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Reax

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Everything posted by Reax

  1. Thanks. am pretty rusty not done much texturing/modeling in a good while. its actually a part for a lifter but i added the ladders as i was not thinking until ya pointed it out haha just need to work out how to get a part pull say a logo from another sheet and not the main texture sheet as my understanding is u can only have 1 material per part? then can add fuel logo stuff.
  2. SANDVOID SPACE SYSTEMS If it doesn't work, Kick it! --------------------------------------------------------------- Just making a thread to keep all the info on parts i decide to make. Starting off with the SSS1 Series of parts. all made from the same texture sheet to try keep it all modular. Still sorting out the workflow for doing parts and how best to do them. So always happy to take tips, advice from more seasoned forum goers. Cheers Reax In Development --------------------------------------------------------------- SSS1-Mfa Fuel Container (click to enlarge) Radius: 2.5m | Height: 2.5m | Type: Flat Ends TriCount: 12k or 1.2k without ladders | Note: :S far tomany tris on ladders i will rework them. Completed Parts TBA
  3. nevermind found solution.. for anyone wondering. just use blender mu exporter. (i use max so only using blender for the exporter)
  4. Has nobody got the stock models to download in obj or fbx? ive checked everywhere. be nice to have them for reference. cheers guys - Chris.
  5. Got it working. seems using dds textures in unity then writing the mu is a no go? which is weird as the stock parts use .dds instead i need to use a tga or png import to unity and write the mu and it works. (outputs an .mu file and a tga file. EDIT* got dds working now too. seems u use png/tga etc in UNITY then write the file. then replace it with the .dds for the texture and that works. i was trying to use a .dds in unity and write the part that way. sorted now. just need to look into bad node definition and learn how to use the nodes properly now
  6. I think you just nailed it. i name it what it is lol did not know it had to be "model" oops. ill we write it and see if that sorts it and thanks for the welcome - - - Updated - - - that wasnt it but also just noticed when i import the dds file into unity and then write. it does not output a texture file. but when i do the same with just say a png texture file it outputs a texture file with the mu file.. no option to select dds as the output tho. so do i convert it to dds after its writen or before?
  7. New to KSP so hello people, seen some lovely mods on here by everyone Anyway since i like modding that i decided to have a bash at trying to get a model working ingame. sadly most info you come across seems to be out of date. But from what i found i think am doing it correct. apart from its not showing up ingame. getting some kind of texture error when checking the log. Load(Model): SSS1s_DecouplerMk1/sss1s (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) File error: Failed to read past end of stream. at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 at A..ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at A..ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at A.. (.UrlFile ) [0x00000] in <filename unknown>:0 this is my file structure and the parts.cfg i just copied from one of the standard decouplers to see if i could get it to work. GameData/ /SSS1s_DecouplerMk1/ part.cfg sss1s.mu SSS1s_Decoupler_mk1.dds and the copied parts.cfg PART { name = SSS1s_DecouplerMk1 module = Part author = Reax mesh = sss1s.mu scale = 1 rescaleFactor = 1 node_attach = -0.03, 0.0, 0.0, 1.0, 0.0, 0.0 fx_gasBurst_white = -1.16832, 0.0, -0.0826454, -1.0, 0.0, 0.0, decouple sound_vent_large = decouple TechRequired = advConstruction entryCost = 2300 cost = 700 category = Structural subcategory = 0 title = SSS1s manufacturer = Sandvoid Space Systems description = Development attachRules = 0,1,0,1,0 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 // = 3200 stagingIcon = DECOUPLER_HOR stageOffset = 1 childStageOffset = 1 bulkheadProfiles = srf MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 260 explosiveNodeID = srf } MODULE { name = ModuleTestSubject environments = 15 useStaging = True useEvent = False } } Using.. Unity 4.2.2 and parttools 023 (i think that's number) dragged into unity asset folder Photoshop with nvidia dds plugin. Any help would be great so i can get down the workflow and get cracking heh. Cheers - Chris.
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