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Uohcnam

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Posts posted by Uohcnam

  1. 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.

     

    On 10/1/2021 at 11:43 PM, Demcrew said:

    Yep, Step by Step... oh baby ... lol, that reminds me teen time...

    Anyway, what you've shown is very promising.

    I think as a start, not all the parts should be addressed, in order to keep a cruise speed on your development and save you from headache and your faith to the project, you may add a filter on parts which are elligible to be welded.

    This is crucial for troubleshooting afterwards when you'll submit the beta for testing... 

    Once you're very confortable with this, and really own the code from A to Z, then you can crack on and open the gates to all (possible) parts.

    This is just a suggestion, up to you of course to follow it :)

    Keep up!

     

    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 ! :)

  2. 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!

  3. 6 hours ago, Demcrew said:

    Just a quick word to encourage you in this challenge.

    Ahah thanks, i'll need some encouragement ^^'

    3 hours ago, Lisias said:

    This is one way. Another is having to scale them. :D

    I have a personal mantra: do not automate what you don't master doing by hand. UbioWeld is, essentially, an automator: there's nothing on it that you can't feasibly do by hand (it's a part generator, in essence).

    Create a part merging two wing panels. Then merge two fuel tanks. Then merge a fuel tank and two wing panels in symmetry, and so goes on. NotePad++ to the rescue. :)

    Essentially what you need to type to make thins work is what the tool will need to write too.

    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 ! :D

  4. Thanks for your reply! :)
     

    16 hours ago, Lisias said:

    You are going to have a hell of a crash test course, my friend! :)

    You will need to understand how Modules works too, because you will need to know how to "merge" them - you will sum the module's values, or you will keep two modules, each one with its own values? (See how multi-mode engines work!).

    I'm pretty used to these situations due my tenure on TweakScale, and I can tell you that the mess can be a bit daunting at first - but it's manageable once you get a grasp on the thing - and welding is not a runtime flyingtime action, and this make things extremely easier. ;)

    Yes, i think this will be a pain !! :D 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 ! :D

  5. 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,

  6. On 3/14/2020 at 1:40 AM, Shadowmage said:

     

    
    //the extra-info blocks would look something like:
    EXTRA_INFO
    {
    	textureSet = textureSetForFirstGroupOfMeshes
    	textureSet1 = textureSetForSecondGroupOfMeshes
    	textureSet2 = textureSetForThirdGroupOfMeshes
    }
    // - OR -
    // (the '0' on the default textureSet property name is optional)
    EXTRA_INFO
    {
    	textureSet0 = textureSetForFirstGroupOfMeshes
    	textureSet1 = textureSetForSecondGroupOfMeshes
    	textureSet2 = textureSetForThirdGroupOfMeshes
    }
    
    MODULE
    {
    	name = TUPartVariant
    	sectionName = FirstGroupOfStuff
    	moduleIndex = 0
    }
    MODULE
    {
    	name = TUPartVariant
    	sectionName = SecondGroupOfStuff
    	moduleIndex = 1
    }
    MODULE
    {
    	name = TUPartVariant
    	sectionName = ThirdGroupOfStuff
    	moduleIndex = 2
    }

     

    @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 ! :D 

  7. 19 hours ago, Manwith Noname said:

    Can I ask, how far do you intend to go and do you ever imagine you would want to release this?

    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 

  8. 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 ! :)

  9. 11 hours ago, KerbalKore said:

    @Uohcnam You’ll find those are the old and deprecated Prometheus parts. They have a rusty texture to indicate new parts with better models have replaced them, and they will be removed in a future update. :)

     

    7 hours ago, GoldForest said:

    Those are the dead parts. I'm not sure how you got them. Download the latest build from GitHub. 

    https://github.com/CobaltWolf/Bluedog-Design-Bureau/releases/tag/v1.6.1

     

    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. 

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