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Stone Blue

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Everything posted by Stone Blue

  1. I was just wondering if either of you would be, by chance, maybe setting up the stuff you'll be streaming later using either... I've been asked to write some FS/IFS patches for a mod, and one of the things the dev is thinking about is optimizing the models & textures in the mod...It has over 100 parts, and MANY shared textures... So I'd like to see actual examples of setting up models & textures for use with the switching...
  2. @akron & @CobaltWolf do either of you use FSmesh or FStexture switching at all?
  3. @svendii, see this thread also... Same issue you have:
  4. Lemme take a look at the cargo tail issue... Thats a Humpback part, so i might have missed or screwed something up with it... i have noticed that there are SEVERAL parts which do not seem to have defined or working light animations...
  5. Cant believe no one has commented on this thread yet... This looks SWEET!!! @obrelix However, the download link gives a 404 err... Looking at the main repo, it seems you dont have an actual release up yet... ???
  6. @RedParadize Yeah, I was pretty late to make that comment... lol My main point in even posting it, was to just point out there are pros/cons to using a single lower case letter and underscores in a naming convention. Pro is it IS simple... Con, when you have lots of different style "groups" of parts, you'll need a good memory to remember what "class" each letter is for...Also, especially with lots of files, probably best not to use the lower case letters i, j, l... IMHO, that just makes it easier to make typos... And yeah, I should have made it clear its been resolved... Thanx for the suggestion though...
  7. @RomanCat Not really... Things have slowed down... I havent heard from @BetaguyGZT in quite some time... I'm still working on some of the models, but I'm at a point where I need to get input from Beta, to see where he wants to go with things... He's lead on the project, so I dont want to continue without his stamp of approval on things... Plus, he's the coding and config brains of the operation... I know he finished classes and had finals the end of June, and I think he had some other classes he was picking up for the summer... He mentioned taking a break between to chill, IIRC... He also has a LOT going on in RL besides just the schooling... Actually, a LITTLE bit of good news: Quite a few of the models (by ZZZ) are quite complicated. I'm only beginning modelling, so I'm learning as I go... There have been certain things that have stumped me on some of the models... BUT, I have been working on some of ZZZ's other models NOT part of BioMass, as well as helping out with some modeling on another mod, and I've been learning quite a few things that I think will definately help me fix/improve the BioMass models...
  8. Is this with the latest version of RPM installed?
  9. I'll say just one thing also, and ALSO not to start an argument, since I'm probably the one stali got the idea to rename everything from... While the naming "convention" K.Yeon originally came up with, does make sense, especially if its just one or two people on the same page doing the development, by using several underscores in every name, AND most especially using lower case " i, j, AND l " all together, is just asking for trouble and mistakes when/if the mod gets passed on to other people who start working on it... ESPECIALLY also when there are over 100 parts in the mod, which means several hundred file names...
  10. Have you tried redownloading it?... Do you mean you put a FILE, or a FOLDER in your GameData?... Also, that looks like a hashtag in the file name... You should just be getting a folder named "OPT" ... You can grab just the Firespitter plugin by itself from the FS thread...Theres a separate download for just the plugin, without having to install the WHOLE mod... I just discussed with stali tonight about me seeing if I can handle double checking the FS patch, as well as seeing if I can manage integrating Interstellar FuelSwitch as well... So hopefully full FS and IFS support will be coming Soon™...
  11. OMG!!... WTH?!... Its in the OLD wiki, but NOT the new..??... Grrr... my bad for not checking that... Thanx, @SpannerMonkey(smce)
  12. So I see ModuleCargoBay defined in some configs for a certain mod. I dont see it listed in the new KSP API Wiki... ?? Anyone have info on it and its definitions/variables? Here's an example: MODULE { name=ModuleCargoBay DeployModuleIndex=0 closedPosition=1 lookupRadius=6.0 nodeOuterForeID=top nodeInnerForeID=top2 } And another: MODULE { name=ModuleCargoBay DeployModuleIndex=1 closedPosition=1 lookupRadius=3 nodeOuterForeID=top nodeOuterAftID=bottom nodeInnerAftID=bottom2 nodeInnerForeID=top2 }
  13. Well, if Squad releases the upcoming console versions in the same condition as what we have on PC, and NOT just the shadows, but ALL the other unresolved bugs and sloppy legacy coding still throwing errs & warnings in the logs, then they are in for one HECK of a wake up call when the console gamers get ahold of it...
  14. Just so you know for future reference, while logs from other mods, such as MiniAVC, and the linuxgurugamer's fork of ExceptionDetector, may be helpful, and bonus material for troubleshooting, when mods ask for logs to be provided, they mean the output_log.txt in either the KSP_Data (32bit version), or KSP_x64_Data (64bit version), (grab the output_log from which ever xxbit version of KSP you are playing), and provide the KSP.log from the main KSP folder... (which you found ) Those are the two MUST have logs... Like I said, any other logs from other mods, which may be relevant are just bonus... And you should just automatically go ahead and provide links to any logs at the end of any support request, rather than waiting for someone to ask for them... Mods seem to appreciate not having to repeat themselves asking people for them, AND it also helps you, as people can look at the logs right away, and post answers, rather than waiting for you to post back with links to logs after being asked...
  15. So what you're saying is, not only does every one get to bug squash, but we all have the "privilege" of helping to CAREER BALANCE the mod, too?... SWEET!!... ... :rolleyes; ... ( I see what you did there, Allista... )
  16. Hmmm... i thought Collada couldnt handle animations?... At least as far as Unity goes, and thats why you use .fbx from Blender to Unity (when there are animations in the model, anyway)...??
  17. @Z-Key Aerospace I JUST now had KSP-AVC throw a message for a Protractor update of v2.8.. However, when I click "Download", your "repo" site only shows [x]Science and TAC Fuel... ???
  18. Looking at the Humpback model, it also seems there are incorrect textures assigned to it in the model... I guess it textures correctly in-game, due to the texture = overiding what's packed in the .mu...?? And HOW the heck did Blender even become a "thing"?!?!... No wonder I am having such a hard time learning to model... i thought it was just me, and a steep learning curve with blender... But as I am progressing up that curve, i am realising Blender's interface (at least to me), is SOOOOO unintuitive, its actually becoming HARDER to model with... ???...
  19. Ok... maybe I'm not fully understanding the function of the data transmitter MODULE... I thought it was ONLY for transmitting science, and NOT required for control...
  20. Wait... Doesnt having a data transmitter MODULE kind of defeat the whole purpose of having a sample return part in the first place? EDIT: unless it has a REALLY short range?... like just a couple hundred meters or less?
  21. Really??.... .... See... Other than being a forum slug, I have been out of touch...lol
  22. Oooo... Any chance you could please share?... I'm having a huge issue with animation names in a bunch of ZZZ's models I'm messing around with... @stali79 Could you send me the link?... MAYBE I can FINALLY provide some actual help with patches... I ended up taking a break from working on stuff... Had hit a bunch of walls, and was getting a bit discouraged with modelling...
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