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udk_lethal_d0se

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    @chrisbatih

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  • About me
    BA (Hons) Computer Games Design
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    Birmingham, United Kingdom

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  1. I'm excited about all the excitement, and of course discovering the mod-ability of the game, and the actual game, of course.
  2. I opened the game after 5 years, and realized there's now so many more features. Learning to mod again is going to be interesting.
  3. Sometimes, life happens. I thought I'd update the licenses, and maybe dip my toe back into the modding scene.
  4. I hadn't thought of that to be honest, it wouldn't hurt to have it in flight, the only drawback will be extra options in the context window for the part. I'll have a look into making a small update after this week has passed, as I'm on holiday.
  5. A default white texture indicates that the module cannot find any textures to load and display. Bring up the debug log and look for the module flagging any errors. Thanks, sorry it's been a while, I've been quite busy, starting my own business, etc.
  6. Hi all, quoted from the source code... textureQuadTransform = part.FindModelTransform(textureQuadName); In simple terms, the module looks for a mesh within the part heirarchy with the name exactly as specified in the part configuration. Absolutely no hard-coding, hope that helps.
  7. Yes, that's one way of using the information you want. Once you have it, sent it to a ui, etc.
  8. Have a look at Vessel.activeVessel, there are a number of accessible details there. Also have a look at vessel in the Api, linked below. https://anatid.github.io/XML-Documentation-for-the-KSP-API/class_vessel.html
  9. Hi, thanks for using my parts. When referring to the part about tourists not getting credit for being landed on a new body, that's not something individual parts deal with, that's core game code. The part configuration for the Abode is similar to that of the Hitchhiker Storage Container, and those configurations don't dictate rewards. Hope that clarifies your question.
  10. Well, those are just awesome, and thank you for donating them. I'll go ahead and update the addon in the morning and include a mention on the original post.
  11. That depends on how the model has been set up. If the model just has a quad for a flag, then remove the flagdecal module from the part.cfg and just use the patchdecal module referencing the flag quad. I haven't tried, so I'm unsure. If the internal cfg allows modules, such as flagdecal, and the internal model has a quad specifically for a flag, I don't see why it wouldn't work.
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