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Quiznos323

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Everything posted by Quiznos323

  1. Thanks for the info! Hopefully I think all I may need is to be able to call which ModuleEngineFX blocks to use, but if I need to expand/build it like you described I will try haha. I'm new to all of this so we'll see what I can do XD
  2. Ok, what I am trying to do is create a module similar to MultiModeEngine (or extend it somehow) that allows the modder to enable toggling of more than 2 engine modes. In theory it could be unlimited, but practically an engine wouldn't probably have more than 3 or 4. I created a 5 nozzled engine in my mod QuizTech that allows 5 nozzles active or 1 nozzle active modes, but I'd like to add a third option which would toggle a 4 nozzle mode. If there is already a plugin that does this then I'd be just as happy to implement that, but if not, I think it would be worth the exercise in plugin development to try and figure out how to make it
  3. I'm new to modding and would like to try to write a plugin, and I've been doing some reading about it on the forums and Wiki, but I can't seem to find where to look at some stock modules to base mine off of. Specifically I'm looking for MultiModeEngine and the ModuleEngineFX documentation. Is there a way to look at the stock code for these, or a resource that I could look at that explains them? I tried the API site but there is nothing about MultiModeEngine.. Thanks!
  4. Thanks Ven! It did help a lot, I got it to work and my part looks better now that the shine is in the spots that I want it .
  5. Huh, it does look similar, that's all that I will see now XD Thanks! It took a while but I'm happy with the results
  6. Sure, that and probably tweakscale are next on my list!
  7. QuizTech v1.2 New engines and parts to enhance your KSP experience! Parts so far: Engines~ QT-500 Liquid Engine: -A versatile 5 nozzled engine capable of running in either 5 or 1 nozzle mode. Can function as an upper atmospheric second stage, or a lander engine for small craft. QT-S25 Launch System: -A heavy lifter platform designed for use with smaller radial thrusters due to a lack of gimbal. ACS Thruster: -A gimballing thruster for stabilizing large rockets during launch. Fits best on (and made for) the QT-S25. Extras~ Game Die: -A rollable, stackable die that you can send to space! You know, so that those guys stuck on the mun have something to do for the next 10 years... Screenshots: >> Download on Kerbalstuff<<>>Download on CurseForge<< **Change Log** v1.2 2/08/15 -Added QT-S25 Launch System -Added ACS Thruster -Modified and improved the Tweakscale config *Note: Use launch clamps when using the QT-S25, it likes to stick to the launchpad. v1.0.1 1/26/2015 -Added TweakScale compatibility -Added HotRockets compatibility *Note: As of now, until I figure it out, the more you scale the QT-500, the shorter the exhaust gets. Also the smoke stays the same size... -Fixed specularity layer on QT-500. v1.0 1/23/2015 -Added QT-500 Liquid Engine -Extras: Game Die Work in progress album: My other mods:-QuizTech Aero Pack Any suggestions on what to make next are welcome! Also be sure to let me know in the comments if there are any issues or weirdness that can be resolved. Licence: CC-BY 4.0 International
  8. Hmm alright I just tried it and still no luck, so I must be doing a step wrong. Is it applied to the copied spec layer or the color layer? And does it have to be checked as visible to affect the texture? I set the mask as black is transparent which I think is what I am supposed to do, but when I import to unity the mesh is still shiny all over..
  9. Hey so many of you on the forum here have said that to add a specular map you have to add it as an "alpha layer" to the image and then export it. I appreciate all of the help that I've gotten so far, but honestly this has been the most frustrating part of the whole process to try and figure out, and I am stuck xD. I have seen that others have added their spec layers as a mask? I tried this but with no visible changes in Unity. If someone could explicitly list how to go about adding the spec map that would be awesome. I feel as though it should be something really simple and I am just missing a detail somewhere.. Here's my setup in gimp so far: Thanks!
  10. I think that your old config will work if you change the "name = Test" to "name = Testobject". Pretty sure that the name in the config has to be the same as the name of the folder holding all the files for your part.
  11. So the +Z that you are referring to is the axis in Unity? So say that I want my mesh to be in the neutral position in Blender (all pistons pointed at each other and gimbal is 0), I could just add the mover objects with their +Z pointed at the target in Unity and child the meshes to them without messing with their orientation? Edit: Yep it is +Z in Unity and I have the pistons on one nozzle fully functional. *In an evil voice* Hehe it is all coming to plan...
  12. I have seen it done a lot in Ven's parts in his stock revamp mod and in Porkjet's Nuclear Lightbulb engine. They use the FXModuleLookAtConstraint module, and I have tried to use it, but either the piston segments stay put and do nothing as they gimbal with the nozzles, or they freak out and float away from the engine in random directions... I've been trying to read bits and pieces about it in Cpt. Kipard's Skylon landing gear thread but I'm not quite grasping how the objects need to be aligned in Blender/Unity in order to point at each other correctly. And thanks! Alright, the white and black controlling reflectiveness/opaqueness makes sense to me, I'm just having trouble physically finding where the alpha layer is in GIMP and applying it haha... In my GIMP file I have multiple layers to my texture, two of which being the bump and spec layers set to be invisible just so I have them there for reference. Do I need to export the texture as one file and apply the alpha to that, or can I do it with all of those layers in the original GIMP .xfs file? I really am new to all this paint software, so sorry if I have a bunch of questions XD Yeah, probably a good idea.
  13. Ok, is that in unity or in something to do in gimp? (Texturing noob here lol)
  14. Ok interesting, I will try that too and see what happens I did use the post render way on my most current texture below: I think it's coming along pretty well for my first part, but could still use improvement. I'm having trouble with the specular map, as I'm not sure where to put it in GIMP/Unity, and I have yet to do the emissives for the nozzles. Also as far as the pistons that move with the gimbal...do I have to add hinges or joints in Unity to make them function?
  15. Got it. Do you know what might be happening in the last picture? I think I hit a key or button that did that and I have no idea how to get it back haha..
  16. So I've finally gotten some time to sit down and work on the AO and texturing for my engine, but I'm getting some black spots and seam lines in places and I'm not sure how to fix it.. I think I've narrowed down that the seam lines are from identically duplicated UV islands overlapping, and the black spots from faces intersecting while not connected to each other. The overlapping islands I can't really help because of the limited texture map space, so is there a workaround for this and the seam lines? Examples: I'm also getting this weird behavior with the object view where, no matter where I look, I can only see the engine mesh on top of the other meshes. Did I accidentally activate a feature, and how can I turn it off?
  17. Hmm I just tried it and I didn't see any change, but I moved the whole thing to another .blend and it seems to be working fine now. Don't know what happened to the other one but at least I can move on now.
  18. Yes, I AM wanting to throw stuff around right now! I'll try the pinning and see how that works for me If not, I can always try to move the mesh to another .blend and see if that works.. Thank you! That is exactly what I was looking for. Your explanation was clear and I'll play with how it works when I get home (in class right now lol). The real challenge for me is going to be the texturing... I've been reading Cpt. Kipard's threads on it and there seems to be a lot that goes into it, but I want to make sure my parts are as pretty as possible
  19. Ok, thank you for answering . I did end up joining it back together and took that opportunity to improve the model some. The only issue that I'm having when I go to unwrap parts of it, is that even though only some faces are selected, when I hit "unwrap" the whole thing gets highlighted and unwrapped... I haven't had this issue in Blender before and I wonder if I hit some feature by accident and I don't know how to turn it off.. Only reason I ask is because many google searched have turned up nothing haha. Also as a side question... I've noticed that both you (specifically on the Nuclear Lightbulb) and Ven have been able to create engines that, when gimballing, move the supports connected to the bell with it. I've tried to find out how to create this effect and so far I think that the supports have to be their own objects, but beyond that I'm not sure how to set it up..
  20. Is there a way to combine UV layouts into one from multiple different objects in Blender? When I go to unwrap each object, they disappear and I can only see them when I go to edit mode on that object. Was it a mistake to separate my model before I textured it? Edit: I guess my question is, how do you texture an item like an engine that is made of multiple childed objects?
  21. Yep, I do have a separate transform for smoke, but the Z offset value was 1 so I changed it to 0 and now it works great
  22. Got it to work! Just have to texture now. And the smoke is off to the side.. but I may just need to change a config value. Thanks for all of the tips
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