-
Posts
1,411 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Apollo13
-
Method to Make a Movable Collision Mesh?
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
I don't mean in the VAB/SPH. I'm not trying to directly animate the collision mesh. Here's what I tried: 1. In Blender, I created the collider mesh and and made the moving part its parent 2. In Unity, I selected the collider mesh and removed the render component. I then added the "mesh collider" component to it. Unity indicated that the collision mesh was a child of the moving part. 3. In KSP, I moved the animated part (parent) not the collision mesh. I tried this in both the VAB and the launchpad. You make an excellent point about the lander legs and landing gear. I must be missing something. -
Method to Make a Movable Collision Mesh?
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
In Blender, I created the collision mesh. In Unity, I removed the mesh renderer and added the mesh collider to that collision mesh. That's what did not work. -
Assume I have an animated part. There is a collision mesh parented to that part. I then attach another part to it, such as a battery. When the first part animates, I want the second part to travel with it. Is this possible in Unity? As of now, when I parent a collider to the animated part and add another part to the first part, as I animate the first part, the second is left behind clinging to the non-moving collider mesh. thanks
-
Snacks Life Support Parts by Whyren v5 (8/31/2014)
Apollo13 replied to Whyren's topic in KSP1 Mod Releases
He already knows about Whyren's efforts. There's a link in his OP to this thread. -
I've Googled and searched the Modding forum for an answer, and I've not found it. If you know a video or text tutorial or have a code example, I will much appreciate it. I'm showing a simplified part for demo purposes. It is composed of: a block, two levers, and a collision mesh (node_collider). the collision mesh really plays not part in this; it's here for completeness. In the demo are two animated levers: red_side and blue-side. The Blender timeline (baked to a single animation during FBX export; NLA and All Actions are unchecked). The goal: first I click the "Red down" button (in the context menu) and that lever rotates down to the left. I then click the "Blue down" button, and that lever rotates down to the right while the red-side stays down. If I click the Blue-up, the red-side lever remains prone. The red-side goes perpendicular only when I click the "Red up" button. What's happening: clicking the "Red down" does cause the lever to rotate to the left 90 degrees. However, when I click the "Blue down" button, the red-side immediately pops-up, and the blue-side rotates down to the right. Note that the "Red down" text has changed to "Red up" as it should. Clicking the "Red up" button, of course, has no effect, since the lever is already up. In the following: Left: at load to launchpad Middle: Just after clicking the "red down" button. Context menu now shows "Red up", as it should. Right: Just after clicking the "Blue down:" button. Red lever is now up. It should remain down. Timeline: Keyframe 1: Selected red-side lever. Both levers up Keyframe 30: Rotated red-side down. Did not touch blue-side. Keyframe 70: Rotated red-side up. Selected blue-side lever. Blue-side still up Keyframe 100: Rotated blue-side down. Did not touch red-side. Red-side timeline: Blue-side timeline: Unity animation (ignore the redUp and blueUp): part.cfg MODULE { name = ModuleAnimateGeneric animationName = redDown startEventGUIName = Red down endEventGUIName = Red up } MODULE { name = ModuleAnimateGeneric animationName = blueDown startEventGUIName = Blue down endEventGUIName = Blue up } Do I have to solve this programmatically via a plugin? If so, a tutorial and/or code example is appreciated. thanks.
-
You really don't need KASModuleContainer. I just finished a part similar to what you describe. The animation opens and closes the door in the VAB/SPH (requires FSanimateGeneric in firespitter.dll). I then store parts within it. Each part has the KAS module in its part.cfg file (or you can just add it to the the KAS addModule.cfg file). While in flight, a Kerbal can open the container to view and retrieve the parts. IMPORTANT: the collision mesh (node_collider) must extend inside the container and must be continuous. No additional plugin needed. part.cfg contains: MODULE { name = FSanimateGeneric animationName = doors startEventGUIName = Open endEventGUIName = Close toggleActionName = Toggle availableInEVA = True EVArange = 10 } Note that this contains only one context menu button which automatically toggles "Open" and "Close" in the menu . This functionality is the same for ModuleAnimateGeneric and FSanimateGeneric. You do NOT need two buttons defined in Unity. Each of the parts you see in there (batteries, solar panel, etc.) can be retrieved by Kerbal on EVA. This is a cargo container I created for SpeedyB's Hex Truss System (a great mod; check it out).
-
@Genolution: LOL. You may also want to look at the Fuel Tank I posted in post # 76. It is based on SpeedyB's Fuel Tank and adds an RCS monoprop component. And, a great looking station it is, too. I might also suggest that you look at the Station Science mod (not my mod, just a user). You'll add more parts to your station and DO SCIENCE!!! EDIT: JebEx Hex Truss mod available here See install description file in archive for details
-
JebEx Across Kerbin... Across the Kerbol System... We deliver. While in the VAB, you store/attach parts inside the cargo bay. If you have KAS installed, you can remove those batteries, solar panels, whatever and install them on other vessels. After I tweak the model a tad, I'll make it available. My contribution to SpeedyB's cargo carrier system.
-
[Resolved] Blender Messing-up FBX Export
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
My work-around. Grouped three bars as single object. Unparented the bars from the panel. Parented the panel to the bars. Animated the bars object versus animating the panel. Parented bars object to rest of model. This should not have been necessary. Thank you, Blender, for wasting about more than a dozen hours of my life. Now, I can spend time tweaking the model. -
[Resolved] Blender Messing-up FBX Export
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Not on this model. when I did that on previous models, I got a Windows dialog saying "Blender has stopped working." Not a stupid question at all. As an experiment, I "un-parented" the gray bars from the panel. I manipulated the panel via the timeline, and the bars did not follow; thus, successful unparenting. I exported to FBX, and re-imported the FBX. The model was correct. I reloaded the BLEND file and parented them again to the panel, and the problem recurred. OTHER EXPERIMENTS: I tried grabbing and and moving the bar off the panel. When I exported and re-imported the FBX file, the bar was still off the panel, but crooked at the same angle as before. I duplicated a gray bar (SHFT-D) and placed it elsewhere. Upon exporting and importing, it, too, was crooked at the new location. Exported and imported just the three bars without the panel. The bars were perfectly straight as they should be. Perhaps something to do with the panel? Somehow, parenting to the panel causes the bars to go crooked even though I unparented them and re-parented? I combined the panel and bars into a single object (Ctrl-J). The problem still happened after exporting and importing. I deleted the panel. I created a new panel and parented the bars to it. I FBX exported and imported the model. The crooked bars still occurred. -
[Resolved] Blender Messing-up FBX Export
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
As an experiment, I exported to DAE, then imported that DAE file back into Blender. The same problem occurred, but not as drastically. I did not attempt to import it into Unity. -
In Blender, my model appears like this. Note that the three gray bars are straight and parallel. The three bars are parented to the flat panel, which will rotate. In Unity, the model appears like this. Note the three bars.: Upon importing the FBX file created by Blender into Blender, I see that the FBX file has the same problem: I added the purple material to clearly show the three bars, I don't know if it matters, but my node_collider does NOT cover this part of the model; is is to be an animated door . Upon opening, the player can then put objects inside of it. Then close the door. EDIT: Deleted link to BLEND file because IT WILL CRASH YOUR KSP. Crash due to open collider mesh (node_collider) Have any Blender users seen the problem? How did you solve it? thanks
-
Actually thought about that; making it a bi-fold door. Once I ensured I could export the basic model, with the multitude of colliders, to Unity and had it textured, that was to be my next step. Great minds, etc...
-
That would mean some pretty small tanks. LOL Well...you can always kinda cheat. Just take one of the Tank trusses and change or add the RESOURCE in the part.cfg file. That's what I did to add Monopropellant for RCS before I made my mod. See my post #51
-
SpeedyB has provided Trusses with 1-, 2-, and 3- sections. Or, am I missing something in your request? I had this in post # 44: Tweakscale for Hex Trusses Just put it into "GameData\TweakScale" with the other config files
-
You're fortunate to enlist a modder with RoverDude's experience and expertise. Should make for some nice parts. Looking forward to it.
-
Snacks Life Support Whyren's Snack Parts I've never played with TAC. I've heard of it, but that's about it.
-
Concept art for possible Cargo Bay. The walls have thickness, so things can be stored inside and not show through. I purposely chose to put the walls inside the truss stiles and rails, because I really enjoy SpeedyB's artwork for those; they make the truss system unique. This is actually the Hex Long Truss hollowed out. The door, of course, will be animated. The brown color is placeholder material. Thanks. I am creating a part based on the Snacks simplified life support system.
-
If you're on the fence about investing in this great game, now's your chance: Humble KSP Sale
-
The Tweakables Thread
Apollo13 replied to dtobi's topic in KSP1 C# Plugin Development Help and Support
I'm going to disagree. You have modders at the level of sirkut, biotronic, and sarbian asking questions here to seek answers they don't know. If they don't know the answer without asking, ain' nobody gonna know it. It's the ask-and-answer among the top developers that help us newbie modders to learn. I've earmarked this thread ans subscribed to it. -
Here is a link to a Fuel Tank that has an RCS tank as well. The ZIP file contains two folders: 1. GameData. 2. Development. this contains a. BLENDER file b. FBX export file from Blender c. Unity project folder: Just the Models, Textures, and Materials assets. All other assets are the same in every project d. PNG files for textures just for the Monopropellant tank. I've included two versions. I don't have the font that SpeedyB used, but I used one that is close. One PNG has the text; the other does not. Note: I used MBM files versus TGA files. Unity outputs several versions of TGA files; I was uncertain of the one you used for the other Trusses. If you re-generate this in Unity and use the same version of TGA as you used on the other truss models, then you need use only the texture file and CFG file that I created. Unity will recreate the MU file. Hex Truss Tank with RCS The Hex Trusses thoughtfully provided a third, unused pipe. that's what I use for the monoprop. This image also shows the standard Hex Truss End Cap on the bottom. I based mass on the standard Truss; four segments at 0.2 each. So this five-segment truss has a mass of 1.0. I also added proportional mass for the tank as well as for cost in career mode. the piece is found in the Structure area and requires the same tech tree level as the other regular Hex Truss Fuel Tank. Note to all users: I could not have accomplished this so quickly if it were not for SpeedyB. His files provided the models, base textures, and UV unwrapping (very essential). SpeedyB gets all the credit here. I just built a bit upon his accomplishments. I would be pleased if SpeedyB includes this in the next version.
-
Command pod looks awesome. Will you have an IVA for it as well? Sidebar: I've been using Blender to import your MU models and Unity to create new parts based on your models. Currently, working on Hex Truss parts for the simplified life support system, called Snacks; search the forum and Curse for details...it is not my mod, but I'm a supporter. Still working on the RCS tank (similar to noonespecial's, although I had no idea his existed until one minute ago) and a Hex Truss Fuel part which includes the RCS tank with LF and Oxy. I'll send those to you; won't release separately, because Hex Truss is YOUR mod, not mine. I'm just the beneficiary of your efforts.
-
Snacks Life Support Parts by Whyren v5 (8/31/2014)
Apollo13 replied to Whyren's topic in KSP1 Mod Releases
Whyren, A little animated refrigerator I whipped-up to store snacks. It uses electricity. I "borrowed" the vegetation texture to maintain consistency. If you want to add it, you can. Snack Refrigeration Sidebar: my first animated mod -
yes, but you've got to do the work. For each AIES part, create an entry in a file. Call the file AIES_Tweakscale.cfg . Then store the CFG file in TweakScale directory. The OP shows the format. It's really quite easy. You may wish to share the completed file with the community. Look at the example entries.