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KSP2 Release Notes
Everything posted by /not/pol/
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Ah, yeah i was wondering what you meant about cameras n stuff, i need to figure out how BDA outputs and displays data within Unity menus/sub-windows and figure out how to make that data displayable by a monitor within the IVA.
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How are particle FX Put together now? guessing the Particle FX Editor on unity 4.18f doesnt work or?
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I am going to have to reverse Engineer BDA in order to get the RWR on a monitor arent i ;;;
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Depends on what version of the game you are developing for and what features you are making the parts to exploit. that guide is 3 years out of date. First, Determine the version of game you wish to develop for, with notes that 1.9.x>1.12 is pretty much the same dev enviroment with incremental updates optional. Then, determine the required unity version for that variant of Part tools, as far as TextMesh Pro, give me a minute and i may be able to find a version that should work.
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Thank you! i appreciate that someone out there is still following this. Taking steps to get setup with this again, a large drawback was the tragic loss of my M2HB Model literally the day of completion before import. as it was the basis for the new tanker parts line. so im beginning to rebuild that model from scratch while getting a proper dev enviroment setup again.
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im still here, i still play KSP as i have for nearing 8 years now, i have been swamped with my career as a Refrigeration technician for the past several months and it has been precluding me from having the energy to persue my hobbies such as 3D Graphical artistry and Modding, i will return to this soon:tm:.
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More Updates, A-10 Cockpit nearing completion, K52 is awaiting prop-out. Now for the question, MoarDV Avionics, Or Good old fashioned RPM? Not sure which of either to use, i know RPM like the back of my hand but MAS offers streamlined production and much more advanced feature sets.
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Odd, wonder what broke it, You should be on KSP ver 1.9.1 as 1.12 is incompatible with BDA, Please make sure all dependencies are Installed. Bringing this up to speed, Man i have a habit of turning up no where for a while, sorry about that, switched industries recently and work has been killer. this is still getting touched on when i have time, new Cockpit in the works while i mourn the loss of my A6 and E2C models still.. And some B52 finish ups.
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Reworking the B52 Cockpit Interior now, your CPU will be screaming, its 104k Tris, granted everything else in this pack is more then that for just a single weapon soo.. dont ask why i spent 2 hours divising a work flow for easily modeling electrical tape. i have ran out of texture coordinate space 4 times now...
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HOW TO MAKE MODS IN KSP HELP ME!!
/not/pol/ replied to towermom9's topic in KSP1 General Mod Development Help and Support
i ran KSP and made mods on an AMD E300 APU, it can be done, though 1.3ghz is extremely painful , but yeah, what kinda mod? -
this thread is kinda old but i figure i should help anyone who has this primary issue of Non compiling shaders, with that dead link for the correct shadowmap here is a bandaid fix Crossposted from another thread i have - Missing Custom shaders binary curt. this code i found while googling and as far as i can tell is just default Unity code and is MIT licensed- https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityShadowLibrary.cginc And i changed 2 lines in AutoLight.cginc to make it all function. will be crossposting this to a thread i had seen that was similar Heres a link, just put the files in the Assets/Parttools/Shaders folder and replace the AutoLight.cginc with the new on. https://www.dropbox.com/s/e7a8phoz9zdbxq3/ShaderFix.zip?dl=1 lines changed - Commented out the top line mentioning the custom library and uncommented out the bottom one. probably not necessary but it worked for me I dont know if it will still look for the custom library or not, i just put it in there but my drunk a%$ is pretty sure its defaulting to Unity's default shadow maps, which is fine for editing parts and the likes as KSP as a game has its own shader set it will compile, and i dont think its far off from default until you start messing with the new stuff that got introduced in the more recent versions. 2022 edit, as i come back into modding i actually reencountered this issue on a fresh Unity/PT Install and had to recursively work my way back to this solution before finding my post in this thread through google, that was nice...
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PartTools broken shaders?
/not/pol/ replied to /not/pol/'s topic in KSP1 Modelling and Texturing Discussion
So, i fixed it. Missing Custom shaders binary curt. this code i found while googling and as far as i can tell is just default Unity code and is MIT licensed- https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/CGIncludes/UnityShadowLibrary.cginc And i changed 2 lines in AutoLight.cginc to make it all function. will be crossposting this to a thread i had seen that was similar Heres a link, just put the files in the Assets/Parttools/Shaders folder and replace the AutoLight.cginc with the new on. https://www.dropbox.com/s/e7a8phoz9zdbxq3/ShaderFix.zip?dl=1 lines changed - Commented out the top line mentioning the custom library and uncommented out the bottom one. probably not necessary but it worked for me I dont know if it will still look for the custom library or not, i just put it in there but my drunk a%$ is pretty sure its defaulting to Unity's default shadow maps, which is fine for editing parts and the likes as KSP as a game has its own shader set it will compile, and i dont think its far off from default until you start messing with the new stuff that got introduced in the more recent versions.- 1 reply
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Shaders appear to be broken in the most recent Parttools On Unity 2019.2.2f1, most recent parttools update, uninstalled default Textmesh and installed the one linked in the thread, no go. KSP shaders fail to compile, All of them, for that matter, so its not just the original error with IVAs being funky.
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the answer is F-ing insane. i put this thing in KSP with no problem about a year back, unfortunately it never saw the light of day because Western Digital. For a more practical example you can go basically as far as anyones sanity could hold up detailing a model just for KSP, be mindful of potato computers though,
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ignoring the Old thread message for a bit My friends had all playtested this mod at one point, and one of them has dug up the last experimental version ever created, combined with life stresses easing off and my recovery of alot of the source files (turned out i wasnt as lax on my own preaching of data security as i thought), this mod may yet live stay tuned. update: Got some of my props back in, confirmed what i do have is functioning in 1.9.1, only broken part is the LAU-115C and the LAU-68C, an ejection rack and a rocket launcher - easy.
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If its the version linked in the OP i've already recovered that, although it contains really only reference configs and old versions of the color pallets i used for textures, In the works was an entire revamp of all bombs and weapons included, Pretty much everything was revised and new and was set to release in early january. Thanks for the offer though, Good news is that alot of those models and files were sent off to a few friends of mine for testing not too far back, so i can recover most* of whats lost. there a total of about 20 to 25 parts or so at one point, so it will take a while to rebuild. If and when i get everything straight and am back to actively working on it i'll post a new thread for the new version, and let this one serve as a warning to backup your data, especially if you already have (had) 2 hdds like i do, no excuses.
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So, Unfortunately im going to have to announce that this version of this mod is dead, not due to burnout but because all source files and in works projects were lost due to catastrophic harddisk failure. I may attempt to scratch together what remains of my files are laying around on the net from this project and rebuild at a later date but as of now there will be no more updates, when i get the chance i will attempt to get the most recent development build that was sent to a friend uploaded so atleast some of what was teased can be enjoyed.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
/not/pol/ replied to Shadowmage's topic in KSP1 Mod Releases
Motor was reversed the way it should be. instead of neutral traverse it acts almost like regenerative steering, in which the entire vehicle moves forwrad but one track moves much slower than the other. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
/not/pol/ replied to Shadowmage's topic in KSP1 Mod Releases
Parts are not welded onto the hull, I added each track on each side and moved them to be centered with each other. I've not tested them in other crafts. but its a somewhat recurring issue i cant seem to pin down the cause of for this vehicle, even before i switched to a weldment hull. On 1.7.3 if its of any note. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
/not/pol/ replied to Shadowmage's topic in KSP1 Mod Releases
it seems to occur only after ejecting the command pod on a vehicle controlled with a command seat. The hull of the vehicle is made using Ubiozur Weldments and armor parts from BDAc so i can post it, but it will require custom files.