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Uohcnam

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Everything posted by Uohcnam

  1. 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
  2. Added an Electric charge resource to the part with model. Work fine ! https://imgur.com/a/B4lJtt1
  3. 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 !
  4. 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!
  5. 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 !
  6. 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 !
  7. 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,
  8. Hi Guy. Up this thread. I'd like to have precise rotation too ! Is it possible? Regards
  9. 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 !!
  10. @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 !
  11. AH ! You said uninstall it then .... reinstall it, or uninstall and don't using restock?!
  12. 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?!
  13. 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
  14. @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 !!
  15. 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 !
  16. Thanks @GoldForest and @KerbalKore for your answers ! Well i don't know too how those parts appeared ... I download the latest version for 1.7.3 and i just put the folder in the gamedata folder.
  17. 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 !
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