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KSP2 Release Notes
Everything posted by ColdJ
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-42 apparently there was a ninja.
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- going off the rails!
- non-stop!
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-43
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Ask a stupid question, Get a stupid answer back.
ColdJ replied to ThatKerbal's topic in Forum Games!
They will both sting you. What goes up? -
One sentence you could say to annoy an entire fan base?
ColdJ replied to Fr8monkey's topic in Forum Games!
I like the music of Tom Swift. And the retro future technology adventures of Taylor Swift. -
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- going off the rails!
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-47
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I put together my own desktop computer from components. (You know you are a nerd when.)
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Floor 2582: You got here when the echo from the previous floor bounced back and pushed you up. Ironically this is an acoustically dead room, no sounds reach you. It starts to give you a nasty headache, so you head up.
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One sentence you could say to annoy an entire fan base?
ColdJ replied to Fr8monkey's topic in Forum Games!
Sorry, I forgot to wash my hands before double dipping in your gourmet pate. -
Hi @Randazzo. These are extracts from from other threads with the questions and answers. This thread is dedicated to getting things working in a blender enviroment. I very much appreciate your willingness to help but MM patches are for a different thread. I have made many configs using the Part Variant Module and it is great for giving a part many look options in the SPH. Here we are trying to give people building their own part, info on how to do so in the 3d modeling program. Thank you. P.S A lot of models require the material name used by the .mu in order to display properly for variations, like in this example. VARIANT { name = MontalcinoRed displayName = Montalcino Red themeName = MontalcinoRed primaryColor = #510212 secondaryColor = #510212 TEXTURE { materialName = LandRover mainTextureURL = KerbinRover/Parts/Rover/RoverMontalcinoRed _BumpMap = KerbinRover/Parts/Rover/Rovernrml } }
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-51 But I am off. Positives aren't likely to win because nobody sticks around long enough to actually have a chance. Goodnight/morning.
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A few of the possible configurations I have so far. Of the YnoT1300
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My calorificly confused consumption cookie.
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Place it in it's own folder on your main drive (do not put it in Program Files as the operating system will stuff up it's permissions.) I gave the link above. Place the plugin master folder in like this example. Then in the program under edit\preferences\testing. tick the box to enable it and tick it's sub boxes so that every thing is loaded properly. You will now have options under import and export for .mu You should also get an export as mu up on the top right of the menu bar across the top. Make sure you have the top of your heirachy selected when you export and make sure all your parts have a material assigned to them or else they won't be a 3d model when you import back in. Good luck. Tutorial by @Concodroid I've made a tutorial for this. It should work for all stock craft and most mod craft, but it's specifically for RWP, so it gives an example of how to fix a craft with the troublesome mod in the RWP modpack (AirplanePlus)
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-51
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Actually, you are *NOT* limited to the original number of characters in the filename... or the file extension, either If using a hexeditor to change the filename, count your character length (I cheat.. I copy paste the filename+extension, and use this website: https://charactercounttool.com/ )... Then take the character length, convert to hex (I cheat again & use this website: http://www.palmantics.com/html/hexadecimal/ ) Then take the hex for the length, and edit it to the character right in front of the filename, as highlited here: (thats a field that contains the expected character length for the immediately following texture file name) Do this for *each* texture file... Optionally, also, if you *add* or *remove* texture files, edit *this* value to = the total number of textures assigned to the .mu (its always the 5th value ahead of *only* the first texture : Heres one with *three* textures: That should do it for the hexeditor method. A BIG THANX to @cineboxandrew for teaching me that... I *think* I remembered that all correctly Info from Stone Blue. I think I have worked out how to change the texture files the model looks for in the 3D editor now. Under "Materials" if you scroll down far enough you get "MU Shaders". Inside this section is a Texture section drop down and inside it are the texture node labels. In this example "_MainTex" and "Emissive". When you click on one of those a further section appears that has the image file name associated with that node. You can edit that name to change the image file that is referenced. It seems to have worked for me so cross fingers I have it now. 2K_Pod is the image name for the main texture and 2K_PodE for the emissive. A webpage with all the blender releases from Orbital Maneuvers. https://download.blender.org/release/ Save as an .STL in the Export as section. Your model won't retain things specific to KSP in that form but all the 3d modeling will. You can do the reverse to import but beware, usually STL are much larger models and have more vertices than the KSP engine can handle, also they can't be exported as a .mu and turn back up as a 3d model unless you assign materials to them (texture file.). Importing Craft file into Blender to work on. Thanks to the wisdom of @Concodroid. For the benefit of others as @linuxgurugamer now knows. Here is a simple import of the stock KerbalX.craft file to remove it's chute and make it a 3d printable file format that could also be potentially then exported as a solid .mu to be used as static. Make sure your folder pathway is set to GameData for the .mu pluging under the preferences section. Go to Kerbal Space Program\Ships\VAB\ using the import KSP craft files option and get the KerbalX.craft file. Use the picture to see where the Make Instances Real option is and click it. You will now have a long list on the right and you want to find section canopy.001 With just it highlighted you want to right click it and left click delete hierachy. This will remove the chute. You then want to use the box or lasso select to highlight everything at once by putting it around the entire model. Once everything is highlighted go over to the File drop down, go down to Export and choose as an STL, give it a name and save. Start new to clear everything and then Import STL back in your saved file. You should now have a solid model of the KerbalX. Remember to assign a Materials file and put it under a heirachy before trying to export as a .mu to use as a static. I don't yet know how to create those from scratch, so I import a simple .mu model, Grab the new model in the list and drag and drop it into the other models top heirachy, once over the the section you want to drop into, hold Shift, the section will go darker, then just release the mouse button to drop it in. Once in , make sure it is highlighted, then go down to the materials section (circle that is quartered into to brown triangles, a yellow and a white) Click the drop down and choose a name from the list(the list is from the materials of the model you are adding in to.) Delete only the model info in the heirachy from the simple model you are using for it's heirachy, not the top of the heirachy and then making sure the top of the heirachy is the highlighted part, export as a .mu file. Clear using New project option. Say no to save project as a blend etc, then import the export you just made and check that everything is as you expect. If yes the you can add a simple box collider as it is only a static, before exporting it again. Hope this helps. Different file formats store data differently and may be quite different in size. The size of the .mu is not a problem, whether it loads up properly after you have saved it is the what is important.
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The following are Extracts. *.dds files are only texture files. It is the model file that contains the information as to which part of the texture file is used by which part of the model mesh. You can read *.mu files using this hex editor. https://mh-nexus.de/en/hxd/ And you can look at the *.dds files and edit them using. https://www.getpaint.net/ Most model files will have the mesh names written in plain English (some modders forget to name them though) The list of textures used by the model mesh are usually at the very end of the HEX translation, right hand side and then fast scroll to the bottom. In more modern *.mu files the mesh section names are usually not too far above the texture file names. Hope this is helpful. The thread for the .mu plugin is Clone the the github plugin folder by clicking on the green "Code" button and downloading the zip file. Make sure to read the instructions for installation. Link here. https://github.com/taniwha/io_object_mu Can you please tell me how you get the textures you have created to show up on the 3D model in Blender/BforArtists2? My way involves, clicking texture project in the UV menu then the "project" sub option in that option and then undo because the sub makes it change the UV map to "what you see", then turn off the texture project and voila, the texture shows up when I go to texture view. The plugin has glitch, so you have to go into the "Shading" section and disconnect "Vertex Colour" so that your texture file shows up on the model you are editing when you switch to that view.
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Owwww. This is the annoy, not devestate thread. Your answer was for the ask a stupid question get a stupid answer thread.
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Turn out the light and lock the door before going home.
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@Kerb24 -57
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