Xellith
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Everything posted by Xellith
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I may be wrong, but I believe one of the devs stated that resources wont be in 0.20 due to their complex nature. They will be implimented in a version after 0.20
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Ive made docking parts before without any cfg edits... I think.. I forget.. nvm =/
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Importing animations from Blender to Unity?
Xellith replied to tygoo7's topic in KSP1 Modelling and Texturing Discussion
Firstly, I appologise if the pics are too large in filesize. Secondly, I appologise if you get lost trying to follow me. Its 3am and I decided now of all times would be good to try and explain this. If you have never created even a simple part for KSP using Unity (such as a standard fueltank or something) then you prolly are gonna struggle with this guide. Its not that its hard to do, its just that I kinda gloss over everything. But welcome to the idiots guide to importing animations to KSP from blender. Not that Im calling you idiots. Its my guide and therefore I shall claim that title. Step1: Create your model and your animation in blender. Note, if you use custom colliders you will prolly wanna add them here and animate them too. http://i40.tinypic.com/ea32vm.png Step2: Export as a FBX file format. Step3: Import it to unity and then add it to your Hierarchy. Select it in the Assets folder (or wheverer you dropped it in unity) and change the scale from 0.1 to 1.0. Then then select the tab listed as "Rig". Change it to "Legacy" http://i42.tinypic.com/308bbdl.png Step 4: Click the animations tab (next to "rig"). This is where you name your animation and tell unity what frames you want it to use. My habitat animation goes from frame 1 to 300. But my blender has it all the way to 350, so I just manually reduced the max frame I wanted unity to capture in this particular animation. So set your animations name and the frames you want that animation to be. This name is CASE SENSITIVE (or so I recall hearing) http://i43.tinypic.com/66m2k0.png Step 5: Click your main file thing in the hierarchy to get more options on your part. From here you want to look at the "Animation" tab on the left. Unlock "Play Automatically" unless you want it to play automatically.. whatever floats your boat. http://i42.tinypic.com/2udwacg.png Step 6. Make sure your colliders are all set!!! If you animated them in blender then they should move the collider around. By now click the little play button will show you your animation in fully working order. (NOTE: YOU MAY HAVE TO CLICK YOUR THING TO PLAY AUTOMATICALLY TO ACTUALLY SEE YOUR THING ANIMATE) You are basically done now. Step 7: Using the Part Tools, write the file as you would normally. Once its in your KSP parts folder all you should have left to do is add your cfg file. Make sure it includes the following MODULE { name = ModuleAnimateGeneric animationName = HabitatAnimate startEventGUIName = Inflate Module endEventGUIName = Deflate Module } Now if you recall, in Unity I called my animation "HabitatAnimate". So my cfg to have "HabitatAnimate" If my animation was called "SHOOOOPDAWHOOOOP" in Unity then my CFG would look like this: MODULE { name = ModuleAnimateGeneric animationName = SHOOOOPDAWHOOOOP startEventGUIName = Shoop dat whoop endEventGUIName = Whoop dat shoope } Now in case you are wondering where to put that module thing. Here is my config file that has it working: "name = SizeDD PDB-CT3 module = Part author = Xellith mesh = model.mu rescaleFactor = 1 node_stack_t1 = 1.0, 7.5030, 1.0, 0.0, 1.0, 0.0, 1 node_stack_t2 = -1.0, 7.5030, -1, 0.0, 1.0, 0.0, 1 node_stack_t3 = 1.0, 7.5030, -1, 0.0, 1.0, 0.0, 1 node_stack_t4 = -1.0, 7.5030, 1, 0.0, 1.0, 0.0, 1 node_stack_b = 0.0, -7.5030, 0.0, 0.0, 1.0, 0.0, 1 node_stack_b1 = 1.0, -7.5030, 1.0, 0.0, 1.0, 0.0, 1 node_stack_b2 = -1.0, -7.5030, -1, 0.0, 1.0, 0.0, 1 node_stack_b3 = 1.0, -7.5030, -1, 0.0, 1.0, 0.0, 1 node_stack_b4 = -1.0, -7.5030, 1, 0.0, 1.0, 0.0, 1 node_stack_rightt1 = 2.0125, 3.5, 0, -1, 0, 0, 1 node_stack_rightt2 = 2.0125, 6.3, 0, -1, 0, 0, 1 node_stack_rightt3 = 2.0125, -3.5, 0, 1, 0, 0, 1 node_stack_rightt4 = 2.0125, -6.3, 0, 1, 0, 0, 1 node_stack_right5 = 2.0125, 1.4, 0, 1, 0, 0, 1 node_stack_right6 = 2.0125, -1.4, 0, 1, 0, 0, 1 node_stack_rmiddle = 2.0125, 0, 0, 1, 0, 0, 1 node_stack_leftt1 = -2.0125, 3.5, 0, 1, 0, 0, 1 node_stack_leftt2 = -2.0125, 6.3, 0, 1, 0, 0, 1 node_stack_leftt3 = -2.0125, -3.5, 0, 1, 0, 0, 1 node_stack_leftt4 = -2.0125, -6.3, 0, 1, 0, 0, 1 node_stack_leftt5 = -2.0125, 1.4, 0, 1, 0, 0, 1 node_stack_leftt6 = -2.0125, -1.4, 0, 1, 0, 0, 1 node_stack_lmiddle = -2.0125, 0, 0, 1, 0, 0, 1 node_stack_back1 = 0, 3.5, 2.0125, 0, 0,-1, 1 node_stack_back2 = 0, 6.3, 2.0125, 0, 0,-1, 1 node_stack_back3 = 0, -3.5, 2.0125, 0, 0,-1, 1 node_stack_back4 = 0, -6.3, 2.0125, 0, 0,-1, 1 node_stack_back5 = 0, 1.4, 2.0125, 0, 0,-1, 1 node_stack_back6 = 0, -1.4, 2.0125, 0, 0,-1, 1 node_stack_bmiddle = 0, 0, 2.0125, 0, 0,-1, 1 node_stack_front1 = 0, 3.5, -2.0125, 0, 0,-1, 1 node_stack_front2 = 0, 6.3, -2.0125, 0, 0,-1, 1 node_stack_front3 = 0, -3.5, -2.0125, 0, 0,-1, 1 node_stack_front4 = 0, -6.3, -2.0125, 0, 0,-1, 1 node_stack_front5 = 0, 1.4, -2.0125, 0, 0,-1, 1 node_stack_front6 = 0, -1.4, -2.0125, 0, 0,-1, 1 node_stack_fmiddle = 0, 0, -2.0125, 0, 0,-1, 1 node_stack_top = 0.0, 7.5030, 0.0, 0.0, 1.0, 0.0, 1 CrewCapacity = 15 cost = 4000 category = Utility subcategory = 0 title = SizeDD PDB-CT3 Inflatable (Crewtank) manufacturer = SizeDD description = A crew tank with inflatable compartments which can house up to 15 Kerbols. Designed for space stations and very large craft. attachRules = 1,0,1,1,0 mass = 10 dragModelType = default maximum_drag = 0.5 minimum_drag = 0.5 angularDrag = 2 crashTolerance = 12 breakingForce = 870 breakingTorque = 870 maxTemp = 2000 vesselType = Ship MODULE { name = ModuleAnimateGeneric animationName = HabitatAnimate startEventGUIName = Inflate Module endEventGUIName = Deflate Module }" Very messy yes I know. I have to delete like 2/3 of those nodes. lol. Anyways I hope this helps at least 1 person. -
[0.21][Parts Pack]Deep Space Mission Pack - Now open source!
Xellith replied to kockaspiton's topic in KSP1 Mod Releases
I was planning a centrifuge piece when I said to myself "for each and every action there is an equal and opposite reaction". So a centrifuge = spinning.. spinning everywhere. Whats a good centrifuge design? Anyone got any pics (bitmap or otherwise) I can use as reference material? -
Having transparency Issues.
Xellith replied to CluelessModeler's topic in KSP1 Modelling and Texturing Discussion
I think you will have to wait for a mind greater than my own.. shouldnt take too long then lol. -
Having transparency Issues.
Xellith replied to CluelessModeler's topic in KSP1 Modelling and Texturing Discussion
Well you can move your camera around in unity. Perhaps you could post us a screenshot though or something. -
Having transparency Issues.
Xellith replied to CluelessModeler's topic in KSP1 Modelling and Texturing Discussion
It sounds like it could possibly be inverted Normals. If you can see inside your model when its in unity and you see the textures pop up from the inside on the transparent faces then its definitely a Normals issue. (Dont mean to patronise or anything but what Im saying now is for people other than yourself that may not be aware and may read this in future) When creating a model, only one side of a face actually gets the texture. The other side is transparent. You may have seen this in hundreds of games out there where you can see inside rocks and look outwards at somewhere else. Your camera being inside an object and looking outwards for example is an instance of seeing these "normals" from the inside. Thus them being transparent. Now I dont personally know of a quick way of fixing inverted normals. I often just go through them one by one comparing them to my unity/KSP product and flip them as and when I think they are due a flippin. Or say screw it and delete a huge chunk of my model and re-do it lol. Hope this helps. Im sure someone else will be along to offer you a faster solution to your problem. -
How to add solar panels in unity?
Xellith replied to Xellith's topic in KSP1 Modelling and Texturing Discussion
I used the search function. I had about 30 bookmarks go the way of the dodo and lost a lot of threads people had compiled (as Im asuming the majority of people who attempt modding suffered the same). That picture he found didnt exactly answer my question either. And I never said that plenty of modders didnt offer a mountain of support. Please dont misconstrew my words. But lets be honest. The majority of people who help with support are the same faces. There are prolly a lot of people who mod for KSP who never make themselves known on the forums. edit: fun fact. My google search just displayed this thread as the top result. -
How to add solar panels in unity?
Xellith replied to Xellith's topic in KSP1 Modelling and Texturing Discussion
I think a lot of modders are in competition with others or just cant be bothered helping dispense information.. I just wanna make crappy looking contraptions lol -
How to add solar panels in unity?
Xellith replied to Xellith's topic in KSP1 Modelling and Texturing Discussion
Thanks for the speedy response. Greatly appreciated. I think I saw this picture a while back so if there isnt any other information out there on panels then I guess this is the thing I saw a while back.. in which case.. DEVS! Y U NO EXPLAIN UR PARTS lol. -
Im asuming I have to do some unity magic to get solar panels to work properly. I recall reading something a while back but I think it was lost in the "Great Purge". Can anyone help me out?
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If Humans and Kerbals met, I guarantee that the devs at squad would be getting a few interrogation sessions from the CIA or other organisations. Oh and the kerbals would be laughing at human space technology every second.
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Importing animations from Blender to Unity?
Xellith replied to tygoo7's topic in KSP1 Modelling and Texturing Discussion
If you are talking to me Im gonna record how to make a basic part sometime. Though I bet if I try to do that that the animation will fail lol (I pretty much figured it out at around 4am lol) But if you PM me your skype/dolbyaxon information I can try to walk you through it or something. -
Importing animations from Blender to Unity?
Xellith replied to tygoo7's topic in KSP1 Modelling and Texturing Discussion
HUZZAH! I figured out how to import an animation into KSP I know the hierarchy is completely out of whack.. but it works! HUZZAH I say. Now the problem: It lags to high heavens >.> help lol. -
Importing animations from Blender to Unity?
Xellith replied to tygoo7's topic in KSP1 Modelling and Texturing Discussion
I created a part in blender. Animated of course. FBX to Unity. I click the asset and the animation tab. I can see a preview of my part in action in the little preview window. (here it works fine from what I can see) However getting it to do ANYTHING in KSP or the main window is annoying the crap out of me. Can anyone assist? -
What are good face guidelines?
Xellith replied to Cryocasm's topic in KSP1 Modelling and Texturing Discussion
While reducing the tri's is great, the best thing to do is reduce the complexity of your mesh collider. If you just stick it in unity with a complex mesh then you are gonna have a bad time with framerate down the road. -
Problem with thrust/FX on engine model
Xellith replied to Dicko's topic in KSP1 Modelling and Texturing Discussion
If you still havent figured out how to fix this problem, I would be more than willing to talk you through it on skype or something since I pretty much just figured it out the other day when creating a nuclear generator (it glows red when in use) -
You have my sword.
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How about releasing it for free but still paying the people that worked on it?
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Tryin to build aweome but tryin 2 avoid the lag monster
Xellith replied to Dudeman1420's topic in KSP1 Discussion
I actually created a bunch of pieces that are large and have simplistic colliders. This leads to little to no lag while still allowing you to have a lot of resources in orbit. You can try my parts by clicking here: http://kerbalspaceprogram.com/sizedd-part-pack-0-1/ I must warn you though that they arnt uber looking or anything like that. But they get the job done. The screenshots on that page gave me a very small amount of lag. If you try the parts out then I hope it helps. If you dont then okie dokie lol. (btw ima use your screenshot for my next station part lol) -
Mine is empty. Waiting for the update.
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The conduct of some of the people in that other thread (and Im asuming a minority in this thread.. 10 PAGES+ I have not read.) was disgusting. Could some of you guys be any more obnoxious? The people at Squad dont deserve to be treated like crap.
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Planing on a new Blender Tutorial.
Xellith replied to Technical Ben's topic in KSP1 Modelling and Texturing Discussion
If you know anything about unity then you might want to make a custom part that has animations from start to finish. Tutorials covering animations are either limited in what they actually show you or arnt detailed enough. (okay you got me. Im actually just very very dumb and cant follow any tutorial I have found on youtube or google >.>) -
Im gonna use this thread to ask "any guesstimation by the community on when the next update coming out" Because the last time I got a HUGE station in orbit and released my parts pack on spaceport... the version update happened like 12 hours later and I lost my station lol. (yes THIS station. The one that took me HOURS to get looking so magical) http://i172.photobucket.com/albums/w13/Xellith/SizeDDStation_zps0e49d51a.png Ever since the forum wipe I havent heard a peep on when the next patch is due. A "not even close" reply would satisfy me lol. I know this is a forbidden question though but dont hate ; ;
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So, my 4-year old son has been watching me play KSP, and...
Xellith replied to capi3101's topic in KSP1 Discussion
I put these pictures together for you and your kid. (well I needed to learn how to shop a little more anyhow lol and yes yes I know that they could prolly be better. Bite me lol)