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ColdJ

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Everything posted by ColdJ

  1. My E.M.U.V mod is now live on Spacedock. A chair to make spacewalks easier. https://spacedock.info/mod/3001/E.M.U.V
  2. Exo Mobility Utility Vehicle. License: CC-BY-SA-4.0 Now live on Spacedock https://spacedock.info/mod/3001/E.M.U.V Updated to version 1.1.1 on the 4/9/22 This the E.M.U.V, Exo Mobility Utiity Vehicle. A chair to make space walking a bit easier. It has built in RCS,SAS and work lights, Docking port on the back that will mate with a standard docking port Jnr and a Kerbal Attachment System socket, so that if you have that mod you can attach. Useful for transfers and building in space or retrieving a Kerbal that has floated off. With it's built in SAS you can control it remotely to get it back if it has drifted while you are working or send it off after that Kerbal. It is all one piece, no assembly required. Found in the Pods section. It is set up to use Mechjeb. Enjoy. ColdJ Changelog 1.1.0 Added an enclosed version, same capabilities but more protection.It uses the new light system.
  3. Not watching your video but If I understand what you have written, You are using a KSP emissive shader to light up chevrons that are hidden under the skin of your model using this module MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } You then are using a separate module like this example for each of the chevrons to be pushed up from under the skin. MODULE { name = ModuleAnimateGeneric animationName = LandingGear startEventGUIName = Gear Up endEventGUIName = Gear Down actionGUIName = Landing Gear defaultActionGroup = Gear layer = 1 } If this is correct and each chevron has it's own "animationName =" that is unique to it. Are you remembering to give each ModuleAnimateGeneric module a unique "layer =" so that they don't interfere with each others operation? Everything that is considered animated in a model and uses different animation names needs to have a different "layer =" It doesn't match anything in blender and there is no correct order, it just has to be a different number to any other animation in the config. If they are not animating in blender itself then that it is a different problem, I have never tried to animate that many different things on the same model myself.
  4. One, Not The Right Eggplant. One Kale please.
  5. Covered in sweet smelling flowers. Smellalicious Hill.
  6. Run out of fuel 10 meters off the ground. SSTO
  7. Granted: Now everything cancels out everything, leaving only a void. I wish to avoid.
  8. Co-banned for serving at Ironic Snowmen Manikins Inc.
  9. Wait, what weight? Who was waiting when, which where was wrought within? Customer: Is that literal literacy leaking laconically leeward?
  10. Once had three, a long time ago, last time I had a pet of any sort. Can't put myself through the pain of losing something I love like that again. TUBM has taken a deep breath and counted to 10.
  11. Well, I would do anything for Val, but I won't do that, oh no, no I won't do that. One veggie burgger. May I have some musk sticks please?
  12. To remind itself of the sound of freedom. Why does the confined brain dream?
  13. You keep avoiding answering my questions and I have seen adjustments done in blender change shininess, opacity and more in game. The original set up by Cold War Aerospace caused the reflection to actually be a distorted lens of what was behind the model rather than a proper reflection, when I adjusted it it became a proper reflection. I believe that your information may be out of date. What I have been doing has been working so I will go with that. All anybody has to do to see if it works is try it out in the program using the set up I have outlined for BforArtists 2 V2.70 or blender 2.93 alpha with the .mu plugin and see for themselves what result they get. I am sorry if this comes across as curt but you keep saying it is not possible even though I have seen the results many times and it is just getting tiring. @cineboxandrew
  14. I don't know about "Design" but you do know the .mu plugin comes with KSP shader set ups installed right? Just today I created a new material set up using the KSP Translucent Shader set up that comes with it and it shows up as see through in game. Are you using the plugin or are you using Unity and part tools?
  15. You've lost me. That is the shader I used. I build in a fork of blender using the .mu plugin. The shaders are part of the materials that the models use. I made that shader using info gained from the Squad foil tanks and a refective texture used by Cold War Aerospace. If that is not what is in the .mu file then how did making it and having it part of the material set up cause it to be reflective in game. How come I can transfer the material set up to other models and have them be reflective in game? Is this some kind confusion? I didn't say I invented a shader, I said it is a shader set up in the shader section of the materials in the 3d program that KSP displays in game as being reflective. I have showed you the pics of it in game working. The set up is a screen shot from the shading section. You are telling me it can't work when I am showing you proof it did. I don't understand your point of view on this?
  16. ColdJ

    Shower thoughts

    Thank you for the great answer. On a totally different thing for a sec, because of something in a different thread, just because I need to vent. I love it when someone tells me that something can't be done, after I have already done it. It's like they never took the time to read my signature.
  17. Oh, there can be worse. Have you seen the ending to "LOST"?
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