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Everything posted by Apollo13
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How to Add Multiple Textures on a Part
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
@nli2work: thanks for the full explanation about the behind-the-scenes in Unity and its correlation to KSP. -
How to Add Multiple Textures on a Part
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Continuing (forum was giving 502 errors last night in middle of our conversation). @SpannerMonkey: thanks for that image and explanation. I dragged the model into the Scene versus going through the GameObject. I did, however, create an empty GameObject and added the KSP/Part_Tools component. After dragging part to the Scene and setting Materials to each object, I selected the GameObject. I set "Model Name" to "model" and "Texture Format" to "MBM". I clicked the Write button. In my output folder "Processed Model", the MU appeared, but not the MBM files for the textures. Compare that result to putting the model under the GameObject. When Write is clicked, the MU and MBM files are created. Using your method, how do I create MBM files in this case? And, will the MU file contain references to the correct MBM files? Sidebar: Once I understood the full ramifications of these statements: things became much clearer. And a bit depressing. I could create the most wonderful, carefully crafted, multiple Materials using Blender Nodes Editor, and it would all be for naught. I would need to recreate the material in Unity. EDIT: I applied what I learned here to what I learned in my "Simple Animation" thread. I now have a working, animated part with the correct (placeholder) textures applied. I used the model in GameObject method. I want to understand and use SpannerMonkey's method as well (if I can get MBM files created and applied). THANK YOU ALL!!!! -
How to Add Multiple Textures on a Part
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
That worked. Did not know imports were read-only. Do I create a GameObject and all that other stuff as we discussed in my "Simple Animation" thread? Does that process change? I'll try this, as soon as I figure out what you said. I just now dragged model to the Scene. Usually, this happens when I create the GameObject, which I've not created yet. Should I not directly drag the model to the Scene? Rather, should I do so it after creating the GameObject? -
How to Add Multiple Textures on a Part
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Can't drag-and-drop. Inspector area is grayed-out. I tried. -
How to Add Multiple Textures on a Part
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
OK, so I figured out how to create Materials in Unity via the Assets->Create menu. I didn't know how to do that until five minutes ago. However, I can't seem to assign them to their respective Objects. when I click on the Models and objects within, it shows a pink image. I deleted the original "No name" material. Should I not have done that? I appreciate you all working through this with me. -
How to Add Multiple Textures on a Part
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Here is my Blender object Properties window: Are these not different Materials?: matBricks and matLeafy. Or, am I totally missing something? -
How to Add Multiple Textures on a Part
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
I do have multiple objects in the Blender file. I'm not trying to apply sub-meshes to a single object. This is what I'm seeing in the Materials assignment area. I can drag either the Leafy or Stone Wall to the upper right corner icon box. that causes it to be assigned to both objects. If I select another object in the Models folder and assign a different texture to it, that texture is applied to both objects. there is only one Materials, call "No Name". yet, i named each material in Blender. You'll note I set the shader to KSP/Diffuse. Object cube_le(afy) is to have the leafy material which also has the leafy texture. Object cube_br(icks) is to have the Stone Wall material and stone wall texture. -
How to Add Multiple Textures on a Part
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
If you view my Blender file, you'll note that each object has its own material assigned. Each material has a single texture, specifically, an image file. In Unity, How can I assign one material to one object and another material to another object? -
How to Add Multiple Textures on a Part
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
I do NOT want to apply the SAME material/texture to all objects. that's easy. I want to apply a separate material/texture to each individual object. How do I do that, when Unity allows me to assign only one material/texture? -
I have parts that have multiple objects. Each object should have its own material/texture. When importing from Blender 2.71 with an FBX file, I can assign only one texture. That texture is then applied to all objects. I'm not trying to put multiple textures on the same object, i.e., sub-meshes. To provide a very simple example, this BLEND file contains two cubes; each has a different image texture applied. A collision mesh (node_collider) is also included. there are no animations. Development file Even though Unity allows me to import the two texture images, I cannot assign a different texture to each. I've found some discussion about how you import: By "Base Texture Name" or "Model’s Material", but I'm uncertain how to apply this info, if at all. I've found several tutorials on using multiple textures in Unity, but only when actually creating the models in Unity vice importing. What is the method by which Unity can accept multiple textures for multiple objects that KSP will then allow? There must be a method, because I've opened MU files in Blender and have sen the multiple objects and materials/textures. Thank you for your assistance.
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[Resolved] Need Help with Simple Animation
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
When I try to import BLEND files directly, I get a Windows dialog message that says the "Blender has stopped working" I'm going to follow-up/PM with you about the multiple animations that you mention. I want to learn that as well. -
[Resolved] Need Help with Simple Animation
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
WE HAVE LIFTOFF!!!!!! artwhaley: thank you for the video. Given what I learned from Nifty's video, I was able to follow along and understand what you were doing. And, I've got your video is a favorites list for future reference. The stock tank was just for reference. arwhaley, nliwork: I changed the animation in Unity to use only frames 1 through 50. The door opened AND STAYED OPEN. Right-click again, and I shut the door. I will investigate doing a more complex animation in the future once I've got this locked in to my mind. I'll open a new thread as well for that. THANK YOU ALL AGAIN. I gave you all forum Rep points as well. Unfortunately, the forum will NOT let me give a Rep point to nliwork. Apparently, I gave him too many for now; I'll add in the future. Hopefully, this thread will help other modder newbies like me. -
[Resolved] Need Help with Simple Animation
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Getting closer!!!!!!!!!!!!!!!! THANK YOU ALL for your help I baked the animation, per artwhaley. This created a clip called Scene (did not rename to "door"). In the CFG file, I set "animationName = Scene" per nliwork; I ensured capitalization matched. I've not created an image texture mesh yet, because i don't want to change too many things at once. Philotical, thanks for that info about color materials and reason for no context menu in VAB. RESULTS: On the launchpad (facing towards the VAB), I right-click the door and a context menu pops-up with the "Open door" option. I click that button and the door opens to reveal the inside of the cylinder. However, the door immediately closes again. When I right-click the door, the context menu shows the "Close door" button. The door opens and closes. In Unity, in the Animations section, I set frames 1-50 to the open door action. I set frames 51-98 to the close door action. Bottom line: it's playing the entire Scene clip, not just the sections I assign to each state. -
This problem has stumped and frustrated me for about twelve hours of heads-down development. I'm hoping somebody can help. I recently started developing parts mods. After several successes, I want to create my first animated mod. The mod is a cylinder with a door. It is composed of three objects: the mesh cylinder, the door, and a collider (named node_collider). I created the mod in Blender 2.71. Exported it as an FBX file, which I then took to Unity. A link to the files is below. the files I provided are: 1. GamaData directory for the part, with MU and part.cfg files. There is no MBM; there is no texture. However, the cylinder and door have colored Materials applied. Eventually, the cylinder and door will have image textures applied. 2. FBX exported by Blender In the VAB, I can grab the part from the Utility section and attach it to the rocket. When I right-click the part, no context menu is displayed, although there should be, right?. On the launchpad, there is no context menu either. In neither the VAB nor launchpad are the colors of the cylinder or door shown. In fact, I can't even see the door. I would like a context menu displayed with a button to Open the door or Close it. The CFG file contains this module description, which is Squad's stock animation module. MODULE { name = ModuleAnimateGeneric animationName = door startEventGUIName = Open door endEventGUIName = Close door } The part's animation timeline is 100 frames long: 50 to open, 50 to close. In Blender, the animation works flawlessly. I then created the part in Unity, following Nifty255's video (start at 10:30) instructions. To solve my problem, I watched about a dozen modding videos without success. Using an add-on to Blender, I've looked at other parts' MU files (both stock and mods) to determine where mine differ. I would greatly appreciate it if you could glance at the files in Blender or Unity. I'm sure I'm missing just one small thing.
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Faces - Triangles versus Quads
Apollo13 replied to Apollo13's topic in KSP1 Modelling and Texturing Discussion
Thank you, guys. Forum Rep points to you all. -
I am a modeling newbie, and I googled this question. Blender allows me import .MU files. I noted that all models use triangle faces versus quads. In other games' modeling, I see this is the case as well. Why the preference for triangles over quads? I know there must be a darn good reason for triangles. Please educate me. thanks
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Snacks Life Support Parts by Whyren v5 (8/31/2014)
Apollo13 replied to Whyren's topic in KSP1 Mod Releases
Playing with vers 4. Looking good. I just got back into Blender->Unity->KSP modeling. May soon create in-line containers that are original vice the anti-matter containers. We'll see. No way can I create something as awesome as the Greenhouses. Thanks for the shout-out on the OP. Very kind of you. I play with FinePrint, so I'll add that CFG file. You may wish to contact malkuth of Mission Controller Extended fame; that's another fine contracts mod. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
Apollo13 replied to taniwha's topic in KSP1 Tools and Applications
This works great as a Blender Add-on. Thank you!!! gave you a forum Rep point as well. I've got MBM-to-PNG converters. Good to be able to use MU directly. @bartv: nice to see we have a Blender heavy-hitter in our community. thanks for being here. As a Blender newbie, I know who I can go to for Blender->Unity->KSP help -
Snacks Life Support Parts by Whyren v5 (8/31/2014)
Apollo13 replied to Whyren's topic in KSP1 Mod Releases
I downloaded/installed version 3. I'll check it out soon. -
[0.24.2] EZ-Snack Oven - Snacks! for MKS [0.1.0 - 2014.08.29]
Apollo13 replied to RoverDude's topic in KSP1 Mod Releases
And how the h*ll am I supposed to know that's out-of-date info? Look, if you want to be self-righteous, then do so. Your opinion is irrelevant. So where is the most up-to-date info on MKS? -
[0.24.2] EZ-Snack Oven - Snacks! for MKS [0.1.0 - 2014.08.29]
Apollo13 replied to RoverDude's topic in KSP1 Mod Releases
I based my statement on this webpage: Modular-Kolonization-System Which states: REQUIRED MODS: Kethane TAC Life Support Therefore, RoverDude, please update that web page to reflect what is and is not needed. -
[0.24.2] EZ-Snack Oven - Snacks! for MKS [0.1.0 - 2014.08.29]
Apollo13 replied to RoverDude's topic in KSP1 Mod Releases
This requires MKS. MKS requires Kethane and TAC Life Support. I use none of these three. I do, however, use Snacks and Whyren's Snacks mod.