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wasml

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Everything posted by wasml

  1. Your best bet would be to look at other mod's that add sound: or
  2. When I made parts I would leave the texture as .png until I was done modifying the part - and only convert the texture to .dds at the very end saving a convert to .dds every time I changed the texture. Short answer is the .png should work. I did have some parts that wouldn't show if they were unattached but the would show when attached due to the shader I was using but what you're seeing sounds different. Maybe delete the texture from the game file and see if it shows up - would indicate it's a texture problem if it does, something else if it doesn't. Maybe try a different shader like the simple diffuse to see if it's the shader? Sorry I can't be more help - Good luck! Re-read your post - the texture name is baked into the .mu file and (grain of salt here - it's been awhile) the file extension is ignored so if Unity was given A.mu and B.png you would want the texture to be B.png or B.dds - either should work. If you do go the dds route the texture needs to be flipped vertically when you export from Paint/Gimp/Photoshop. The .png do not need flipped.
  3. I haven't used the .mu add-on myself so can't speak to how to use it or how well it works but I have seen some comments from some modder's stating they prefer using it over Unity. I think (big grain of salt here) you need pay careful attention to the .mu add-on version and Blender version - any .mu add-on does not work for all Blender versions. As far as making your own models there are lots of details and they vary depending on what you're making. I made some notes for my self here - includes notes, blender file and Unity file (Uses Unity instead of the .mu add-on). I would recommend you start with a fuel tank just to figure out the flow and to make sure you have the steps correct. Collision meshes are just a simplified mesh (usually) - using the fuel tank for an example I create the fuel tank mesh and when I'm happy with it I duplicate it, remove any small details and convexities (is that a word? Is now!) and reduce the number of sides from 24 (the standard # of sides for a round part) to 12. Later in Unity I set the collider mesh to a mesh collider and then remove the actual mes - otherwise the collider will be visible. Happy modding!
  4. MechJeb has a custom window that can be setup with many parameters. I'd be surprised if velocity isn't somewhere in there - now it may not be broken down into the reference frame your after.
  5. If your using Blender in version 2.8 they apparently (haven't use it myself yet) added the ability to select multiple objects and unwrap them all together. Previously (Blender 2.79) there was a TextureAtlas plugin that I found very useful. For figuring out which part is which I sometimes just color each part in a unique color - see where they end up on the model - then go back an recolor (I use Gimp by the way - free download). Another way is to have Blender open in UV mode and select the part you want to color next - the part will be the only one to appear on the UV map. As far as shiny/rough goes - it depends on what shader you use - some have shiny in the alpha channel, some have a specular texture, others don't have the option or have a slider (I think). Roughness and small detail (bolts, seams, etc.) can be achieved with a shader that has a bump-map or normal texture. If you create a material in Unity and set it to use a KSP shader you'll see some areas for the textures - off to the left (I writing this from memory so may be a bit off) there's something like "RGB(A)" or "Specular" - these tell you what the texture will use the various values for.
  6. If you look through the shaders in Unity you'll notice they all have different texture inputs. Create a material and set the shader to KSP/Bumped - notice the "_MainTex (RGB spec(A)) beside the top texture slot - this is looking for a RGB with spec in alpha and a second texture (_BumpMap). Now switch the shader to KSP/Diffuse and you'll see it's looking for only one texture in a RGB format denoted by "_MainTex (RGB)". Benjee has a real nice metallic on a docking port in Benjee10_SharedAssets - I'll add a link here if I can find it again.
  7. Were you signed in to the forum when you tried to download? Something changed and it appears you now need to be sign in to get the downloads.
  8. I took a very quick look at Beale's site – it looks much like how I do things in Gimp - same steps, different interface. Unwrap the part, clean it up, export to a texture map that you open in Gimp. Paint the thing – layers are your friend! - and then export to .png for development, dds for final. You may need to download a Gimp dds exporter – at least I did when I was setting things up some time ago. I think DXT5 is used for UV textures and DXT5nm for normal maps (you might want to double check that).
  9. To add to OrdinaryKerman's reply - If you include the hydraulics to (appear to) push the engine around you us use the module FXModuleLookAtConstraint to keep the cylinders pointed at each other.
  10. I've been semi-temped to try to make an ice giant for some time. I don't recall seeing any of these the last time I looked - though its been quite awhile.
  11. I'm not sure how you would find this information using the .mu plugin but in Unity the KSP/Emissive/Bumped Specular (Mapped) shader has a "Specular Map" texture and a "Shininess" slider. If you use the non-mapped version the shininess is in the alpha channel of the RBG texture (and it also has a "Shininess" slider).
  12. I was unable to download too - then I signed in and it worked. I think they changed how it works but forgot to mention it.
  13. Other than the version numbers not a whole lot has changed since that wiki -the basics are much the same. Bits a pieces of things that come to mind: Unity should be version 2019.4.18f1 for the latest parttools. If using an animation you want to set the animation to "Legacy". Color animations - there are a few tutorials floating around - I don't have the links handy but Google should find them
  14. What are you using to move the pieces? A robotics module? some modules have a set axis that they move parts on - you might consider flipping the model around so the part moves along the X axis.
  15. You've probably tried this but... "OnPreModifyServo() - Updates the values of a servo in both scenes. Is called when The PAW values are modified" and "OnModifyServo () - Updates the values of a PhysX servoJoint in Flight"
  16. Looks really nice - I like the detail in the texturing.
  17. I don't know how this is done but I have seen some mods that do this - Source code is on GitHub. Looks like it may be using CustomBarnKit so you may want to start there. I suspect you'll need to get into some C# code.
  18. As far as reuse of assets - just use multiple model's MODEL { model = MyMod/Tank scale = 1.0, 1.0, 1.0 } MODEL { model = MyMod/Endcap position = 0, 0.5, 0 scale = 1.0, 1.0, 1.0 } MODEL { model = MyMod/Endcap position = 0, -0.5, 0 scale = 1.0, -1.0, 1.0 } Note the endcaps use position to move them to where you want and the Y axis is scaled to -1 for the endcap that is facing opposite of the way the model is built
  19. @ProgorMatic I've been following this for awhile but only check once in awhile as it isn't very active - I suspect I'm not the only one. I would be interested - I may have to play with that Red Blob code myself - though it may be a couple years before I get around to it It looks like seanth last visited end of March - so may be checking in once in awhile.
  20. It just clicked what you're doing with the intrusions on the ends of your main stage. For the top intrusion - engines can have an engine fairing that will detach when bottom engine node is detached - that will remove the need for the intrusion and the need for the extra colliders needed for a hollow part. The engine fairing involves adding an extra mesh to the engine and a ModuleJettison to the engine config file. An aside - the .mu addon to Blender can also import .mu files – I would recommend importing a stock part and looking at the way it's put together (fuel tank, engine, decoupler, probe core, fairing – what ever you're building) – you can get an idea how the meshes and transforms are connected to the MODULE's in the config file. The MODULE sections are what do all the magic and give parts their characteristics – the ModuleDecouple allows decoupling, ModuleCommand allows you to control a vessel, ModuleEngines allows engines to create thrust and so on. Understanding these and what they need to connect to in the model you make will really help. The intrusion for the bottom of your first stage can be handled in a couple of ways. One way is as you're doing it with the hollow and extra colliders – this keeps the engines separate and allows the engines to be used individually in other places but leaves the back end open. A second way would be to make the cluster as one engine with five nozzles – this would remove the need for the hollow and allow you have the full enclosure around the nozzles – like some of the pictures with just part of the bell sticking out - but is a bit more complicated to setup the smoke and flames as you now have five on one engine and doesn't allow you to use the engines individually. For decoupling KSP typically uses a separate part though I think HerbuSan made a mod that integrated the decoupler into the fuel tank so I think the way you're doing this will work. It looks like your problem is the config file has the “explosiveNodeID = top” but the top node name is actually “node_stack_top”. You will also need to add a ModuleDecouple to your first stage so you can decouple the second stage. I hope I'm not overwhelming you information here or discouraging you – making the first of any part can be difficult but once you figure it out making the second one is much easier.
  21. Looking at NeutronRocketFS Model's are typically 24 sided with a 12 sided collider – not necessary if you don't want to attach to the standard size parts (or maybe this is for Realism Overhaul). Colliders must be convex – you need do something like the colliders on your fairing if you want intrusions like on the ends of this tank. Colliders generally have fewer sides that the mesh – much easier on performance. Note: on some parts you can get away with using the primitive colliders (Box, Sphere and capsule) – these are less of a performance hog that the mesh colliders though fuel tanks are almost always mesh colliders. Attach nodes look good but the top node (node_stack_top.003) has that extra .003 that I don't see in the cfg file – unless you renamed that in Unity the part may not load. (you have screenshots from in-game so I gather you did) The config file has a ModuleCommand, ModuleSAS, ModuleKerbNetAccess, ModuleDataTransmitter and some electricCharge. This is typical of a command module – a fuel tank usually only has a fuel resource. KSP LF/O is typically 45/55 ratio so you would want (assuming this is an LF/O tank) something like: RESOURCE { name = LiquidFuel amount = 720 maxAmount = 720 } RESOURCE { name = Oxidizer amount = 880 maxAmount = 880 } note the amounts are random – from the first fuel tank config I came across – you may want to look at the stock tanks and set these numbers to those of a similar sized tank. A note: bulkheadProfiles = size3 but node_stack_top is size = 1. these are typically the same – a top node of size 1 would have a bulkheadProfiles = size1. Won't stop anything from working but it will show up in the wrong place if you filter parts on bulkhead size. I have some templates I use when starting a part - includes notes, Blender, Gimp and Unity files for the parts I been able to get working (or almost working). License is MIT – you can use the config files as a starting point or just see what modules are involved. Unfortunately its scattered all over the place - sometimes in the middle of a long thread.
  22. I get a "Link not found" - is that repository public? Fairings don't have a thrust transform - I'm thinking you may have the wrong fields? If your config files are in Git with the Blend files I can get a better idea of what is going on when I get a chance to look at them. If you haven't seen this - it's a good place to see what fields are valid for a module: KSP API If your using the NODE {} syntax in your config file you should have an "Empty" where you want the node to be - with the Z (blue) axis pointing out towards where the connecting piece will be. Position should be exactly where the empty is. The other way is to use the "node_stack_NodeName = 1,1,1,0,1,0,1" syntax - you don't need the empty in Blender. When I get a look at your blend and config files I can probably get a better idea of what's going on. I remember starting out it was very frustrating as there are many little things that can trip you up - any one of which will leave you with a part that doesn't work. It does get better as you learn what to look for and how things (usually) work - don't give up! it's a real thrill when you git everything working and can actually use the parts you've made.
  23. That would work - if you'll put it somewhere (config files and Blender files) and send me a link. From looking at your config files I see one of your problems - When you declare your nodes you have a name and a transform. The transform is the name of the node in Blender (you should have a Empty in the Blender file with that name [and in Unity - careful - sometimes Unity renames them - usually something like a.mesh in Blender becomes a_Mesh in Unity]). The ModuleDecouple explosiveID wants the Node name not the transform name so you want something like this: NODE { name = top // Config name for node - used below in ModuleDecouple transform = node_stack_top // Blender/Unity name size = 1 method = FIXED_JOINT } MODULE { name = ModuleDecouple explosiveNodeID = top // Config node name - see NODE StackTop above ejectionForce = 100 // In this part I've used the "top" node for both the top attach node and the explosive node. // I could have left this line out as explosiveNodeID defaults to "top". // isOmniDecoupler = true // Including this line changes a decoupler into a separator }
  24. I don't recognize those symptoms. Can you post a screen shot of the Blender outliner (the window in the upper right showing the nodes and meshes) and the cfg file for the two parts? I'll see if I can spot anything.
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