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KSP2 Release Notes
Everything posted by Dasoccerguy
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Hey everyone! I haven't had time to make this work with 1.0 yet. Hopefully I'll get to it this week at some point. It's just a bit... exhausting to code all day at work and then come home and code a bunch more. I'll be sure to get to all your questions when I fix things. As for now, if you manage to fix anything yourselves please let me know! I'm aware that apparently the textures are mirrored across the Y axis and now using a different file format than before. I'm not totally sure how to fix everything yet, but I promise I will!
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It's hard to tell what is happening, but that almost looks like a computer issue with how most of the text is messed up. Could you try this? Open up Blender again, press A (select all), press Delete (just to get rid of that cube in the middle), press Ok. Now Import the Kerbal2. That has always been my test ship so I know it will work. If it's still weird, could you send me another screenshot?
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Yeah, no need to change code any more. That is all in the past. Tonight I'm going to wrap up this process of including Cptman's code so there will be even less of a reason to edit code (up until now you had to manually add mod support line by line). Just be sure that you use the correct slashes in kspdir.txt. Don't use double slashes there either... just as it appears in the navigator, like C:\Users\manni01\Kerbal Space Program
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That was an error I caused and I should not have uploaded that version. I fixed it about a day after I realized what I had done. Try downloading again, or you can just open import-craft.py and delete the line that says "import partdic." I was starting to incorporate CptMan's code and didn't finish. - - - Updated - - - If you go to page... 8 or 9, Sma and I figured it out and fixed the directory problem. The issue was that Windows uses backslashes and everything else uses forward slashes, so there is just a section of the script that chooses the slashes based on what OS it detects. It should work perfectly now, so please let me know if you have issues!
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I actually had a much stupider way of figuring out each part name. I can't believe I didn't use the .cfg files. You can email me the script, add it to a Github fork, put it in Dropbox, or whatever you want. I'm really excited to get this going! I'm happy to take a look into the . vs _ issue, but I'm thinking that, worst case, we could just have it crank out a big text file that would get added into partdir.py's dictionary, and we would only have to run the script once per mod. It would be great to do away with partdir.py, however...
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I'm going to basically echo what Sma said. Check that both addons are downloaded and enabled, and that you have the right info in kspdir.txt. Eventually I'm going to be consuming the .mu importer and kspdir.txt will become config.txt (and I might even try to find a fancy way to have it force you to update the configuration file when you first use the addon). You're totally right about the GPU thing. I have mentioned it at some points to some people, just not to everyone. There are a couple of hitches, however. While nVidia cards will almost always work, with AMD it is not as certain. Also (and I was beating my head against my desk for an hour before figuring this out), Cycles' fire and smoke will not render on the GPU. These are new features, so the idea in the Blender development pipeline was to just get them working on CPUs first. I think you understand all that. As for the python script for the dictionary... if you can figure it out you've solved the last great challenge of this project. I saw no way around manually doing it, especially because the naming conventions are so...... random. Here's an example: In the VAB, this part is called "Mk1-2 Command Pod". The folder it is in is "Mk1-2Pod". In the .craft file, this part is called "Mark1-2Pod", as you can see in the bottom left of the screenshot (they're imported to Blender with the naming system in the .craft files.) Sooooo, I don't see an easy way to procedurally do this. If all the modders (and Squad) were perfectly consistent then it would be possible. - - - Updated - - - Also if anyone can help me, is it possible to remove the Poll I made on this thread? I figured it would vanish when time was up, but it's still around and being useless.
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Thanks for the P.S.! Any sneak peeks you want to upload? The book looks interesting, though the first thing I noticed is that it was written for 2.6 (2012 and 2013). All of the fundamentals will be the same, but there have been a lot of improvements and very valuable additions since then. Blender tends to get 2 or 3 major updates every year. On this page (http://www.blender.org/features/past-releases/) you can see the release history to get an idea of what I'm talking about. Each image goes to a changelog where they talk about what was updated. Some highlights: Freescale render engine (v2.67b), which lets you do cartoon and cell shading, outlines, and several other things very easily. I've used this render engine for making engineering-y schematics. Volumetric rendering for Cycles, which lets you do things like create photorealistic fire and smoke in like 2 minutes once you get the hang of it. Overhauls to the texture painting and sculpting modes Overhaul of the node editor But the book looks like a good place to start. Blender underwent a complete transformation at the 2.5 release, so it's crucial that the book is after that. Apparently they don't even list the versions before 2.5 (i.e. before mid 2011) on the downloads page... haha. Every now and then when you search around the internet for help you're going to come across images like this: http://wiki.blender.org/uploads/0/0c/Tree_interface.png, which is from a pre-2.5 version of Blender. It honestly looks like a different program.
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Sounds like you could use a video tutorial, which I just so happen to be working on! I have a hunch that the .mu importer isn't enabled. Press Ctrl+Alt+U and go to Addons, then search "ksp" and make sure both addons show up and that you've checked the checkboxes. It threw an error when it went to look for an object within Blender that was never created because it was never imported. Blender has a steep learning curve, but it is the single most rewarding program I have ever used. It has all the potential if you just tough it out. This week I'll be making a YouTube series for people exactly in your shoes, so can you give it 1 more chance?
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Honestly the tag at the end isn't very important for any part besides the fuel lines, struts, and clamps because those parts have special code to help them import. One thing I've been meaning to do (that I'll go make a note of on Trello) would be to make that info a little more useful, like saying which section in the VAB they come from.
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Will do! The poll is mainly to gauge interest in different mods. I personally haven't ever played with parts mods and don't know much about which ones are popular. Since it's a reasonably large time investment to incorporate each set, I'd like to do it in the way that makes the most people happy first.
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Check that both addon folders are in the right spot and that they are both enabled in Blender. If you press Ctrl+Alt+U, go to addons, and then type 'ksp' in the upper left you can check that everything is at least that far. If you still have issues, let me know! - - - Updated - - - Thank you very much!
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I'll give it a shot when I get home (~5 hours from now). Others have told me that in order to fit under the 50 MB limit they had to leave off the textures anyway. At some point I'll be looking into a way to reduce that size specifically for Sketchfab. - - - Updated - - - Also, does anyone know how to change the thread title? I'd like to get rid of the "quotes" around "addon" because it's actually an addon now.
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So maybe you maxed out the clipping end. Try selecting everything and scaling it all down. If that doesn't do it I'm very confused. - - - Updated - - - In no way are you "bothering" haha. Thanks for the questions. - Textures are imported through the .mu importer addon that my addon requires. It leaves them as .mbm. I was able to find a .mbm to .png converter that I may use to help people get under the 50 MB limit on Sketchfab, but otherwise I'm okay (and Blender's okay) with just using .mbm - The parts are imported with their animations, and this script moves the animation to before frame 0 so nothing is moving. Then, in the menu, you can "reverse" that animation that's before frame 0, and since Blender is set to maintain the position at the end of the animation that has the effect of toggling parts between deployed and undeployed. - Please and thank you! Just let me know which mods so we don't get duplicate work. If you have questions about the process I'm happy to answer them. - - - Updated - - - Will do. For the folding in, select the wheel and press K. You should see a "Toggle Deploy" option, and hopefully it does its job!
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First, select the camera. In the properties pane on the right, go to the little camera button and max out End under Clipping. Basically it's set to not render things that are too close or too far away, and the default setting isn't too great specifically for these imports. - - - Updated - - - Was it already inside your Program Files folder? Try editing it before you put it in there. I know sometimes Windows doesn't like its Program Files being messed with. - - - Updated - - - There are a couple of things to check. Is your kspdir.txt pointing to the right spot, and using only single backslashes (Windows) or single forward slashes (Mac, Linux) now? Do you have the .mu importer addon enabled?
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Starwhip's Renderfarm [Stock Craft Requests Open]
Dasoccerguy replied to Starwhip's topic in KSP Fan Works
May have been the update I released, which makes it an actual Blender addon. Let me know how it's working for you! Also in the update, the menu lets you select all parts in the same stage as the currently selected parts. Hopefully that would be useful for that one request.