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KSP2 Release Notes
Everything posted by nli2work
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need to look at the Output_log.txt for this one. check KSP_Data folder for Output_log.txt... search it for PodCockpit and step through till you see some error messages. usually a missing texture will stop a model from loading and stop the startup loading process.
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air brakes; or zig zag to bleed off speed till you are between 60~80m/s
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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
JSI Selectable Flag + Tweakscale -
try the dev v0.9 of my transparent pods. I added a small decal part using JSIUtilities plugin by Mihara. just attach the decal anywhere (best on flat surfaces), right click and select anything from your flags or agencies folder. you can have as many different flags as you like. of course you can add your own custom flags as well. if you want just the flag; delete the NohArksPnP/Parts/Command and NohArksPnP/Spaces folder; keep JSI/PartUtilities folder and NohArksPnP/Parts/Utility/selectableFlag With tweak scale mod you should be able to resize it as well.
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Control Panel Folder Options View Tab Hide extentions for known file types //uncheck this box
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change part.CFG to part.cfg your assets are working fine. KSP wasn't loading the config file because of capitalization
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yes. Originally it appears you have the Animator component applied. KSP does not recognize Animator and that may be preventing the part from loading. you can also get rid of the "node_collider"; simply add Box Collider to the "Die" object; you should see green cube outline. and you'd be good for collision stuff. Gamedie is the holder object for the object "Die" correct? it has no components on it besides "Transform". just reset it's transform to 0,0,0 XYZ, 0,0,0 Rotation; and 1,1,1 Scale. apply parttools to it. no need for the game object above it. Heirarchy looks like this Gamedie // top level; remove space or use underscore for spaces; Transform and PartTool components. Die //mesh object with Mesh Filter; Mesh Renderer; and Box collider components
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Unity 5 [Is now available]
nli2work replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
For sure perhaps? jump to ~9:45 -
try setting your import Rig to "None"
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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
DEV 0.9 up. link in OP. Spied low above KSC -
[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
Duct tape! I knew that toolbox was missing something. -
[24.2] Karbonite Ongoing Dev and Discussion
nli2work replied to RoverDude's topic in KSP1 Mod Development
scanner and toolbox w/ deployable light. -
no that I know if. that cockpit is a few different parts clipped together, might be scaled as well. could be a custom job using MODEL{} nodes.
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the vehicle weapons are skillful weapons mod; not sure what mod the truck cabins are from. Su wings are procedural Wings; body is mix of stock; KW rocketry tanks. not familiar with the cockpit, could be firespitter. don't know here the landing gears are from, there're some landing gear mods, but don't recall their names.
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Thanks for the insight. I can modify the model to improve the stiffness a bit in this case, not by much as the attachment area is pretty small, but every bit helps.
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not sure if a prop module would work in an IVA internal.cfg, worth a try, since it doesn't take nearly as much time as changing unity setups. initially I was thinking of using perPodPersistenceName, but then you'd still need 4 buttons; or single button with 4 slaves which will probably generate 3 NREs whenever you activated it.
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link the screenshot. it'll be easier to identify
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might be able to use the reuse same emissive animation if you break window panes into it's own transform and set them at the same level in the Heirarchy. assign same diffuse and emissive textures in Unity, replace with proper ones for each pod in MODEL{} PartToolsObject ExtWindows mainPodMesh more stuff can't test it out at the moment. but I think it should work.
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Emissive tutorial
nli2work replied to CardBoardBoxProcessor's topic in KSP1 Modelling and Texturing Discussion
in what app? in photoshop I just copy/paste a layer into alpha channel. save it as 32bit TGA or PNG. -
The Good, The Bad, and the Questions
nli2work replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
mesh colliders will work fine. but for this you need multiple colliders for the walls; and doors. If you create collision mesh in 3d app, make sure it's 255 triangles or less. for multiple colliders; create empty game object, put it in the model heirarchy and reset it's transform so it's aligned and positioned at the model's root pivot. then follow the steps of AlphaAsh, or simply add a collider component to the new game object and resize it afterwards. to resize a collider in Unity you can use the transform scale; or you can hold down SHIFT key while the collider selected. you will see little green squares that you can drag to resize the box. most useful on a box collider since you can shift it in different ways. on capsule or sphere all you can adjust is radius and length. This allows you to keep the game object transform unchanged while getting a collider positioned where you need it. -
Emissive tutorial
nli2work replied to CardBoardBoxProcessor's topic in KSP1 Modelling and Texturing Discussion
Emissive shader doesn't use Alpha for emissive control, requires it's own texture, can be B/W or RGB; values are added to the diffuse values. Specular shaders do use Alpha channel for Shininess control. any time you see (RGB(A)) in the shader inspector panel, it means the shader will use the alpha channel for something. generally it's for either specular or transparency. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
my computer's not exactly new. but I'm guessing the sheer amount of linked variables those displays require is what does it. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
Thanks for the feedback! Cyclops should have a 0.625 node on top and 1.25 under. similar to Mk1 pod. Interior lighting is quite dim still, I need to adjust the lights a bit more. The RPM is dim intentionally and is lit with interior lights during night time. Alternative is setting the rendering to emissive layer, which works well at night, but is overblown during the day time. Not an issue with OpenGL. I think I can find a decent compromise with interior lights. I'm going to have to roll back on the number of RPM driven gauges and revert to stock dials and the like. The frame rate drop is too much. If I have 1 of each transparent pod in the scene, frame rate is acceptable, only after a very long initial load time, during time warp the frame drops below 10fps. 4 panopticon pods will crash the game with KSP complaining about too many internals. I'll have another dev version out tomorrow.