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Everything posted by VR_Dev
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Can someone tell me how to fix this problem. I think it's easy but I'm at work and my quick search around the internet hasn't helped. The two upper leg parts attach inverted of each other other. Isn't there somewhere in the .cfgs to prevent this? -
Only a fraction of my custom part loads into KSP
VR_Dev replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
Adding the collider individually worked great, thank you so much NoMrBond. I'll post a pic of it fully assembled soon -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
So I'm getting really close. Still a lot of things to figure out. Nodes, attachment points, and attachment rules should be pretty easy. However the mesh collider is now only surrounding one aspect of the part. Which means that you can only connect things to one aspect of the part. This is a problem And I've gone back to square one with textures -
Only a fraction of my custom part loads into KSP
VR_Dev replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
thanks to blackheart I loaded the parts into sketchup and exploded them. now I'm getting closer. However now my mesh collider only applied to one aspect of the part. not the whole thing. Any ideas? -
Only a fraction of my custom part loads into KSP
VR_Dev replied to VR_Dev's topic in KSP1 Modelling and Texturing Discussion
Thanks for the idea, but "texture" gives me the same result -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Detailed post about the problem I'm having http://forum.kerbalspaceprogram.com/threads/75803-Only-a-fraction-of-my-custom-t-rex-mech-part-loads-into-KSP -
Solved, don't let your meshes have more than one material assigned to them tl;dr - the second last picture is my part, the last picture is what it looks like loaded into Kerbal So I've tried as hard as I can at doing this before writing this asking for help. I have used all the stickied posts on the forum, t , and this thread. Now everything except the video is using the old part tools, not the .23 one so maybe I set that up wrong, but I don't think so, I get it to load into the gameobject just fine. But I'll cover that in more detail later. In this post I will cover in detail every step from blender to ksp. You have to understand that I have never used blender or unity before, and I'm trying to learn this all from scratch. There might be some basic things I'm missing, but based on the directions I have been following I believe it's all done correctly. I'm pretty proud I've made it this far. Just for some background. My plan is to release fully functional Zoid mechs created by artists on DeviantArt. People have created these things already for the sake of art, and I want to put them in the game and have me and a couple other users make them walk/fly/blow **** up. The one I am working on here was created by DeviantArt user DGMM. He has a bunch of these and if I get this one to work I believe I could convince him to send me his others. His gallery is here. This is the forum post for my project. There's more pictures there. Here you can see I've loaded the thing into the game as a whole as a proof of concept. Later you will see that my part isn't loading completely. It's reasonable to believe the part is too detailed for the game, but then why does it load as a whole? My plan is to eventually animate these parts so that they move by themselves, but animation is probably gonna take me a while to learn. So my first plan is to attach the parts using existing Infernal Robotics parts. For both plans I need to break the whole model up into parts. I'm thinking head, neck, body, tail, legs and arms(which will also have to be broken up at the joints). So as you can see here, in blender I isolated the part that I wanted, grouped all the parts together, moved the origin to the COM, and centered the whole thing. I also deleted a lot of the cosmetic, super detailed parts. Then I saved it as a .blend file Then I set up unity just as the instructions in the video said. I created a new project and put my .blend file and part tools folder into assets.(Maybe PartTools isn't supposed to go in Assets? Thats the only place I get them to load into unity though) I created an empty gameobject, set all the positions to 0, and added "part tools" via the "add component". Then before dragging the body file over to gameobject, I set all the materials to KSP/Emissive/Diffuse, turned off all the animation settings for the part, and toggled "Generate Colliders" and "Generate lightmap". I toggled those two after one of the forum posts I found told me to, but I also tried writing the part without those toggled. I also tried writing the part without any of the animations turned off. Then I dragged the part into game object and added a "Mesh Collider" to the body part. In the mesh collider i toggled Convex as well. In this example I'm not adding textures yet, but I have tried writing the part with them. Then in the part tools component I changed the Model name to "model" and the texture format to "TGA Uncompressed" as thats what the gentleman in the video used. I have however, tried every format now, to the same result. Then I click the write button and my .mu shows up in the gamedata folder I created in my Unity project folder. I dragged that into my folder for the part in KSP and wrote a .cfg. I just copied a fuel tanks .cfg and changed the name. That's why the attachment points aren't correct in the picture. I haven't figured those out yet, but I'll cross that bridge when I get there. Now I load up the game and every single time, no matter how many different settings I try, this is how it looks. Like I said, it might be because the part is too detailed, but then why did it load into the game as a whole? Also, and I can't find any other example of this on the internet. When I write my model in my finder it is classified as a "Document" where as every other stock mu in KSP is classified as an "Unix Executable File". Maybe thats something. I'm really just stuck and I would greatly appreciate any suggestions you might have, as I really want to accomplish this. Any suggestions at all, I'd be happy to credit you when I release the thing. And even better, if you'd like to be part of the project I'd be happy to have you, especially for the textures and animations. Please feel free to ask any questions as well. There might have been some things I missed in this description, but I have tried every combination of things I can think off, always to the same result.
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
So I've figured out how to do the textures. As you can see here I've isolated the head, however, I'm having trouble loading it into the game. Using the same exact steps as I did to load the whole model into the game doesn't work. The part loads into the game but doesn't show up under the command tab. When I reload the parts from the debug menu(f-12) I can see briefly in the scroll that the part has problems. However I can't get back to that debug screen. When I look at the log under f-2 is doesn't say anything about the part. Does anyone know how to view the "reload all" debug scroll in f-12? -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Thanks, like I said. A guy named DGMM at deviantArt modeled it. I just begged him to send it to me promissing I could make it work realisticaly in Kerbal. Here's his website. Hopefully if I get this to work he'll send me more http://dgmm.deviantart.com/gallery/ -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
So I'm breaking the whole model into parts. I'll be able to figure out attachment points, animations, and .cfgs. But I really, really need help with the textures. -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Updated the main post -
Yeah but you can change the hard limit. If I went into the .cfg and changed it to 180 that hinge would go all the way. Or i could just turn off the limits and the thing would just spin around all day. I want to be able to change the limit just like you can with the VTOL engine, without having to exit out to the space center and reloading the parts list. If the B9 VTOL engine can do it, the IR parts should be able to do it too
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
So I'm really close to being able to set toggle-able limits for the IR parts. I just need help with some of the code, it's basic stuff but I haven't coded in a long time. If you think you can help, check out my post. http://forum.kerbalspaceprogram.com/threads/74410-Trying-to-put-toggle-able-limits-on-IR-parts-Just-need-help-with-last-bit-of-code -
So I'm trying to incorporate the code for the B9 VTOL engines with the Infernal Robotics parts to be able to toggle through the parts rotation limits. So far I have been successful at loading the "FSVTOLrotator" Module from the engines into a IR hinge. This loads all the options I desire into the hotkey menu for the part, as seen here. What I can't accomplish is getting the hinge's "RotateMin" and "Rotatemax" to recognize the limits the user sets in the table, exactly like you can with the engines. I believe these inputs to be "maxDownAngle" and "availableAngles1" in the VTOL MODULE. Even though I set the max angle to 180 the hinge stops at 90. I believe there is a simple solution, but it's been a while since I took any coding classes. I need to make the "maxDownAngle" and "availableAngles1" variables available for the "MUMechServo" to apply to "RotationMin/Max." Here is the code I have gotten the closest with. PART { // --- general parameters --- name = IRHingeTallND_VTOL2 module = MuMechServo author = Sirkut & Devo // --- asset parameters --- mesh = model.mu scale = 1.0 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 // --- node definitions --- node_attach = 0.0, -0.254, 0.0 , 0.0, -1.0, 0.0 node_stack_top = 0.0, 0.0, -0.325, 0.0, 0.0, -1.0, 0 node_stack_bottom = 0.0, -0.254, 0.0 , 0.0, -1.0, 0.0, 0 // --- editor parameters --- TechRequired = advConstruction entryCost = 0 cost = 50 category = Utility subcategory = 0 title = Adjustable limit hinge 2 manufacturer = Magic Smoke Industries description = Taller motorized hinge. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 3000 breakingForce = 999 breakingTorque = 999 rotateJoint = True rotateAxis = -1, 0, 0 keyRotateSpeed = 20.0 rotateLimits = True rotateMin = -90 rotateMax = 90 rotateLimitsRevertKey = False jointSpring = 0 jointDamping = 0 onActivate = False rotateKey = up revRotateKey = down fixedMesh = Base servoName = New Hinge invertSymmetry = False motorSndPath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path MODULE { name = FSVTOLrotator deployedAngle = 90 //the starting max value maxDownAngle = -90 // Allowed rotation below the default parked state stepAngle = 1 // How much each action group button press will rotate the engine targetPartObject = engine_holder availableAngles1 = 90, 0, 0 //max three values, use 0 to skip the value and shorten the list. The first value is the default, so smaller than default values should be the final numbers. //availableAngles2 = 0, 0, 0 // more angles, for a max of 6 startInverted = True steerDirection = -1 } } I know RotateMin/Max shouldn't be 90, but it's the only way to get all the options to load like I want. Somehow those have to be variables that you can change in the VTOL Module. I have tried a bunch of different configurations of the code as well. -Having the FSVTOLRotator module be the base with the MuMechServo the MODULE being called within it. -Having the base module be a part, and calling both FSVTOLRotator and MuMEchServo as MODULES{} within it. -Having Min/max = Module{FSVTOLRotator maxDownAngle/availableAngles1} Like I said I believe there is an easy solution to this, and if so being able to change a parts rotation limits with a toggle will open up a whole new world for IR development, especially our walking mechs. http://forum.kerbalspaceprogram.com/threads/73364-Walking-Flying-Custom-Replica-Mech-Mod
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So I'm trying to incorporate the code for the B9 VTOL engines with the Infernal Robotics parts to be able to toggle through the parts rotation limits. So far I have been successful at loading the "FSVTOLrotator" Module from the engines into a IR hinge. This loads all the options I desire into the hotkey menu for the part, as seen here. What I can't accomplish is getting the hinge's "RotateMin" and "Rotatemax" to recognize the limits the user sets in the table, exactly like you can with the engines. I believe these inputs to be "maxDownAngle" and "availableAngles1" in the VTOL MODULE. Even though I set the max angle to 180 the hinge stops at 90. I believe there is a simple solution, but it's been a while since I took any coding classes. I need to make the "maxDownAngle" and "availableAngles1" variables available for the "MUMechServo" MODULE to apply to "RotationMin/Max." This involves Modules sharing variables, which is where I'm confused. Here is the code I have gotten the closest with. PART { // --- general parameters --- name = IRHingeTallND_VTOL2 module = MuMechServo author = Sirkut & Devo // --- asset parameters --- mesh = model.mu scale = 1.0 specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 // --- node definitions --- node_attach = 0.0, -0.254, 0.0 , 0.0, -1.0, 0.0 node_stack_top = 0.0, 0.0, -0.325, 0.0, 0.0, -1.0, 0 node_stack_bottom = 0.0, -0.254, 0.0 , 0.0, -1.0, 0.0, 0 // --- editor parameters --- TechRequired = advConstruction entryCost = 0 cost = 50 category = Utility subcategory = 0 title = Adjustable limit hinge 2 manufacturer = Magic Smoke Industries description = Taller motorized hinge. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 15 maxTemp = 3000 breakingForce = 999 breakingTorque = 999 rotateJoint = True rotateAxis = -1, 0, 0 keyRotateSpeed = 20.0 rotateLimits = True rotateMin = -90 rotateMax = 90 rotateLimitsRevertKey = False jointSpring = 0 jointDamping = 0 onActivate = False rotateKey = up revRotateKey = down fixedMesh = Base servoName = New Hinge invertSymmetry = False motorSndPath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path MODULE { name = FSVTOLrotator deployedAngle = 90 //the starting max value maxDownAngle = -90 // Allowed rotation below the default parked state stepAngle = 1 // How much each action group button press will rotate the engine targetPartObject = engine_holder availableAngles1 = 90, 0, 0 //max three values, use 0 to skip the value and shorten the list. The first value is the default, so smaller than default values should be the final numbers. //availableAngles2 = 0, 0, 0 // more angles, for a max of 6 startInverted = True steerDirection = -1 } } I know RotateMin/Max shouldn't be 90, but it's the only way to get all the options to load like I want. Somehow those have to be variables that you can change in the VTOL Module. I have tried a bunch of different configurations of the code as well. -Having the FSVTOLRotator module be the base with the MuMechServo MODULE being called within it. -Having the base module be a part, and calling both FSVTOLRotator and MuMEchServo as MODULES{} within it. -Having Min/max = Module{FSVTOLRotator maxDownAngle/availableAngles1} Like I said I believe there is an easy solution to this, and if so being able to change a parts rotation limits with a toggle will open up a whole new world for IR development, especially our walking mechs. http://forum.kerbalspaceprogram.com/threads/73364-Walking-Flying-Custom-Replica-Mech-Mod
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
I'm pretty sure I did something awesome. I still am working out the bugs but this could be huge for our walking mechs. I combined the code from a hinge with the code from the B9 VTOL engine which allows you to toggle limits. This could allow us to use a hotkey to toggle through the limits of a part. THis could make turning and transitioning from run/walk much easier. -
I'm pretty sure I did something awesome. I still am working out the bugs but this could be huge for our walking mechs. I combined the code from a hinge with the code from the B9 which allows you to toggle limits. This could allow us to use a hotkey to toggle through the limits of a part. THis could make turning and transitioning from run/walk much easier. I'm gonna Xpost this into my thread too.
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
I saw this on reddit. Super impressive. Especially how it looks like it turns. The leg structure on it is much more similar to what we are attempting. Between you and M1 I'm super confident we can make it walk. We're just waiting on MassDivide to finish designing the thing then we can work on getting it to walk/fly. Thanks for the interest and the post, you guys blown my mind with your robotics skills -
Spazer.net Kerbal Multi Player Server Information
VR_Dev replied to bcspazer's topic in KSP1 Mods Discussions
Please add laser guided weapons and this new weapons mod to the battle server. -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Yeah, so now we have two different scripting options. I'm working on figuring them out right now. It would be nice to be able to change from a "walk" to a "run" setup as the velocity changes too -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Super good find with this thread m1. http://forum.kerbalspaceprogram.com/threads/68089-0-23-kOS-Scriptable-Autopilot-System-v0-11-2-13 I probably should have looked harder for people scripting ksp already. That could be huge for our mechs -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
VR_Dev replied to VR_Dev's topic in KSP1 Mod Development
Hah yeah well it wasn't much to start with. Lemme know how I can help -
Robotics for the Zoid and Gundam are Fixed
VR_Dev replied to VR_Dev's topic in KSP1 The Spacecraft Exchange
Also please let me know if you originally had problems or if you didn't. And if these solutions worked for you. cb