Uohcnam
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Everything posted by Uohcnam
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Uohcnam replied to girka2k's topic in KSP1 Mod Releases
I'd like ! I learn how to create a similar mod for latest KSP version. Many work to do, and not so much time but step by step ! some news in two weekd, i've some holidays and i'll not be with my computer -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Uohcnam replied to girka2k's topic in KSP1 Mod Releases
Added an Electric charge resource to the part with model. Work fine ! https://imgur.com/a/B4lJtt1 -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Uohcnam replied to girka2k's topic in KSP1 Mod Releases
Weekend is ending and i'm back home. I found properties to set position and rotation of differents mesh. So here is a screenshot : https://imgur.com/a/J7nkYYQ Now : next step, add modules like batteriers of tanks. For now i just achieve that by hand. I wrote my own cfg files to understand hows part module work in KSP. No c# now then. When i'll understand whole of part module with MM and differents mods i'll be able to start an automatisation with c# code and a reel ksp mod ! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Uohcnam replied to girka2k's topic in KSP1 Mod Releases
Well, i achieve the first step : merge two models in one part ! https://imgur.com/a/MBhbdmK i've just made a small cfg ... PART { name = UohTest module = Part author = Uohcnam MODEL { model = Uohcnam/Parts/Structural/UohTest/model1 } MODEL { model = Uohcnam/Parts/Structural/UohTest/model2 offset = 50,50,50 } category = Structural subcategory = 0 title = Uohcnam Test Part manufacturer = UohCorp description = Rien mass = 0.001 node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.1287344, 0.0, 0.0, 1.0, 0.0, 0 attachRules = 1,1,1,1,0 tags = test MODULE { name = ModuleCargoPart packedVolume = 90 } } well ... offset property not work, i've to look how move model! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Uohcnam replied to girka2k's topic in KSP1 Mod Releases
Ahah thanks, i'll need some encouragement ^^' I like your mentra ! I wasn't know all could be achieve by hand. So i'll proceed step by step ! Then basicly, i've juste to write some part module with properties of two differents parts. Notepad is already installed for many years now ! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Uohcnam replied to girka2k's topic in KSP1 Mod Releases
Thanks for your reply! Yes, i think this will be a pain !! but it doesn't matter! I could learn gradually how all of this mecanic work. Have you a way of proceeding to learn about module on Ksp ? Per haps on learning parts files ? Then lear about MM work too and finally look into welding mod? Tweak scale is gorgeous. That's a wonderful mod, keep it up and keep focused on your road map ! -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
Uohcnam replied to girka2k's topic in KSP1 Mod Releases
Hi all! Well, mod like this could save my life for build i make. So if i understand, this mod work in ksp 1.10 with the modified MM and KSPapie provided by you @Lisias . But i did not work for variants. Issue on variant is just for KSP stock variant system or B9PS system or both ? Also .. i've some c# knowledges and a little time .. so if i could help, i can try i someone can explain me bascis of ksp c# modding. And last question : what's this licencing system for ksp mods, it seems more constrainaing than useful for mod editors isn't it? Regards, -
[1.12.x] Textures Unlimited Recolour Depot
Uohcnam replied to Manwith Noname's topic in KSP1 Mod Development
okay, thanks @Shadowmage and @Manwith Noname for your answers. At this time, i'm not to have understood all of thing you said above, i'll take time to read and process those things. With covid-19 containment, i think i'll have sooo many time !! -
[1.12.x] Textures Unlimited Recolour Depot
Uohcnam replied to Manwith Noname's topic in KSP1 Mod Development
@Shadowmage, is your new add on TU with TUPartVariant module work the same way as the code above? What's the significant difference between TUPartVariant and B9+TUTextureSwitch ? TUPartVariant is working fine with parts using B9? I'll try to understand all of this small world ! -
[1.12.x] Textures Unlimited Recolour Depot
Uohcnam replied to Manwith Noname's topic in KSP1 Mod Development
Oh f***, that's what i'm afraid! thanks for your answer ! -
[1.12.x] Textures Unlimited Recolour Depot
Uohcnam replied to Manwith Noname's topic in KSP1 Mod Development
AH ! You said uninstall it then .... reinstall it, or uninstall and don't using restock?! -
[1.12.x] Textures Unlimited Recolour Depot
Uohcnam replied to Manwith Noname's topic in KSP1 Mod Development
Hi there! @Manwith Noname i try to add a texture set to a stock part (the cupola) with TURD. But at the beginning i encounter issue. I've Restock installed, and the cupola (like many other parts affected by Restock) have no TU switching module in the VAB.. I try to found a solution on this thread but ... nothing. Have you a solution?! -
Hi! I don't want to release anything. For now, i just learn some modding mechanics. i'm interesting the way how mods are made. Later ... maybe ... if i've mod idea, i'll use this knowledge. I know the huge work you've done withe the stock config! it's well organize, and know i understand how TU, MM and KSP config work, it's easy to use! That's all ;D
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@Shadowmage thanks for your complete answer! it is really helpfull !! For now i test on stock part even if Manwith Noname already done this stuff. I wasn't understand what was missing in my config file, now, i know it !!! Thanks again! Can't wait for TUFX testing !!
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Hi all! First, thanks for this mod, it's so coool! Then, after testing some recoloring / switching config, i'd like to explore this mod by creating my own config for my personnal usage. I've got a problem, in game, i've the switching gui, then the recoloring box when the texture set is recolorable but when i switch / recolor my part, there is no effect, the material still the same.. i've no error in my KSP.log, the mod is fine loaded so ... i need the community help ! Here is the config i created, i use only this mod (except TU and MM), i'm on KSP 1.7.3 and i try to setup tu on the I Beam 200 strutural part. @REFLECTION_CONFIG[Default]:NEEDS[TexturesUnlimited] { %enabled = true } @PART[structuralIBeam2]:NEEDS[TexturesUnlimited] { MODULE { name = KSPTextureSwitch //transformName = AspectTransform sectionName = Aspect currentTextureSet = Tex-A textureSet = Tex-A textureSet = Tex-B textureSet = Tex-C } MODULE { name = SSTURecolorGUI } } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = Tex-A title = Squad recolorable = false MATERIAL { shader = KSP/Emissive/Bumped Specular mesh = ibeam2 //mesh = structuralIBeam2 texture = _MainTex,Squad/Parts/Structural/structuralIBeam200/model000 texture = _BumpMap,Uohcnam-TU/000_PlaceholderTextures/Bump texture = _Emissive,Uohcnam-TU/000_PlaceholderTextures/Emis } } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = Tex-B title = Uohcnam recolorable = false MATERIAL { shader = TU/Metallic texture = _MainTex, Uohcnam_TU/Parts/Structural/structuralIBeam200/SIB200_DIFF texture = _MetallicGlossMap, Uohcnam_TU/Parts/Structural/structuralIBeam200/SIB200_MET mesh = ibeam2 } } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = Tex-C title = Uohcnam TU recolorable = true MATERIAL { shader = TU/Metallic keyword = TU_RECOLOR mesh = ibeam2 vector = _DiffuseNorm,0.4,0.74,0.74 vector = _MetalNorm,0.2,0.5,0.5 vector = _SmoothnessNorm,0.2,0.5,0.5 texture = _MainTex,Squad/Parts/Structural/structuralIBeam200/model000 } COLOR { mainColor = steel secondColor = silver detailColor = steel } } Thanks for your help !
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Hi All! I've just install BDD for 1.7.3 and i've a question. I've the feeling my prometheus parts have a weird looking.. See the imgur link. https://imgur.com/a/BD43ubI I precise i've only BDD installed in my gamedata. I join my KSP log if necessary. Log : https://www.dropbox.com/s/q57pewpp57gg4ad/KSP.log?dl=0 Thanks for helping !