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dominique120

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Everything posted by dominique120

  1. Its the model of a whole ship from a SciFi game. This number comes from all the parts together(wings, engines, body, etc)
  2. How much is to much for a model? Right now I have a model that has around 90k polys. I decimated this model and unfortunately created a few problems. I would like to use the original model that is 130k. Is this to much?
  3. Ok I found the script in an old post, but how do I use it? I saw the pinned tutorial but it is a bit confusing.
  4. I'm going to try to make a collision mesh out of a bunch of parts and see how it goes. Thank you for the advice.
  5. Where can I get the Get-Vector script for 3DS Max?<br><br>If it cant be found, what would be the best way to find node points?
  6. So I can create a convex mesh but it would create problems? I sort of like how SQUAD did the collision mesh for the part I saw. I will try to recreate it.
  7. I believe I saw somewhere that this was possible in a tutorial but that was a while ago. Is it possible to do this? If so, how would I do it?
  8. So if U shape is an invalid shape for a collision mesh how is the Mk3 cargo bay made? http://wiki.kerbalspaceprogram.com/wiki/Mk3_Cargo_Bay_CRG-25 Also, can the collision mesh be animated? - - - Updated - - - So I opened up this file in blender with the mu importer and found that there is a multipart collision mesh. I see object names like: COLBottom, COLWalls, etc.
  9. That cleared it up. I guess I will have to re think my model and its components to meet this requirement. Thanks
  10. For instance would it be possible to make a detailed collision mesh for a bucket(cross section U)?
  11. I tried putting the MODEL section in the cfg but its not working. I tried on its own(out of the PART section) and in the PART section.
  12. I've looked arround this forum and the internet to figure out how to make an engine but nothing tells me exactly what to do or works with KSP 0.25. My question is: What is the name of the GameObject I must create and how do I set it up in the cfg for it to work? Also, can I have multiple vectors for one single model?
  13. This is just waht I needed, thanks. Do you know if there is something similar for rotation, and an option to exclude this specific model from the VAB?
  14. I have tried setting the scale in the CFG, to the parent object in unity and to all the children in Unity but the model still appears the same size in KSP. How do I set this so that it sticks?
  15. That is exactly what I have in MAX. One Multi/sub object material with 17 submaterials(some of these submaterials have submaterials of their own). I'll have to split it all up for it to work I guess. Thanks!
  16. I did not really understand this, could you explain it a little better please? Also, is there no way of doing this right in Unity?
  17. I have my model in unity and the textures are set right, displayed right and tried "KSP Diffuse"(got that from the part tools) and regular diffuse. I have exported my model and textures from unity like is mentioned in this tutorial but this is what happens: Unity: KSP: What is the problem here and what can I do to fix it? Thanks!
  18. In 3ds max I have opacity masks like these: On: Off: When I import my FBX into Unity I get the textures without their masks. Is there a way for me to do this in Unity?
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