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SmashingKirby148
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Everything posted by SmashingKirby148
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I used the " " way, with the second one having a / before "spoiler", but it just seemed to make the spoiler not a spoiler, but made the image slightly smaller. Is this the new spoiler?
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Don't worry everyone, this project has not been abandoned! My computer got the "Temporary Profile" sickness, so I couldn't get into my account. But it's fixed now! And I now know what I want to add to this mod! The blueprints are below, and it may seem like not a lot, but I'm making a 0.625m Expansions as well, and a 2.5m Expansion, and even a 3.75m Expansion, so the idea is they are all 1 big pack. But that's all from me for now.
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[quote name='nightingale']No love for this thread yet? A wise troll once told me, "no pics, no clicks". Nothing to click on yet, but here's the pics! So the first set of strategies that I wanted to show off are what I collectively refer to as the "Celestial Body Programs", which are broken into "Moon Programs", "Planet Programs" and "Gas Giant Programs". These strategies can't be turned on/off at a whim - once you choose one, you either have to complete it (and get a reward), or let the timer run out (and get a [I]stiff[/I] penalty). They have some pretty big upsides (vastly increased milestone rewards for the chosen body, cheaper research, big reward at the end) compared to the downsides (modest setup fee, vastly decreased milestone rewards for other bodies, giant penalty for failure). But we'll see how it looks with other strategies I come up with - I'm willing to call it balanced if a player isn't automatically choosing these over other strategies. Oh, and these are dynamic, of course. So players of RSS will get things like "The Apollo Program", "The Ares Program", and "The Zeus IV Program". Players of New Horizons will see options like "The Serran Program", The Arin Program", and "The Vanor VI Program". [URL]http://i.imgur.com/JM2FV7G.png[/URL][URL]http://i.imgur.com/LAoSPXc.png[/URL][URL]http://i.imgur.com/IkJpilH.png[/URL] I'm really happy with how the icons turned out for these. I was going to keep the black and white look of stock KSP, but for planets I wanted just a little bit more to it. I didn't do custom icons for any planet packs (for some I hard-coded a mapping to a "close" stock icon, others will just fall-back on a default icon). If there ends up being demand for it, I can always do some custom icon packs easily enough. [URL]http://i.imgur.com/kr15IkK.png[/URL][URL]http://i.imgur.com/a29oaxS.png[/URL][URL]http://i.imgur.com/4MBHpJt.png[/URL][URL]http://i.imgur.com/TERFZYy.png[/URL] [URL]http://i.imgur.com/8U6DtPF.png[/URL][URL]http://i.imgur.com/CHZZf7i.png[/URL][URL]http://i.imgur.com/tKNRz3U.png[/URL][URL]http://i.imgur.com/pF8G0uC.png[/URL] Let me know what you guys think![/QUOTE] Oh yes! This is going straight to my career mode. :D
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Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='artwhaley']I... THINK I had this problem ages ago when I had a collider that had too many tri's on it? You could try replacing with a simple box or capsule for a quick test to see if the problem is collider related![/QUOTE] Ok, I'll try that soon. -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='Xyphos']Are you using Unity 4.2.2 or earlier? Models with animations won't load properly in newer versions without converting the animations to legacy.[/QUOTE] Animation? This doesn't have an animation. '-' [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Xyphos']Are you using Unity 4.2.2 or earlier? Models with animations won't load properly in newer versions without converting the animations to legacy.[/QUOTE] Also, I have already made a part so I know I'm using the right version. -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='Randazzo']Do you have modulemanager installed? If so, try moving ModuleManager.TechTree out of your gamedata directory (to somewhere you can find it) and relaunching the game. Beyond that I could only suggest uploading a unity package somewhere to look at.[/QUOTE] Alrighty [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='SmashingKirby148']Alrighty[/QUOTE] First one didn't work, and I don't know what the second one means. -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='Randazzo']There's no errors after either of those lines? If not, I'm at a loss. Everything should be loading correctly.[/QUOTE] I believe so. :( -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='NecroBones']Just to clarify: The "mesh = " line can be completely botched, and the part will still work as long as there's only one ".mu" file in the folder. That line gets ignored and the last .mu (alphabetically) in the folder is used.[/QUOTE] Ok, I'll try that then. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] Still didn't help. :/ -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='CobaltWolf']Your collider looks very complicated. If you want it to be shiny, you need a specular shader (reflects light) not an emissive shader (emits light). You can map a specular shader so only certain parts are shiny - or, more easily, you could separate the shiny pipes in Blender into another object and have that use a different material using the same texture map. Out of curiosity, what happens if you set everything to just a normal diffuse map? Look in the output.log for anything referencing 'liquidEnginePrivate'. Ctrl-F.[/QUOTE] Ok, I'll try all of that. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] I could only find two lines that have to do with my engine and they are PartLoader: Compiling Part 'FrozenTechnologies/Parts/Engines/liquidEngineLV-500/liquidEngineLV-500/liquidEnginePrivate' and Config(PART) FrozenTechnologies/Parts/Engines/liquidEngineLV-500/liquidEngineLV-500/liquidEnginePrivate -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='Randazzo']under .../KSP_Data in your main install directory. Also, what shader are you using?[/QUOTE] Well, the output log says a lot of things. ALOT. [SIZE=5]ALOT.[/SIZE] As for the shaders: [IMG]http://i.imgur.com/0uHijO9.png[/IMG] "private" doesn't actually have one of those glowing animations on it, I just chose that shader because I needed the light grey metal bars to be shiny and the rest to not be shiny. -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='Randazzo']Since the export isn't corrupted, I'm [I]guessing[/I] at this point that you might have two materials assigned to one object. It works fine in Unity and has no problem exporting that way but it won't load in KSP. What's the output.log say?[/QUOTE] What's that and where is it? -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Here's the console. [IMG]http://i.imgur.com/dXtGIxS.png[/IMG] -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[IMG]http://i.imgur.com/0OTWsDR.png[/IMG] -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='MeCripp']Can you take a screen shot of what you have on model ?[/QUOTE] Which one? -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
Remade the whole thing, still not working. :/ -
Part not showing up in VAB?
SmashingKirby148 replied to SmashingKirby148's topic in KSP1 Modelling and Texturing Discussion
[quote name='fairy']The Squad way of writing configs is to add the .mu at the end. You can reference the models in a couple of different ways, some requiring the .mu extention and some doesn't. The way you did it looks fine to me. I can't see anything wrong with the config at first glance. As long as you reference the part by the name you gave it in Unity it should load. And by "the name you gave it in Unity", I mean "Model Name", not the name of the model in the hierarchy. Maybe export it again, or do the Unity stuff again (create GameObject, add the model, apply texture, etc) and hit "write" again. I've had it happen once or twice where I do what needs to be done and hit "Write" but the part won't load. So I just went back and did the whole thing again and it showed up. The PartTools can be a bit wonky at times.[/QUOTE] Ok, I'll try that again.