Jump to content

Benji13

Members
  • Posts

    459
  • Joined

  • Last visited

Everything posted by Benji13

  1. Can you please explain yourself a bit more @Gamax19? Do you mean the MBM/TGA/PNG texture setting? Because if so, I've always used MBM and that was working for me just a couple weeks ago. Edit: Nice pod btw.
  2. @Eleusis La Arwall Thanks! That helped a lot. Does the collider for the two shapes automatically switch? Or is it the same for both shapes?
  3. Sure. It will have to wait until tomor- wait no, it's very early now. It will have to wait until later.
  4. Like have a range of islands to suit different needs (stage landing, harbour ect) and all you have to do is download the configs and textures of your preferred island, edit a line in the config with the latitude and longitude of where you want the island and profit!
  5. Yea the partools are the latest version. I use GIMP for my textures but most of them are pretty basic.
  6. I'm glad you like my mod! The model and texture files can be anywhere in your mod folder as long as you have their whole path in the part config. Many mods do this, the USI mods come to mind.
  7. Welp, another mod to add to the pile . I was halfway through reading the OP and thought 'If only you could switch it'. Then I saw that you could. Congratulations. This is a perfect mod. 10/10, would hatch again.
  8. Ok. I'll have to keep experimenting till I get something right.
  9. Okay it seems that there is a problem with the .mu. Here is the part of the log when the model loads: 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: 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.
  10. Are there any good skyboxes? I mean looks nice in the game with high resolution? A milky way skybox would be best. I've tried Reardon's 8K skybox but it looks terrible in game (i posted a pic in that thread). Thanks, Benji13.
  11. Is the skybox supposed to look like this? Because that is with every setting on full and it is most definitely not satisfactory.
  12. I am using the latest version on 1.2.1 an all parts in non-stock nodes have vanished. I have hide empty nodes installed so it's not like the parts are gone. They just don't show in the techtree nodes. Is this a known problem? Log below.
  13. Hello. I am trying to set up FSmeshswitch on my mod to change between two shapes on the one part but I need some clarification on how. The FSmodules guide says to put the objects of the one mu in the cfg. Eg the part.mu has both (2) meshes in it. How do you add more that one mesh/shape in one mu? I am using blender to export the basic .dae then using unity to add the collision mesh and convert to .mu. Do I just add both .dae's to the gameObject in unity? Thanks to anyone who answers this (and all my other threads. I'm just starting to make parts and these forums are so helpful), Benji13.
  14. Would it be possible to create a small island in one of kerbins oceans with kopernicus? I need somewhere to land my first stages.
  15. Those leg mounts have to be radially attached, even though they are circular. Place the tank first, then radially attach the leg mount to that. Make sure you use the right size without any symmetry.
  16. The only problem with that is when I want to have multiple models.
  17. @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?
  18. Hello. I have made a .mu for my mod but I can't get the part to load as I don't know the MODEL name. I have tried the name of the .mu with and without capitals but it doesn't work. How do you find out? There is a link to the file below. Thanks, Benji13. https://www.dropbox.com/s/qrkr16a1vv4ntc3/structuralDisk.mu?dl=1
  19. 10/10 much Soyuz, would visit ISS again.
  20. Benji13

    NERV heat

    I'd actually prefer it if all the engines made more heat. Would make it a bit harder and would validate my decision to install NF Thermal (or whatever it's called now). I might even make an MM patch and post it on here for others if they want (unless it's already been done).
  21. Probably gonna get this for the 4 man capsule. I look forward to a custom IVA as well.
  22. Yea I read about that in at her thead. I will try again later when I have time.
  23. Ok. I tried that setting and every time I tried it just added a new button at the bottom of the toolbar. I didn't try a new craft though.
×
×
  • Create New...