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Posts posted by Gamax19
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Ok ii aaammmm ttthhheeedxvk yfdjishrafbaD Fn fj f zg F nafj af jra barj af j afj qf nVA AN AFN Q RAJAG AJQD! $ !*5!*4!75 /^ 25 *15 *1 *1 4; $ : :^ / /; ????????? Regards gamax19
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Can you win a challenge against the forum community?
So the rules are simple you must say any number 1 to 9 and every two challenges the next person can say -2 instead if they want to
You challenge by the same way you mention some one ie @Gamax19 and they have to say 1 to 9 and add it to the total and challenge some one else the loser must start again and challenge again with a number.
So have fun
So i challenge you with 0
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The new version 1.8.1 is not long now and the new probe looks funny I am not that good at texturing still though I have been trying out normal maps.
I can't wait to update the mod all is looking good.
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Nah
Its @Tinyeth (Taulord100) my brother.
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18 hours ago, Benji13 said:
Ok, I just redid the whole Unity part of production with no lamp, no camera, PNG texture and Diffuse Shader. Loaded it up and...
It works! Thanks everyone that helped. Although I probably have to completely redo the whole thing from scratch to be able to implement FSmeshswitch for a concave disk (and maybe triangles. Any thoughts?). Thanks again,
Benji13.
COOL WELL DONE!!! welcome to the modding community!
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@Benji13 use the ksp diffuse shader for the png as in the image (I thought that you were using a png)
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5 hours ago, Benji13 said:
Okay it seems that there is a problem with the .mu. Here is the part of the log when the model loads:
[LOG 19:18:50.230] Load(Model): StructuralDisks/Assets/concavedisk [ERR 19:18:50.239] File error: Failed to read past end of stream. at System.IO.BinaryReader.FillBuffer (Int32 numBytes) [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadInt32 () [0x00000] in <filename unknown>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.Read (.UrlFile file) [0x00000] in <filename unknown>:0 [WRN 19:18:50.249] Model load error in 'C:\Users\Benji\Documents\KSP 1.2.1 - Dev\GameData\StructuralDisks\Assets\concavedisk.mu' [LOG 19:18:50.254] Load(Model): StructuralDisks/Assets/structuralDisk [ERR 19:18:50.258] File error: Failed to read past end of stream. at System.IO.BinaryReader.FillBuffer (Int32 numBytes) [0x00000] in <filename unknown>:0 at System.IO.BinaryReader.ReadInt32 () [0x00000] in <filename unknown>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.Read (.UrlFile file) [0x00000] in <filename unknown>:0 [WRN 19:18:50.267] Model load error in 'C:\Users\Benji\Documents\KSP 1.2.1 - Dev\GameData\StructuralDisks\Assets\structuralDisk.mu'
There are two .mu files in the Assets folder. One (structuralDisk.mu) is the main model which is assigned to the Structural Disk part. The cancaveDisk.mu file is not assigned to a part but I was planning on adding it via FSmeshswitch later. It seems there is a problem with both files, even though they were both made the exact same way as an earlier (working) model. The only difference is that both of these (non-working) models have a lot more vertices than the old one. This means that unity split them in to numerous meshes/objects/whatever-evil-unity-uses. Could that be causing this problem? This is my step-by-step process for making the parts:
- Make part in Blender. So far all my models have only been made up of one primitive.
- Export Blender shape as .dae.
- Start new Unity project and import KSP PartTools and a folder with .dae and basic texture.
- Create empty GameObject in Unity and add component -> KSP -> PartTools. Select GameData folder and output directory. Name model.
- Drag .dae on to GameObject. Unity says is has too many vertices (for the concaveDisk) and slits the sphere (it's half a sphere) in to two meshes. This does not happen for the structuralDisk model.
- Add collision mesh to the 'cylinder'. I use 'Mesh Collider' with 'convex' ticked.
- Select 'Bumped Specular' shader for the 'cylinder' and add texture. Everything looks good so I export as .mu.
Here is an image of the Unity hierarchy:
I am not really sure what is wrong. As I said, I've done the same thing as I did before. Could be the fact I'm on 1.2.1 now too. I didn't think that changed anything with the parts though. Any ideas? @Phineas Freak? Thanks,
Benji13.
ow now this may work delete the camera and the lamp.
the tex must be set to this.
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Strang
Did you use blender for your model and texture? I have been using paint.net as well to get better details on my texture do you use the most up to date part tools?
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49 minutes ago, Benji13 said:
Ok. I'll have to keep experimenting till I get something right.
Don't stop! This mod is good the mu files need there own part file
In ksp,game data were the squad file is make a file call it whatever you want in that make some more files call them the same name as the parts you want to make in them a mu file called model and a cfg file and a texture the layout should look like this
Ksp
Game data
Your file
Part's files ie cool part,lol tank
In cool Part's file
Model.mu cool part.cfg cool part tex.dss
In lol tanks file
Model.mu lol.cfg lol texture.dss
And that's the way to get that mod working you have to put a read me in the mod. If you put more than one mu and cfg in a file it will not work you can have more than one texture in a part file good luck as I have experience with this as I have made a mod with multiple parts in it.
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Gama Pod M.K.3 VER.1.8
It's back and better then ever before the new death tra... gama pod.
the new remodeled gama pod has shiny and sleek designs and is a 4 crew pod that can run as a probe core as well as a life boat it has 200 units of power/electric charge and 55 units of monopropellant and two flags it is reusable.
< Ver.1.8>
Fixed texture (the airlock).
Fixed some tiny errors.
Added a fun flag.you can download the Gama Pod M.K.3
http://creativecommons.org/licenses/by/4.0/
At last I have got this thing hear lol.
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the mods file must only have the model,tex,cfg,in the file you call your part.
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On 13/10/2016 at 10:37 PM, callumrooney98 said:
This is a cool model are you sure you have not modeled before?
I am average at modelling and texturing so why not make your own model of airliner and get this thing released.
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9 minutes ago, Benji13 said:
@Phineas Freak I've moved all the textures and models to a new folder (StructuralDisks/Assets) to clean up a bit. I'll try again later/tomorrow and if that doesn't work I'll just remake the model. It's pretty simple anyway. So the name of the model is just the structuralDisk.mu bit?
The best way is to call the model model and the same in your cfg.
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My love of engineering and technology to enhance my knowledge of how the universe works and the most exciting and important space exploration sector the expansion of all humanity as a child I have always wanted to be a inventor and I made my first electronic motor in 2002 at age 6 so ksp is a natural game for me to mod and play.
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I'm in this would be great and realistic!!!.
But ksp is a great game on the way to be a legend!
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Trying to land a space shuttle again.
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I have been trying to get a working base on lathe and Well ksp and real life and my great flighing.(hopelessly falling to the bottom of the lathien sea.) And crashed.
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Wow that is so cool!!!
It looks like the real thing well done.
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10 hours ago, Allocthonous said:
Even if they can't squeeze out another full order of magnitude, a simple doubling would still be welcome. Jool and Eeloo take a looong time to get to. Especially if you aren't smart about your transfer windows.
that is my point jool is so long to get to.
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On 28/06/2016 at 6:13 PM, Kepler68 said:
Would this be acceptable for a license?
Licensed under creative commons Attribution Sharealike 4.0 international license, Modified with permission
Original work: http://forum.kerbalspaceprogram.com/index.php?/topic/95573-090-odysseus-planet-pack-for-old-kopernicus-v12-eve-planetshine-jan-10-2015/
EDIT: also, are these licenses free?
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Just now, Kerbonaut257 said:
I have not. What's it about?
It is about everything CnC 3 tib wars and kanes wrath
Gama Pod MK-3 update info
in KSP1 Mods Discussions
Posted
As I said on my own page I will update the pod again and in my absence I have improved my modelling skills and experience just a little bit for texturing though so ver.1.9 soon!!!
Sorry for the delay
Gamax AND Co.