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SiliconPyro

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Everything posted by SiliconPyro

  1. Figured it out. I got the correct version of Unity and Part Tools.
  2. That is what I was just searching for. Thank you very much!
  3. Radius, not diameter. This is why I shouldn't make parts at 2 a.m. Thanks, guys.
  4. I am using Blender to model. I set my units to metric and made a 1m diameter cylinder, which became the body for an SRB. When I got it into KSP, after keeping the scale in Blender and Unity at 1, it's bigger than an orange tank. What is causing this?
  5. I had mine working, albeit glowing automatically in the VAB, so clicked 'Play Automatically' and then clicked 'write' again and now my part is not in KSP at all. I created a new part from scratch again, clicked 'write', works great. Add the animation, click 'write', part disappears from KSP. In the debug I can see the part.cfg for it, but it's the version without the part module for the emissive texture. I don't know why it's doing this. I made a thread about it HERE, but nobody has commented.
  6. I have a working part, an SRB. As soon as I add the animation for an emissive texture on the nozzle, KSP no longer loads the part. I go back to the VAB and get a message saying the craft can't be loaded because the part is no longer present (something like that) then I can't leave the VAB. I'm using Unity 4.2.2 and an install of KSP that is dedicated to developing this SRB, no other mods. Oh, and the emissive animation appears to work perfectly in Unity. Here are a couple screen shots, in case they help.
  7. Haha. I subcontract my texture work and this is just the first he got back to me, so I slapped it on there and launched. Things will only get better from here.
  8. A little while ago I posted asking for help with a nosecone, which I got sorted thanks to help from guys on the forum. Today I launched my first SRB. It's just a prototype, needs a LOT of work, but it's fun because it is gimbaled. Anyway, thanks and look forward to the part pack my friends and I are planning. If anyone's looking for help, I'm more than glad to share the little I've learned so far.
  9. That's a pretty cool project. I really like the idea of starting with small rockets like the Aerobee sounding rockets the U.S. started launching in the 1940's.
  10. Okay, this looks better. I think it would help if I just had a more detailed texture, but it's normal mapped now and it takes shadows just fine. Time to make something more complicated! Thanks to everyone who offered advice and suggestions.
  11. Yeah, my budget for messing around and modding KSP is exactly $0. I'm going to keep messing around in Blender. I tried a cylinder with the same results.
  12. Actually, it's like that from multiple angles. No, I don't know how to do a normal map. I'll try a cylinder and see if the lighting is different. Thanks for the insight. Do you have a link to a simple normal mapping tutorial using Blender?
  13. I saved it from Blender as a .blend straight into the Unity assets folder.
  14. It's possible since I don't know what that is, haha. How do I set it up correctly?
  15. Yes, I'm certain it's set to KSP\Diffuse. Now that I've got the process down, I'll make a new part from start to finish. Maybe I mucked something up while I was trying to get it to work.
  16. It looks like it has its own light shining on it. The texture is just light gray and black, so it shouldn't be from that. I'm using the KSP diffuse shader and the texture is exported as a .tga compressed, but I got the same results with a .mbm. Is this because I haven't included a normal map?
  17. Got it! In Unity I added another object. Then I moved its center point to the location where I wanted the attachment node. It worked perfectly. The x,y,z match up perfectly to the part.cfg as well. Thanks for your help.
  18. Awesome, not sure how I missed that. So how do I know what value to use? What I mean is, do Blender our Unity have an easy way of finding that offset?
  19. I made a very simple nosecone as my first part, but the attachment node is wrong. It's up in the center of the part. I used the part.cfg from a stock nosecone and just modified some description stuff. Is there a value in the part.cfg that controls where that node goes, or is it something in Unity before I export it? Here's what is happening:
  20. A buddy of mine emailed me about it and apologized for how much time I'd spend playing. I downloaded the demo then bought the game the same night. I think it was $12 something. That was just about two years ago, I believe. Amazing how much the game has changed.
  21. I think I found a solution using a custom shader, but it might look wrong on flatter surfaces. I'm going to do some experimentation and see what looks good.
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