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Niemand303

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Everything posted by Niemand303

  1. After testing I've found out the problem is not in the model, but in the particle effect, smoke fx works perfectly fine. [EDIT] That's how it looks now:
  2. Thanks, I think I'll do my texturing a bit later. And then, sorry once again for my stupidity, I have another question. My service module seems to work quite good, but the effects are completely out of hand: http://imgur.com/a/8MBz4#0 How do i fix that? Config is: PART { name = aeria_sm module = Part author = Niemand303 mesh = aeria_sm.mu scale = 1 node_stack_bottom = 0.0, -0.6, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.135, 0.0, 0.0, 1.0, 0.0, 1 TechRequired = advRocketry entryCost = 930 cost = 930 category = Propulsion subcategory = 0 title = Aeria SM Mk 2 manufacturer = MOSOI Industries description = Placeholder attachRules = 1,0,1,1,0 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/exhaustFlames_blue transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokePoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX engineID = Aeria_SM runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 75 heatProduction = 400 fxOffset = 0, 0, 0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 360 key = 1 320 } } RESOURCE { name = LiquidFuel amount = 90 maxAmount = 90 } RESOURCE { name = Oxidizer amount = 110 maxAmount = 110 } RESOURCE { name = MonoPropellant amount = 100 maxAmount = 100 } }
  3. Thanks for the technology! I'll try it soon. But i noticed some of the parts (like Mk 3 Cockpit) have spaces in their texture names. Do they work fine with this method or require some modification?
  4. Thanks, I think I've figured it out. And about the models, I meant combining different parts like engine nozzle and the base etc
  5. I've always been read-only on this forum, but working on mods had pushed me to creating the account here. I am quite a newbie to Blender, as i am only an engineer and the only 3D stuff i worked with was Siemens NX and ANSYS ICEM CFD, so please don't be so rude about my stupidity. So, i have at the moment questions (sorry for my English, I know it's bad): 1) As I was creating simple models, I faced the lack of free textures. AFAIK, Lack uses stock textures for his SXT, and I would like to know, what is the simplest way to incorporate them in the model (I only succeeded by converting them to .png and making another copy)? 2) In the manual on Kerbal Wiki i've seen the tutorial about making airlocks and ladders, i've got stuck on the moment where the child collision box object should be tagged as "airlock" and set to other layer. But my installation of Unity and Part Tools .23 doesn't have this option at all. How do i fix that? 3) What materials for parts should i use in Blender and Unity? 4) How do i assemble multiple models into one part?
  6. Looks good, it will be nice to use them with my Soviet-styled interplanetary mission reports
  7. I'd love to see that, such a good idea, it would work nice with Tantares pack
  8. I was wondering, will you make something like "Kliper"? It would be a very nice 1.25 crew shuttle to be placed on top of a rocket (it was supposed irl to do that). I am newbie in Blender, but i'll try my best, make and PM some models if you need, but i'm awful at making textures.
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