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JeBuSBrian
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Everything posted by JeBuSBrian
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Okay, that does work. What I had been doing was in line with the other methods: PartName { REMOVE { RESOURCE { name = ElectricCharge } } } I suppose replace is also working, but I did not realize it because the text in the hover-over gui does not reflect the new values I replaced with. But your gui on the action groups screen does show the new values. (referring to modular fuel tanks, obviously) What I mean by that is, if I change the maxAmount via replace, it is still shown as the original maxAmount in the vanilla gui.
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Invisible sides in Unity?
JeBuSBrian replied to StarVision's topic in KSP1 Modelling and Texturing Discussion
Not that big a kerfuffle, but I generally prefer not to mislead the uninformed by using the wrong terminology from the start, which they'll just have to go and re-learn later. Teach 'em right the first time, and you won't have to teach 'em again. I'm just glad he got it sorted out, and now knows how to fix it in the future. -
Invisible sides in Unity?
JeBuSBrian replied to StarVision's topic in KSP1 Modelling and Texturing Discussion
You're using the wrong terminology. His geometry is facing the wrong way. His textures face whichever way his geometry does. -
Well, you didn't say anything about animations. In that case, yes, the plugin is probably what fires those specific animations. In which case, you'd have to delve into the plugin's source code to use it yourself.
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Invisible sides in Unity?
JeBuSBrian replied to StarVision's topic in KSP1 Modelling and Texturing Discussion
Normals are probably reversed somehow. -
Without having the mod myself, I would imagine it would be as simple as removing the RemoteTech module from each cfg. Somewhere near the bottom of the files will be MODULE with name = ModuleRemoteTechSPU or something similar. Delete everything from MODULE to the closing curly brace.
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Got a feature request, if you're feeling up to it. I would like to be able to select which parts of a mod I want to install. Basically, there are some large packs that come with adapters that I'll never use, so they just end up cluttering my VAB menus. At the moment, I delete them by hand. But an "advanced" installation method in the manager, which gave you a list of parts that you can check on/off would be nice. Sort of like a real software installer. Edit: Just ran across an exception, too. I had 5 mods installed. I deleted the 2nd in the list. Then I deleted the last in the list. ArgumentOutOfRangeException. Also, you don't need tooltips on all of the menu buttons. They only serve to obstruct the sub-menu items.
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This makes me wonder whether or not pre-compressed DDS files could be packed into the MBMs rather than PBM, RAW, or PNG. I know that Squad's silly mechanism strips the headers off those file formats, so I wonder whether or not the engine would recognize a DDS even without its header included. I think I shall test this now. Edit: Initial tests with DXT1, DXT3, and DXT5 have failed. The texture becomes corrupted in game. I guess pre-compressing them isn't going to work.
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Okay, so I'm running 1.2 now, and all the parts are still coming up as UnCategorized. I've deleted all of the files from the previous versions, so it's not coming from that. I have only the single part that fires line 276 in frmSorter.vb, so that's the only part that *should* get UnCategorized. But I notice that line 431 also sets every txtSubCat.Text = "UnCategorized" Frankly, I'm baffled as to how the sorter works for you. To be more specific about line 431, every part.DesiredSubCategory equals an empty string. Therefore, they all get set to "UnCategorized" by 431.
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Yeah, actually that double click one was the first crash I managed to get on that version, but because I was running the exe and not the source, I didn't have the debugger running to catch it. So I had no idea what caused it, and couldn't figure out how to reproduce it later. As for the UnCategorized, it may well be that it was left over from a previous version's sort attempt. Can't say I wanted to manually go through and delete several hundred of them, so I just left 'em. If that's what caused it, don't worry about it so much.
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As a game developer myself, I can only say that this scheme of theirs makes absolutely no sense. It would serve them well to look at games like The Elder Scrolls or even Paradox's strategy games, where texture caches are generated just once, then used repeatedly. The other thing Squad has done which baffles the mind, is that they've completely borked Unity's own batching mechanisms by forcing every part to use its own texture file. This means that all geometry is forced to use its own draw call, rather than being combined for any parts that may share texture resources. For modders who use common textures across multiple parts, this could save dozens of draw calls per frame.
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[WIP] THSS - Tri-Hexagonal Structural Strut
JeBuSBrian replied to Semni's topic in KSP1 Mod Development
Correct me if I'm wrong, but most of the trusses would need a collision mesh that is 24 triangles. 2 for each rectangular side, plus 6 for each "triangular" side. It will be a convex shape, without holes. Hardly complex. In fact, dead simple in comparison to the actual mesh being rendered. -
IndexOutOfRangeException on line 487 of frmSorter.vb "UnCategorized" is not a part of listOfSubCats, and as such, attempting listOfSubCats.IndexOf() causes indexing to fail. Here's a tip: Any time you want to do IndexOf(), you should do Contains() first. That or use a Dictionary and its TryGetValue method. If you refactor to use Dictionaries instead, you may actually get a performance boost.
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A lesson learnt about UnityEngine WWW and the "file://" uri
JeBuSBrian replied to TriggerAu's topic in KSP1 Mod Development
Performance in Unity drops the more separate texture files you use. This is because for every material (texture in this case), Unity has to make a new draw call. If all of your objects use the same material, all of your objects will get batched together into a single draw call. I would suggest combining all of your icons / textures into a single larger texture. It has also occurred to me that this may play a small part in the overall poor performance of KSP in general. I don't believe the parts can properly batch in the Unity engine, because Squad has for some reason forced each part to use its own texture. Anyway, that has nothing to do with you, sorry. -
[WIP] THSS - Tri-Hexagonal Structural Strut
JeBuSBrian replied to Semni's topic in KSP1 Mod Development
I experience issues when trying to attach objects to the surface of some of these struts. Particularly on the longer ones, it's almost as if the collision model uses a capsule that doesn't match the shape of the trusses. For instance, when I try to put RCS thrusters on them, they're all over the place, but never on the surface of the actual truss model, or angled strangely. -
ArgumentOutOfRangeException still occurs with 1.1, running compiled exe or source code at line 248 of frmSorter.vb This particular instance occurred on a part called Hermes Haystack. The part.OriginalCategory = "DoNotShowInConstruction" which obviously was not part of listOfCats. Therefore, an exception was thrown while attempting listOfCats.IndexOf() on that category.