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nli2work

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Posts posted by nli2work

  1. I never used Unity. Took the DAE export from maya and directed the cfg file to look for it and the png texture.

    My first impulse is to say it shouldn't be the normals. I was careful to keep it to a specific sides. Also if it was normals, it wouldn't be so even across it. It looks like the texture has a black layer over it set to 20%.

    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.

  2. 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

  3. 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.

  4. 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?

  5. as far as I know, you can use these little scripts also in editor - just save it there as .CS and "drag-drop" it on your part object (at least that is what I remember from a tut I've watched once..)

    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.

  6. you can import tangent space normal maps from any source. not sure about the other type World space, never tried those. Stick to the blue kind you should be good. Unity requires normal maps to be marked as such, otherwise they'll be treated as diffuse texture.

    Doesn't have to be exact. You can use a primitive collider on anything. spaces between collider and model only becomes apparent if you attach parts to the surface since KSP uses collider to determine the "surface".

    Concave objects will need multiple colliders to approximate the shape. intersecting colliders isn't an issue from what I've seen. Open geometry mesh colliders can be problematic, best to avoid those. You can also use primitive colliders included in Unity. Sphere; Capsule; and Box/Cube. non-convex mesh colliders won't collide with other non-convex mesh colliders in Unity, any other mix of colliders should work fine.

    Primitive + Convex = ok

    Primitive + Primitive = ok

    Convex + Convex = ok

    Non-Convex + Convex = ok

    Non-Convex + Primitive = ok

    Non-Convex + Non-Convex = no collision

    • 1. Handrails, same function as Pegasus Mobility Enhancer, different look. Two convenient sizes
    • 2. Koffin, cozy box to send your Kerbal on. Max temperature of ~1200 degrees so if you have DRE, they burn up real nice on reentry. Future update will add option for Epic Viking send off.
    • 3. Radial separators. been made by others before, same function, same limitations. Surface attachable, you get a stack node on top. Fuel flow enabled so you can mount engines on it. 0.625m, 1.25, and 2.5m sizes

    L2m5Zoh.jpg

    download links in release thread

  7. been trying to figure out some FX stuff myself. I think the emitter has to be in a separate mu file, with no visible mesh. when you switch the sword on, the game spawns the FX mu file at a transform you place in the sword mu file. I'm pretty sure that's how engine particles work. Hot Rocket FX mod thread has a tutorial that might help.

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