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Recognize-Me-

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Everything posted by Recognize-Me-

  1. Alright I thought you could only use 1 PNG texture per model, but what you're saying is that I can just use 3 PNG textures for 1 model?
  2. So what your saying is that if a part has 3 meshes that make up 1 model then I can use 3 MBM files (each holding 1 texture for each mesh) to give the 3 seperate meshes a texture? But then how do I tell the MBM file to work for that certain mesh?
  3. I have them both so next I will have to give this a try.
  4. So I've been trying to learn how to make parts for KSP and I'm trying to learn how to make good textures. The problem I'm having is that I see most people using mbm. files to store their textures and I have no idea what mbm. files are. So my questions are.... 1.) How do you make an mbm. file? Answer: 2.) Are they used to store more than one texture? Answer: Next Question: Answer: You don't tell the MBM anything, because it's just an image file*. When exporting your part through Unity/KSP PartTools, the resulting .MU model file will already contain information defining which texture/material gets applied to which mesh. *In fact, the MBM texture format isn't compulsory, because KSP also supports PNG/TGA part textures. PNG is popular amongst add-on authors because they can be easily edited without having to go through the format conversion shenanigans. The reason MBM exists in the first place is because PNGs need to be uncompressed before loading, whereas MBM's don't. 3.) How do you open the mbm. files or do you need a converter tool to change it from mbm. to JPEG? Answer: Other questions will be asked when I can think of them.
  5. Not to be mean but that's really not that much. I've put in over 1500+ hours. In fact I've put in exactly 1602 hours. Just saying And the challenge to break off solar panels on the surface of the mun while doing a super low orbit pass sounds like a huge challenge. Sounds like fun!
  6. While in Blender click Smooth then add an Edge Split Modifier
  7. No pics, No clicks. Gotta put a few pics if you want people to download it
  8. Well I would take a shot at making some if I knew how. It has to be possible because when I tried out the Kethane mod there was a tutorial that came along with it. If you can make tutorials I would think you could make some scenarios. I could be wrong but I would love to know.
  9. Yeah, that's what I'm talking about. Any ideas?
  10. I'm looking for an add-on that gives more scenarios for me to play. I don't really care what the scenario is just looking for fun ones. Also can anyone point me in the direction of how to make my own scenarios?
  11. Again If you use docking ports You can use that differently. I'll jump on KSP make an example and post the pic. Be right back. - - - Updated - - - Well now the fuel attached to the docking ports won't transfer to the engine? Gotta figure that problem out.
  12. Just a small thought about the Stability Enhancer, When you decouple from them on launch the "arm" holding your ship falls down but the "body" stays standing straight up. I think that the "body" should fall back away from the craft. In case you don't understand what I'm talking about I'll try to explain it a little better. When you launch your ship off the Launch Pad you usually use some Stability Enhancers so you ship doesn't tip over before launch. Well I've noticed that sometimes (very rarely) after you launch your ship the "arms" of the Stability Enhancers that connect to your ship decouple and drop down but that still leaves the "body" of the Stability Enhancers standing right in the way. For instance if you have a really tall rocket with a few Stability Enhancers attached to the bottom, middle, and top of the craft then the "body" of the Stability Enhancers toward the top can clip your rocket and cause bad things to happen. My thought on a solution would be to make the "body" of the Stability Enhancer fall away from the craft instead of just standing there. Would you somehow be able to make the stock Stability Enhancer do this? Would you have to create an animation for it? or could you just change something in the cfg file ? I do believe that the FASA pack has some that do this but I want the stock Stability Enhancer to do this. Rambling Done!
  13. Are the smart parts still being updated? Those are the parts I was wanting and I went through the Parts folder and only saw engines and the radial shoulders.
  14. Got some great ideas to make some cool looking "effects" for mine. But it's getting pretty late so I'll have to take a crack at this tomorrow. Can't wait to send rockets and explosions all over KSP!!! Just a tip for people, I think a good way to show the launch of the rocket would be to take an extra kerbal "a safe" distance away from the launchpad and film the beginning of the Girandola being launched from his perspective. Just a thought
  15. I would suggest using docking ports. Take one and attach it to the adjustable rail then attach one to the cubic strut holding the gantry then make sure they are close together so that when you launch the ship the two docking ports will connect with eachother. Do you get what I mean? If you dont just let me know and ill get some pics for you to see.
  16. Got an idea for a part and I want to get a few opinions on the concept of the part before I start modeling it. I want to make A box that will be radially attached to your ship that will deploy a platform that has a magnetic force that only attracts one other part, the landing legs that will attach to a smaller ship that can then land on the platform in orbit and stick to it. Just want to get a few ideas on weather or not you are able to make the parts kind of like docking ports, but one being a platform and another being a special pair of landing legs?
  17. I've been seeing a lot of people asking about more rescue missions and my question is, Is there a way to make it to where the mission could Include a craft with the kerbal? Could you make it to where the kerbal is stranded on the mun inside of a lander ship with very little electricity on only one small solar panel or a kerbal is trapped on Duna inside a science lab and you have to rescue him after he takes a surface sample? Really my question is, Can you make a pre-made craft be part of a contract?
  18. So the fact that I personally don't know how to do it but think it would be easy to implement would rub someone the wrong way? If anyone takes offense to me stating my opinion on how easy/hard it would be to do something that I suggested then they can move on to the next post. I wouldn't know the first place to start to implement this but the idea is very simple so I personally think it would be easy to do.
  19. Would there be a way to add something like dust or scratches to things that have been on different planets for extended periods of time? Like if you put a rover on Duna and leave it there for like 3 months (kerbal time) then it would start to develop a thin layer of red dust and maybe a few scratches. I would think you would be able to do it pretty easily. Just a thought
  20. I've tried changin different values for the node_attach and some are way off. If I do this node _attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1 it looks like shown in the picture and if i do this node _attach = 0.0, 0.0, 0.0, 0.0, 0.0, 1, 1 the top gets flipped up 90 degrees but then if I do anything else I start getting wired results.
  21. I looked more into this and it seems pretty experimental.
  22. Alright I did everything do I have to change anything else in the cfg file? When I load the game it stops loading at my part. PART{ name = Radial Fuel Tank module = Part author = Recognize-Me- mesh = model.mu rescaleFactor = .3 node_stack_top = 1.3, 0.0, 1, 0.0, 0.0, 1, 0 node_stack_bottom = 1.3, 0.0, -1, 0.0, 0.0, 1, 0 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1 NODE { name = join1 transform = n1 size = 0 method = HINGE_JOINT } NODE { name = top transform = ntop size = 0 method = FIXED_JOINT } NODE { name = bottom transfer = nbottom size = 0 method = FIXED_JOINT } TechRequired = precisionEngineering entryCost = 4200 cost = 180 category = FuelTank subcategory = 0 title = Small Radial Liquid Fuel Tank manufacturer = Recognize Industries description = A Small Liquid Fuel Tank ment to be radially attached to small crafts or rovers that need Fuel. attachRules = 1,1,1,1,0 mass = 0.015 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 6 maxTemp = 2900 breakingForce = 50 breakingTorque = 50 RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 100 maxAmount = 100 } }
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