dominique120
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Polygon budget?
dominique120 replied to dominique120's topic in KSP1 Modelling and Texturing Discussion
Its the model of a whole ship from a SciFi game. This number comes from all the parts together(wings, engines, body, etc) -
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?
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Get-Vector script.
dominique120 replied to dominique120's topic in KSP1 Modelling and Texturing Discussion
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. -
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?
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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.
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Scale does not get set.
dominique120 replied to dominique120's topic in KSP1 Modelling and Texturing Discussion
Now it works, scale at least. -
Scale does not get set.
dominique120 replied to dominique120's topic in KSP1 Modelling and Texturing Discussion
No I'm doing that in the PART section. -
Scale does not get set.
dominique120 replied to dominique120's topic in KSP1 Modelling and Texturing Discussion
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. -
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?
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Scale does not get set.
dominique120 replied to dominique120's topic in KSP1 Modelling and Texturing Discussion
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? -
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?
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Opacity masks for Unity.
dominique120 replied to dominique120's topic in KSP1 Modelling and Texturing Discussion
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? -
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!
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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?