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Ven

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Everything posted by Ven

  1. The mk1, mk 1-2, mk1 inline and mk2 lander cabin have entirely new IVA configs, preventing the conflict that would occur when using RPM. I'll need to manually add a separate config to enable RPM in the new IVA's. Unfortunately, I deleted the IVA setups in Unity (selecting objects can be a bit finicky), so I'll need to rebuild them and the Prop setup before I add RPM.
  2. Hmm... Well applying scale doesn't fix the problem, and I didn't use a skinning modifier on this model. Weirdly enough though, the bounding box for the rigged mesh scales massively through the animation, even after I set the scale for it and the armature. Could that be part of the problem?
  3. Unfortunately I don't really know what you mean by 'skinning' (the modifier?). As far as the transform and normals, I tried applying scale and rotation along with recalculating normals, but to no avail. ugh, I have a feeling like I'll wander across the solution several months from now while looking for something else. Vertex poling... *shivers*. Anyways, thanks for replying, and do you by any chance know what this is called? (or maybe what it might be called?)
  4. After managing to rig a new dish, I ran into this problem: It seems that the rigged mesh (the mesh between the support arms) is reflecting light at about 90 degrees of where it should when it is folded, but when it is deployed the effect isn't present. I rigged the dish with five separate bones (each of which control two loops of vertices), which I then moved and scaled to match the Position of the arms. And so far this effect only shows up in Unity. This isn't a problem with normals, or edge splitting. Link to the blend file Thanks for reading!
  5. It's in the Github repo, available Here. You'd need to either duplicate the part by modifing the structural.cfg and adding/ overwriting the girter entry with something like this: +PART[PartNameHere]{// '+' creates a new part @name = NewPartNameHere // this renames the part, preventing your new part from conflicting with the old one } or by simply using // before @PART to remove the modification entirely. If you mean that I'm basically done with all of the stock parts, then yes. But for the sake of compatibility, the squad folder is kept. there's mostly no need for any patching of the stock parts, because all I do is tell the config files to look somewhere else for the model. so any mod that adds to the stock parts shouldn't be a problem, unless they change or overwrite my changes.
  6. hmm... It seems that the light module on the pod was messing with the original one, causing this problem. I've just posted an update that should fix the problem among other things.
  7. It seems that Squad changed the name of the flag in 1.0.4, seemingly causing those issues. I've updated the repo, and the mk1 inline is working just fine. also added things like launch clamps and a whole bunch of texture and model updates. There's still issues, but the game runs and everything seems to work alright on my end.
  8. They don't touch the engines in any way, so probably not. What other mods do you have installed?
  9. Try removing the mesh render inside the inspector, that should fix your problem.
  10. That's odd, I haven't touched the mainsails sound or FX configuration, aside from the exhaust offset, so your problem is likely being caused by something else.
  11. Yeah, CKAN goes to the most recent released version. Eh anyways: https://github.com/VenVen/Stock-Revamp Use the link and on the right-hand side, click the 'Download ZIP' button. That'll get you the most recent version. Then I guess you'd need to uninstall VSR through CKAN, and then install the new one (Or do it any way you wish).
  12. You'd probably need to add the animation module (from the coupola inside of the command pod.cfg) from VSR to the Munseeker's cfg, and then change the replacement texture for the windows to 'clear' (it's an image texture in the command pod folder). Umm... Now I'm a little bit confused, are you looking in the stock_revamp repo, or the released files? The newer build is only available if you download from the repository directly. I don't know, I some how get the feeling that some people may not appreciate me redoing all of their hard work, making them think that I'm just showing off... Eh. In all seriousess, I'd prefer to finish the stock parts before I go after other mods, if I even do them at all. The tankbutts is a stock problem that occasionally occurs when you reload a save, or switch to another craft. Not much that I can do to fix that unfortunately. What do you mean by the vewport frames? The exterior model showing in iva? Or something else? And what do you mean by gleam? The size of the specular glare, or its reflected colour? Though both are changing when I put up the next update. The escape cover is mainly an aesthetic part, and because I don't know what's mounted benith it, it'll require some fine tuning with the translation tool to get rid of the gaps. The first is really high though, it's something that'll change shortly.
  13. Check the Github repository, I've added caps to the end of the service bays there. The Circular intake has two collision meshes: the first is a form-fitting mesh for its body and the other is a sphere set to disallow part placement. That's what your seeing there.
  14. I think that it was Shared asset 10, but deleting the entire file would be a big mistake, because the last time I checked, it had a lot of files inside of it. The only way that I can think of is to use a Unity asset decompiler and then replace the old sunflare with a blank image file, then recompile it. More information could be found in the old Universe Replacer thread If you feel up to it. (someone in that thread posted an alternate sunflare texture and included a decompiler). Unfortunately that's the best I can do off of memory, good luck with the edit!
  15. If I remember right, if there's models missing, then the entire part will just be missing from the editor. If the texture is missing, the model (or parts of it) will be white. You may want to try using ":NEEDS[ModNameHere]" with modulemanager in your config to check for those mods exist first to avoid any mesh or texture issues.
  16. There's really no need for one actually, only one texture exists in the whole pack that is unique to an extra part (the 1-2 decoupler cap) and models are so tiny that no one needs to worry about them. Just delete the Decoupler Cap texture and the entire Part Bin folder.
  17. That's probably because your ladder collider is larger than your hatch collider, make it 'cover' the ladder and everything should work fine. Here's the ladder/hatch setup that I use: ( Box Collider = hatch, Pill = ladder).
  18. Unfortunatly, Unity and Blender don't use the same XYZ orientations. Now I believe that you can change that in blender (perhaps in the export settings), but I just find it easier to spawn in cube or a capsule in Unity (Gameobject > Create other> Cube) and then give it a collider. (you can also use a empty object and go through Component >Physics > Box collider).
  19. I'm unaware of any bugs with the flags, can you describe the problem in more detail?
  20. The windows use floating geometry objects just above the actual windows, the exact names are in the Texture Replacer config. Anyways, I've tweaked the config so they load after Windowshine, ideally taking care of the issue. Unfortunatly that little tweak is sitting in the github repo because because i keep getting distracted... freaking intake covers...
  21. Are you using Module Manager to add these new tanks? Because it seems like you may need to delete or modify the model or mesh configs to fix that. IE: +PART[insertpartnamehere] { @name = New part name !MODEL {} !Mesh = del MODEL {Your new model here} } or +PART[insertpartnamehere] { @name = New part name @Mesh = New part .mu name } or perhaps you forgot to rename the tank (name =, not the title).
  22. I've uploaded the entire Unity setup and all of the base textures in the op, hopefully that'll help a bit.
  23. It's the right file, I didn't bother to change the name.
  24. Ok, I've updated VSR to 1.8.1, I've finally fixed the solar panels so that they'll work properly when you go from stock to VSR and vice versa. But to those who have been using this mod, you'll need to close all of your solar panels before you install 1.8.1. I've included a .txt file (SolarPanelRetractFix.txt), you need to change the suffix it .cfg, then drag and drop it into your KSP GameData folder. Then load KSP and close all of your solar panels. Once all of your solar panels are closed, delete the old Stock revamp folder and install 1.8.1+ and you should no longer have to deal with any solar panel wackiness. This is only a one time inconvenience, so it is hopefully better in the long term.
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