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CaptainKipard

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Everything posted by CaptainKipard

  1. Look here. - Common Problems and Solutions. Specifically this.
  2. You can't use PNG anymore. You'll get white textures. Convert all textures to DDS. Also ... dae?
  3. By the way this explain the manifold mesh. These models were designed for 3D printing, not as a game asset. It would actually take less effort to make your own version of this rather than trying to optimise it.
  4. So remind us again how you want to make mods? You took an existing model, and asked someone to texture it for you.
  5. Also I can see you've made most of that model, or all of it, manifold. I don't think that's necessary. You can save a lot of polys by having intersecting meshes.
  6. They may have been around in a while, but they've always been completely broken, so no one ever used them. The stack nodes (FIXED_JOINT) have been fixed in 0.2something, but the HINGE_JOINTs, which are the equivalent of surface_attach still weren't working correctly so this fix was made. So Is it still working Is it still needed
  7. Orientation in Unity must be +Z for these. I just noticed they're hinge_joints. I don't know. I think you're confused about what's new and what's old.
  8. Best part about blender is that the majority of the most common functions are just a key-press away, in addition to your usual menus.
  9. Ok done. I also added a big warning under the Unity download link.
  10. Ok other than the Z direction of the node do you see anything else that's wrong? I was sure this is all correct, because it flies.
  11. That doesn't answer the question though. You're saying this helps you migrate multiple scenes. I asked what other problems do higher Unity versions cause and more specifically how do they manifest. Like I said, I need to know what the user will see during their workflow. How else are modders meant to understand that this is the solution to their problems without wasting time waiting for a response in a thread they start.
  12. I don't use max, but it seems to me like it should have major and minor grid lines. Blender redraws grid lines based on your zoom, down to milimeters. On another note I'm still interested in adding a free/open source locally installed cad program. I don't know enough about them to be making distinctions.
  13. The inlets have a vertical plane inside at the back. I've read that's bad for stock aero. Maybe it's the same for FAR. These are the wings in Unity right now. I'm doing it according to this. This shows the orientation of the wing root stack node, which brings up the question of how you managed to build the Skylon in 1.0 at all since the nodes are all backwards since the node system was updated.
  14. You can do it yourself. First find a high-res texture of burned up metal like this. I think people sometimes forget that photos exist. Painting everything from scratch is reeeeeally silly.
  15. Hi sumghai I'd like to place this under Common Problems and Solutions, but I'd like the reader to understand clearly when this is needed. From a user point of view what problems would be solved by this? in PM You said "locking out of editing emissive animations". Is that all?
  16. Yes. I've had models not appearing once, and redoing everything worked. It might be easier than trying to pin the problem down.
  17. If it's not too much trouble could you explain or show an example of what you mean here? What do you consider complex geometry?
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