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khr15714n

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Everything posted by khr15714n

  1. I'm excited 2 where no has gone before...
  2. Had the same "problem". Update to 1.3 and they are back again. FE 3.0.0 is not fully compatible with KSP 1.2.2, not the fault of the mod due to changes in 1.3
  3. I've noticed it checking out Kurrikane. Kurrikanes fins and decoupler are MM-copied Squad parts and are not showing up selecting manufacturer. Using a real copy the part is visible. Using MM to change FE behavior seems also not possible. Neither adding nor editing nor deleting worked. Same MM-file placed in FE-folder and it's working. To be correct: adding new CATEGORY is working. Adding to existing CATEGORY is not working.
  4. The cameras don't vanish. You can see them in the exported mu's I've uploaded for you. Imported again in Blender the cameras are all there. In game I've noticed no visual difference. Using "V" in IVA there are four views in Squad (Left003 missing), Hacked (none missing) and Blender-export (all 16 missing). As posted before there are no ERR but LOG entries in ksp.log. Locating the reason why was no problem. Solving it due a hack (changing 0x20c3bd from 0x34 to 0x33, Blender helped in locating the wrong Left004) is easy and the LOG entry vanishes, ksp is happy. After import/rename/export ksp can (now) still read and display mu somewhat correctly. While ksp claims to be unable to find the 16 portraitCameras in ksp.log they are somehow still accessible. Or they are simply not used anymore as there are four seats in Mk3 Cockpit and you can switch through them using any of the three different mu's. Nonetheless the portraitCameras are recognized but the related data can't be found by ksp. So I tried the LV-T30. Import/export, just made sure that "liquidEngine1" was selected. Result on my side is a very different mu file in size and content (http://s000.tinyupload.com/?file_id=65345131473896721265). Also ksp seems to be happy on a first try to fly this new "liquidEngine1" while the mu-file was missing "HeatAnimationEmissive" (at 0xb8) and many more. Neither are there new entries in ksp.log. As this was the test file you've used before I'm sure you can see at a glance what's wrong with the result I've produced. I assume I simply miss some important click you haven't mentioned because it's so obvious to anybody familiar with Blender. But as I've mentioned, I've installed Blender the day before and am anything else but familiar with it. I would like to use your tool but I have to know at least what to do to produce working mu's. There are many happy kerbals out there writing you've done a tremendous job. Conclusion: I'm missing some simple but essential information.
  5. First things first - no error when exporting. Here are the results: Both are very similar, both throw no error in ksp.log but now none of the 16 portraitCameras can be found: The original mu has 2,148,245 bytes. After import/export both end up a bit larger: 2,454,640 bytes. I wasn't expecting the same size but with rearranging the data and no deeper knowledge about the format I would have to start from scratch analysing the files. I hope you can fiddle it out. Or in case you create different, hopefully correct results you can tell me how to avoid making something wrong. Sorry for not mentioning before, it's a clean KSP install, no mods.
  6. Thanks for reply. You can see the highlighted (white) "MK3_CrewCabin_Int" root object between the third and fourth line hidden under the error panel. I've also moved the "Select" snippet to show this better. I've followed your instruction and only selected the root object "MK3_CrewCabin_Int": Same result. Just to make sure there is no other flaw on my side: Extracted https://github.com/taniwha/io_object_mu/releases io_object_mu-1.0.0.zip ... C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_object_mu\*.py Blender 2.78c in Blender mode I've also tried to rename the four *.mbm to *.dds in MK3_CrewCab_Int.mu just in case the missing textures would be the problem - same result. But does Blender support dds? No. So I changed *.mbm to *.png in mu and converted *.dds to *.png - same result. I've tried to import/export unmodified Squad\Spaces\MK3_CrewCab_Int\MK3_CrewCab_Int.mu - same result. I've also tried to import/export unmodified Squad\Parts\Command\mk1Cockpits\CockpitStandard.mu - similar result. Ok, last info: Windows 10 x64. Could it be that the import/export doesn't work with x64? No. Same result with Blender for x32. You've said it works fine for you. So there has to be something on my side. Any ideas? As a wise man said:
  7. At some point in the past GameData\Squad\Spaces\MK3_CrewCab_Int\MK3_CrewCab_Int.mu was changed and ended up with two Camera_Left004 and no Camera_Left003. [LOG 14:21:51.447] PartLoader: Compiling Internal Space 'Squad/Spaces/MK3_CrewCab_Int/internal_MK3_CrewCab/MK3_CrewCab_Int' [LOG 14:21:51.449] InternalSeat: Cannot find portraitCamera of name 'Camera_Left003' While I was able to distinguish the two lights correctly and changing the mu in a hex-editor is working this is not the way I wanna go. I followed the instructions seen in thread as simple as they are and importing works fine. Renaming the two lights (Camera_Left004 becomes Camera_Left003 and Camera_Left004.001 becomes Camera_Left004) is simple. But it seems I'm missing something when I try to export the mu: A 2.04 MB mu becomes a 592 KB one. Including the expected error in ksp.log. What am I doing wrong in Blender? Thanks in advance
  8. Struts (Squad, Middle, Heavy) before and after Squads "EAS-4 Strut Connector.dds" and KWRocketrys "model000.mbm" are the same. Both model.mu differ.
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