Jump to content

nli2work

Members
  • Posts

    2,836
  • Joined

  • Last visited

Everything posted by nli2work

  1. yeah already checked that. all mesh objects have mesh filter and renderer components; all collider objects have collision mesh assigned.
  2. I have the working pod without a flagTransform. If I add flagTransform to the export, I get a "NullReferenceException: Object reference not set to an instance of an object" when the game attempts to compile the model, which I'm pretty sure is causing the game to delete every stock part from the database. only ones remaining are from Nasa mission. nothing in the log files or debug log besides the NullReferenceException error. Any ideas? any thing I can do or use to get a more detailed version of the error?
  3. doesn't seem like it's a problem related to the animation. maybe your test vessel is out of electric charge by the time you accelerate to night time? seems unlikely cause, but I'm out of ideas as to why the function would be unavailable during the night. :/ sorry I can't be of more help.
  4. node_attach are surface attach nodes and don't show as green ball in editor; for something like your saber grip, it would be offset in the X direction by about the radius of the object. if there is no offset the objects will clip, which may or may not work depending on your clipping settings in cfg file, Alt-F12, and collision mesh setup.
  5. make a fake internal.cfg file for the pods and you can spawn it in Unity with Part tools, doesn't work for all of them, but enough. most important part is seeing how the IVA and EVA parts are oriented relative to each other. this is all you need INTERNAL { name = [the part's name] }
  6. might just need to update your export then. when I pulled the mu into unity the pivot was off to the side, where the beam is in your screencap what's the position of the parent object?
  7. you want to put the pivot of the grip at the cylinder's center so the beam will center on the grip. then you can change the surface attach node in the sword config and offset it in the X by the radius of the grip so you can attach it properly to the IR hinges damage is more complicated. you need a raycast from the grip, in the same direction and length as the linerenderer to check for collisions. if collision is detected, damage is applied to the detected object. I believe you can spawn particle FX at the point of collision as well. I'm don't know enough programming to code it though. :/
  8. so it sounds like you have the emissive animation working? but during time warp you can't activate or deactivate it? Most right-click functions are disabled during time warp, that's normal. make sure you have dropped all the way to 1x time warp to see if the right-click functions are working or not. as far as Animator vs Animation component, for KSP it should be Animation component, the legacy component.
  9. maybe a new one? less than a full working part... or with longer turn around? little over a week is kinda of steep for doing something on the side.
  10. Spanner that's got some nice shapes. you can develop that into something good.
  11. koffin improvements... occupant toggle thanks to FSmeshSwitch. flames, heatFX animation.
  12. in Unity, make sure the local orientation of the parent object w/ parttools component, is aligned to the world, +Y up; +Z forward; +X right. Then align your mesh to the parent object so it looks right side up.
  13. it's single 32bit tga. left are RGB channels; right is Alpha channel. when the texture is used by opaque shader, the alpha channel won't do anything. on a transparent shader, the alpha channel gets applied. Haven't tried PNGs or MBM. maybe that's the cause?
  14. I used diffuse/specular as default shader for the pod windows, and let the module swap it to transparent/specular. The texture is 32bit targa. The view from IVA is what the pod would look like without RPM. If you mean you see flat grey in Unity, I'm not sure. I get display issues with KSP shaders in unity, but usually they look fine in KSP. I only supplied the window transform for the transparentTransforms parameter. That seemed the easiest way of setting it up based on how I understand the documentation.
  15. I never figured out a pattern to airlocks. Try using a capsule collider instead of box collider
  16. 1. Yes http://forum.kerbalspaceprogram.com/threads/45070-TT-s-IVA-Tutorial it's a bit of trial and error for the 1st time, after that it's easy to follow the same pattern. 2. Not that I know of. 3. No one knows.
  17. that's a switch in JSITransparentPod module. still uses same texture. While the module is applied, it swaps windows with transparent shader so IVA is visible from outside; when viewing another pod with the same module from IVA, it swaps the other pod's windows with opaque shader to prevent rendering artifacts.
  18. You'll need JSI RPM .17 for this to work. without it you get opaque windows.
  19. Adjusted Emissive animations Smaller FX for 0.625m engine Small texture updates fixed flameout FX transforms 1.25m engine new thrust 55kN @ 0.5t mass If you wish to keep the yellow/black strips, keep the older _DIF textures. new link in 1st post
  20. Convex mesh collider must be 255 triangles or less. it will collide with everything else however. Non-convex mesh collider will not collide with another non-convex collider; so if you have two parts in the VAB or SPH, both have non-convex colliders, they will clip through each other regardless of your config file and debug menu settings.
  21. call the mesh whatever you want, just so you can identify it in Unity easier. I typically name the collision mesh with COL_ prefix. after import, add mesh collider component to the COL_ mesh; then delete its mesh filter and mesh renderer component. You generally want to make the mesh collider "Convex", or you'll be able to clip the object in some instances in KSP. You should see a green mesh outline in Unity if you've set up the collision mesh correctly.
  22. not sarcasm. I've been watching each episode on youtube so far. same nli2work from youtube/gmail.
  23. I had the plug split out, and is moved by the throttle animation. the rest is moved by heat animation. two clips, one for each module. but the game would only play one or the other. not both. But no biggie, the heat FX looks much nicer, and I found out I can push the emissive Alpha beyound 1, and get a nice color-dodge effect. big improvement in looks, which is the most important part. yeah, I figured as much. Someone had asked for a larger poodle at some point, and I wanted to make some engines to learn how to use the particles. Low profile engines looked like a niche that needs some additions. There's not much literature on the E-D nozzles, so I had some flexibility as far as looks. Above all they had to look cool.
×
×
  • Create New...