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Everything posted by requimrar
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Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
OMG Thanks guys! I just random\'ed some stuff; I placed the part back into unity. Perhaps last time I forgot to assign materials in unity or something, but no colour glitches, no off-centre part icon, no nothing! Everything works now, solved! Thanks man(s). -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Yea. I get that. I\'m not working with unity currently. What I need to know is how to solve that colour bug, then I\'ll figure the unity part icon thing out. -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Oh, you mean I just map the separate parts, then export them all the use photoshop or w/e and merge the images? Sounds clever, although the first thing that comes to my mind is how the background of the separate images would be handled. I\'m not really familiar with photoshop :/ Also, I have to figure out a simple way to texture things; blender\'s UV maps are a series of lines with funny colour gradients, which make them hard to paint bucket... Not to mention that stupid colour bug in the VAB... -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
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Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Bah. I can\'t get anything working now. :/ I just modeled a semi-complex fuel tank. It loads in-game as usual, but sigh, I can never seem to get the UVs right, ever. I joined all my objects in blender into one, which may or may not be a mistake. But I only did that because I couldn\'t get all the individual UV maps to join into one. Either way, I applied a standard grey material to the tank, and the texture is also grey. In fact, there\'s so much grey the whole texture.png is grey. But alas... I just changed the nodes slightly and got it to attach in-game... The texture when placed, and in the part list, is perfectly fine. However... When selected, the green overlay is purple and the other one is cyan (from the picture). On a sidenote, what do you guys think about my design style? Not to match stock, for sure. PS: Can a mod move this to the modeling and texturing discussion sub forum? Thanks. -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Tsk. Thanks for your help anyway, much appreciated! -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Thanks man. I\'ll try again tomorrow, but will someone tell me why the part is off-centre in the VAB parts list? -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Ah. Now you mention the cap type... It was defaulted at N-gon. WHY, WHY YOU STUPID N-GON, YOU HAVE COME TO RUIN MY LIFE! But after setting it to 'Triangle Fan', things turn out as expected. Now, about that off-centre icon... Because I would really like to get emissive textures on future products... Man I love this place and these people! -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Another hitch. Bad things man. I was checking out the part in-game, and it seems that the textures have a slight problem... When creating the cylinder, I said before that I didn\'t get the pie-shaped top of the cylinder. Turns out... Image 1 is what I have in blender, after I did 'Triangulate Faces' (or something). Triangles yes, but not as I would like them... Image 2 is in-game, where I have simply painted alternate sections of the cylinder green and yellow, but the ends of the cylinder... What can I say? Also worrying is that wavy-jagything. Image 3 is another bug: When selected, the tops and bottoms become black. I suspect this is due to improper UV mapping, but my current UV map is in image 4; I can\'t map the top and bottom. Gah. -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
I assure you, anything and everything that has positional data has been changed to 0, 0, 0. Seriously. Have a gander! Thanks for the trouble. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
requimrar replied to Thobewill10's topic in KSP1 Mod Development
Ok, thanks -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
requimrar replied to Thobewill10's topic in KSP1 Mod Development
Oh while you\'re online, care to share what cBBp told you about the emissive shaders? I would love to figure that out as well. Thanks! -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
The part is not large, it is of 12/24 sides, depth 1 and radius 0.5. Exactly to spec, nothing wrong. It appears perfectly fine if I don\'t go through unity. I set the location of anything I could find in the scene to 0, 0, 0. I also deleted the 'Main Camera', although past experiences with unity don\'t need a camera, iirc. Curse this new thing! (It\'s pretty good actually) -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Oh thanks man! I forgot how Unity handles things. Three more questions, you guys are awesome! 1. The part icon in the VAB is still off-centre, I set positions of both the GameObject and my Test2 model to 0, 0, 0. ? 2. How do I generate a normal map? The NVIDIA normal map filter that Tosh (Was it?) used in his tutorial post isn\'t available for mac. I do have photoshop though. 3. If I do get the normal map, how do I apply it? The aforementioned tutorial says nothing about that. EDIT: Also, how do I make use of the engine heating thingy effect? Thanks guys, I love this place -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Maybe not. Unity has other plans. Gah. So I figured out that first problem, got the part to load in-game and all, so I decided I would go the Unity way, just to give things a try. I followed the instructions that Mu posted; 1. Place .dae and texture into Assets folder. 2. Create new empty GameObject. 3. Assign the Part Tools component to that GO. 4. Drag the .dae over the GO; parented, I suppose? 5. Press write on Part Tools. I get a model.mu no problem, the game loads it no problem as well... With a small hitch. 'Hierarchy model: Model should have a collider!' It appears in the VAB, however the icon is very much offset. I can place it in the scene but I cannot click or otherwise select it afterwards. I think that somehow the node_collider mesh got screwed up? But then KSP shouldn\'t be able to load it, like with the old DAE. I did nothing else, didn\'t change any options or anything. What? EDIT: I didn\'t do any normal map, could that be the problem? -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Thank you thank you thank you! I LOVE YOU NO HOMO. Turns out I was simply naming the object within blender, instead of setting the unique name thingy. Thanks so much, now to rule the world! -
Can't get Unity Part Tools to work!
requimrar replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
Yea, I did watch the tutorial. He said to select the cylinder, minus the top and bottom, then click UV unwrap. The problem is, I can\'t deselect the top nor bottom! In the video, the base of his cylinder looks like a bunch of pie pieces, triangles. Mine just looks like a whole circle. Can\'t select nuthin! I\'m using the latest blender for OSX. -
Help. I tried making my first part. Yea. I get a NullReferenceException when I load. Help? What I did was simply create a cylinder, 24 sides and assigned it a blue material. I then created another cylinder, 12 sides, named node_collider and also assigned it the blue material. What gives? (Not using unity yet, I better get a working model first.) Attached are the DAE and blend files. Also here is the config (if it\'s the problem [yes I know I ripped it off the Bace Kit, but it was a random folder I clicked.]) // Kerbal Space Program - Part Config // FL-T400 Fuel Tank // // --- general parameters --- name = basekitFuelTank //module = FuelTank module = Strut author = NovaSilisko // --- asset parameters --- mesh = fueltank.dae //scale = 0.1 scale = 0.1 texture = fueltank.png specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 // --- node definitions --- //node_stack_top = 0.0, 1.59, 0.0, 0.0, 1.0, 0.0 //node_stack_bottom = 0.0, -1.59, 0.0, 0.0, 1.0, 0.0 node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 // --- editor parameters --- cost = 400 category = 0 subcategory = 0 title = BACE Construction Co. - Multipurpose Fuel Tank manufacturer = BACE Construction Co. description = A cheap, easy-to-build fuel tank - designed for deorbit burns and landing. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 1.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 8 breakingForce = 80 breakingTorque = 80 maxTemp = 2900 // --- fuel tank parameters --- //fuel = 100.0 //dryMass = 0.5 //fullExplosionPotential = 0.7 //emptyExplosionPotential = 0.1
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Unlimited bandwidth at 50mb/s for about $70 a month Ah, the benefits of a tiny country.
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can\'t.... patch!! I launch the patched separately, then it downloads the game up till 99.9%. Then it hangs for about 2 seconds, then that error. I can\'t see what file is missing, so I posted the image here. Help? (OSX, duh) EDIT: And now KSP won\'t launch. Luckily I had a backup.
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Knowing that 0.15 is coming out in a week (max) and that there will be working atmospheric engines made my C7Studios? But the model looks good, you could adapt it for the new Atmospheric Engine module once 0.15 comes out.
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yea I have loads of other mods working, including like the kw challenger sidr wobbly rockets etc. however, there\'s a topic somewhere (search google) that says 0.10 mac bugs and inclides these errors.
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nope sorry, te same error happens. does it help to mention im on a mac?
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thank you, I\'ll try when I get home and get back to you. what exactly are the changes?
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huh? I didn\'t change anything... I changed the 'srageAfter' things but it didn\'t help so I changed them back. in other words, completely unchanged. I have tried dowloading it several times over, both from he attachment and from ksr. perhaps a kind soul kould rezip the files for me?