object is a GameObject with 2 additional components, Mesh Filter (filters out meshes you don't want displayed); and Mesh Renderer (renders mesh you've selected with Mesh Filter). Mesh Renderer is where you do material set up. Knowing this, you can easily see object creation step in Unity is the same, whether you are creating a light; camera; or something else. Model Imports are simply a series of automated steps of creating empty GameObject, add MeshFilter, add MeshRenderer. Imports are marked Read Only because they are your source, and you want them around in unmolested form in case you need to revert to it. Unity also refers to them so you manipulate them directly, Unity looses track and your actual unity assets get jumbled. Next to the Apply button in the import's Inspector Panel at the bottom right, there's "Reimport"; this reverts all the import settings to default so you can go back to the baseline you started with. similar to Photoshop's history window, by clicking on the very top of the window, you can revert to the initial state when you first opened the file, even though your history of actions has progressed far beyond the total steps tracked. for exporting you want to write to a location outside of Unity's project folder tree (directly to KSP Gamedata; or some 3rd location). Creating files directly inside Unity project will slow Unity down, and can mess up Unity's file tracking system. For the exports, the MU file has texture references embedded, it expects A texture of the same exact name in the same folder that it resides in. whether the texture is the same as the original doesn't matter, as long as the name is exactly the same. This is where MODEL{} comes in to allow you to assign different textures during part compile time. For simplicity sake, any part you put into KSP's Gamedata should have MU, CFG, and as many Texture files as referred by the MU file; all in the same folder inside of GameData, as long as the asset is in GameData somewhere, KSP will attempt to load it. If you do a lot of texture sharing, every part must have at least a dummy texture, a 32x32 square, in order to allow the MU file to load properly. B9 uses this extensively to save on memory footprint; as does Karbonite and my parts. things became much clearer. And a bit depressing. I could create the most wonderful, carefully crafted, multiple Materials using Blender Nodes Editor, and it would all be for naught. I would need to recreate the material in Unity. welcome to real-time graphics. you have to make compromises when you need 60 frames per second, instead of 60 seconds per frame. Even the best Unreal 4, much less Unity, can offer is not as good as the least Vray or Renderman can do.
  4. depends what sounds. Most engine sounds are built-in. to use custom sounds you need to use ModuleEngineFX. IVA prop sounds are just full file paths to the sound clip you want to use, just have to edit the config files or use MM patch.
  5. actually not a bad idea. geometry is much cheaper, and there's almost no skinned mesh to deal with. you can model mid detail and use tiny dummy textures to take make use of the different KSP shaders. too bad there's no way to swap shaders like you can with textures using MODEL{}
  6. you are trying to assign a material directly to the import file, which is read-only. drag the file into the scene, then you can assign material however you like by drag/dropping, or clicking the tiny bullseye next to "Element 0" field, or you can drag/drop the material into that field. it's a good idea to create a prefab by dragging the object from scene heirarchy into project window (take care not to child to an existing object or prefab) once you finish setting up the heirarchy, materials, and everything else. The prefab has blue cube icon without the white paper in the lower right corner. Whenever you need to export the part again, drop the prefab into a scene and export.
  7. Mislyn-12; 2x; 3x; and 4x blades; 3.6m blade diameter Axial-16; contra-6x blades. 2.5m blade diameter
  8. I can't help with blender side. It could be a simple check box in your export settings, it could be something more involved. I don't know. in Unity, select the material (or create a new one), name it, assign texture A; CTRL-D, name it something new, assign assign texture B
  9. thats because they are both using the same material. you need a leaf material using leaf texture; and a stone material using stone texture.
  10. materials in blender don't matter. only material using KSP shaders assigned in Unity matters. You can assign multiple materials in Unity, but KSP on reads the 1st one. if you want multiple materials in a KSP part; you need multiple objects. Open the part heirarchy in Unity, drag/drop materials to objects in the heirarchy window. or assign new material in Mesh Renderer component.
  11. not sure what you are exactly asking for here. texture is not the same as material. materials can use single texture or multiple textures, diffuse + normal + emissive for example. multiple objects that use multiple materials, well, requires multiple materials. KSP only allows 1 material per object. A part can have multiple objects, each with their own material. each texture channel in a material must be assigned a texture, and the A texture of the same exact name must be in the same folder as the MU file for it to load.
  12. so how do I get the numbers for engines? use nasa's sim program? propeller engine data are derived from the same software as well? I'd like to get my engines AJE friendly in the future.
  13. they would be in the RPM prop config file. I might have missed linking camera controls on my pods. I'll check later tonight. The zoom +/- should work on all external cameras, but only the docking camera is steerable. and if you are mounting ALCOR's camera on a different pod, camera controls probably won't work fully, if at all.
  14. you want just one clip for open; no need for close clip. In import settings, only use frames 1~50 for door open. Name the clip something you want. In Animation component; make sure the size is 1; and the two fields displaying animation clip match the door open clip you setup. uncheck Play Automatically box. in config file, make sure the animationName match your setup in Unity. KSP plays the clip you call with AnimateGeneric; and stops on the last frame of the animation. Then reverses it when you click the endEventGUIName button. so if your clip has both door open and close; you see it open then close in KSP. and it'll look the same played forward or backward.
  15. in addition to what's been said, your config file is calling for "door" animation (capitalization matters); your FBX has "Door|DoorAction.001", and presumably in your MU as well. the module won't find the animation, and you won't get any menu in KSP.
  16. RED! That's what's missing. The checkers shall be RED.
  17. that looks like a hole rather than see through textures. polygon back-face are not rendered and appears see-through.
  18. I've been doing pretty much the same as Capt Kipard, only exception being +Y is up. They work fine in Unity and KSP, whether directly from Photoshop, Max, or through PartTools. with or without ATM. This RGB = X; Alpha = Y is a funky setup I have never heard of before, and seems rather wasteful. Is it MBM only?
  19. ^ what he said, ^ 10 to 20k is good for something you see close up all the time. less if only seen at a distance or a small piece.
  20. Dev 0.9 was Transparent Pods. that's out now v1.1 working on RetroFuture 1.4
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