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nli2work

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Everything posted by nli2work

  1. You mean JSIRPM's transparentPod module? Haven't messed with it. Still reading Mihara's documentation. I've got a jet pit in mind as a way to get familiar with RPM plugin. My glass command pod is good candidate for transparentPod plugin... have to experiment!
  2. 95% done! full set of low profile LF/OX engines for all your compact design needs from 0.625m to 3.75m. Not as thin as the one from B9. but still good. Just need to type up some fluff text and pack it up for shipment.
  3. yeah, took a bit of experimenting, but it's working out now. good to know. Odd way it works... dummy textures won't load into the database, but must be there for model to be able to pick up redirected texture. a 2nd set of real textures with same exact name will get loaded a 2nd time, even though the model is presumably using the 1st set from a different folder.
  4. hm... it appears MODEL{} node requires dummy textures.
  5. have you tried a series of simple box colliders instead of mesh colliders? you can't have multiple collider components on a single game object in KSP, it will just pick the 1st one and ignore the rest. all colliders must be separate game objects without mesh filter and mesh renderer component.
  6. yeah sounds like improper shaders then. you need to import it into Unity and assign a KSP shader and write it out to mu format.
  7. hard to say without seeing an image or two. I've ran into problems with KSP transparency shaders, but never had anything turn out too dark. It could be "soften edges" in maya terms, where two adjacent face normals are averaging between extremely divergent angles you can get a darkening effect. Try setting the model import setting to calculate the mesh normals instead of import. and adjust the smoothing angle slider
  8. MODULE { name = ModuleAnimateGeneric animationName =Retract //Rename this to the retract animation name startEventGUIName = Extend endEventGUIName = Retract animSwitch = True //will set gui button name to "Retract" if part is Extended and play Extend animation in reverse when "Retract" is clicked } you can use the "animSwitch = True" line instead of using a 2nd module to reverse the animation.
  9. UVing this was a pain. But it's moving along. Time for textures. 3 seater.
  10. I don't know about blender... maybe try select all while you are in edit mode. Command-A or Ctrl-A, almost universal shortcut for that. There should be some kind of combine operation in Blender that lets you combine multiple mesh objects in to one. This is available in every 3d app I've ever used in passing, but a lot of times they call it different things. as far as general 3d practices go, 300 mesh objects is bad. you want to combine them into one continuous mesh for best efficiency. basically, for every mesh object, the game engine has to make a request " hey computer render this!"... same goes for material and texture. You can see how for 300 mesh objects with 300 materials this spirals into enormous amount of draw calls. Now imagine doing this for a dozen; few dozen; a few hundred objects in the scene. This is why frame rate drops with large ships; why KSP unloads objects further than 2.5km from you; etc. Do you have to do your best to make your designs as efficient as possible? no. but you should. What kind of game dev did you do if you don't mind me asking?
  11. might put something together that's a larger pod containing multiple "coffin"s... like that mod that converted the hitchhiker to a cryopod.
  12. it's easy enough to modify the textures on that to get what you want... but why would you want IVA in a coffin?
  13. Give Kerbal Stuff a go Kommitz. your FTmN engines are awesome and should be used by everybody! beta.kerbalstuff.com
  14. what are you using to drive the props? IR dockign washers?
  15. Certainly worth trying, I experimented with embedding KSP Particle in a model that I tried to turn on/off with a generic animation, didn't work out. But if embedding a line renderer works out, and you can toggle it on/off with ModuleAnimateGeneric it'd be alot easier than dealing with a plugin.
  16. best bet is use the mu importer for blender and pull the mesh out as a reference
  17. yeah LineRenderer would be much more efficient than particles, but as far as I know there're no stock LineRenderer FX you can take without writing a plugin.
  18. any final word on using light cookies? I tried with spotlights and it doesnt' seem like cookie maps settings stick once in KSP.
  19. Unity only accepts normal maps. if you have a gray-scale from blender you need to convert it to normal map in Unity.
  20. Photoshop has "heal' brush that works pretty well for something like this. GIMP probably has something that's suitable for this too.
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