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Found 9 results

  1. Hi all I am working on a little mod, called "KKL - Kerbal Kustomz Ltd". It currently consists of a little GUI for actions I require a lot. So I know C# to a degree I actually can do something in Unity/KSP. Now what is far more intense is my "IPTS - Interplanetary Transport System" which shall be a balanced set of a few modular pieces to reduce part count and fit into stock look but a bit cleaner at certain places. Currently I have dependencies to Near Future Construction, Color Coded Cans and whatnot, using just very few pieces welded together with Ubzio's Welder Mod. As I dont have the time to do everything on my own to the degree I am satisfied with, I am looking for someone who could model those meshes and fit them some clean textures. I have spent hours preparing the crafts ... not yet flown them to planets yet because I am astethically - let's say - demanding. Here a few screenshots of the IPTS parts so far: https://imgur.com/a/WHwH3ej
  2. Hello! I am currently in the process of refurbishing my dome. I created a brand-new model, along with a custom collider mesh made out of triangular prisms. Here are the screenshots from Unity, where everything appears to be fine: However, in-game the dome looks like this (the size is correct, it's supposed to be 10m in diameter): ^ Proof that it's the collision mesh that's messing things up for me, and not the actual texture(s) that I'm using. I am really confused as to what I should do at this point. I tried everything, including moving the colliders up and down the hierarchy, applying the mesh renderer and applying an empty texture to it, and a bunch of other things, only to end up with the same result. What should I do? Am I doing something wrong?
  3. I've been working on an Aircraft Carrier mod. I just got my first model finished and installed into KSP, but the Debug keeps popping up a bunch of errors. I had a whole series of complex convex colliders set up. I ended up removing the because of the errors and tested just with mesh colliders and the same issue occurs. The other problem is when I activate the animation, KSP dims and spawns a new error. Can anyone shed any light on this issue? Errors are as follows. // After I launch my craft. [Error]: Ignore collision failed. Both colliders need to be activated when calling IgnoreCollision // After the animation is triggered, KSP dims and spawns this. [Error]: ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices! [Error]: Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) Pictures of the model in the SPH (hanger extender mod in use)
  4. I'm currently trying to create a box from the raw vertices, and make this object visible in flight (map view, tracking view, normal view). Here is my code so far: using System; using System.Collections.Generic; using UnityEngine; namespace KSPPlugin { [KSPAddon(KSPAddon.Startup.EveryScene, false)] public class KSPPlugin : MonoBehaviour { private float last_time = 0.0f; private float interval = 5.0f; private GameObject testbox_obj = null; private MeshRenderer testbox_renderer = null; private MeshFilter testbox_filter = null; private const int MAP_LAYER = 10; private const int FLIGHT_LAYER = 15; void Awake() { } void Start() { Debug.Log("TEST ADD CUBE"); testbox_obj = new GameObject("testbox"); testbox_filter = testbox_obj.AddComponent<MeshFilter>(); Mesh mesh = testbox_filter.mesh = new Mesh(); testbox_renderer = testbox_obj.AddComponent<MeshRenderer>(); float length = 20f; float width = 20f; float height = 20f; #region Vertices Vector3 p0 = new Vector3(-length * .5f, -width * .5f, height * .5f); Vector3 p1 = new Vector3(length * .5f, -width * .5f, height * .5f); Vector3 p2 = new Vector3(length * .5f, -width * .5f, -height * .5f); Vector3 p3 = new Vector3(-length * .5f, -width * .5f, -height * .5f); Vector3 p4 = new Vector3(-length * .5f, width * .5f, height * .5f); Vector3 p5 = new Vector3(length * .5f, width * .5f, height * .5f); Vector3 p6 = new Vector3(length * .5f, width * .5f, -height * .5f); Vector3 p7 = new Vector3(-length * .5f, width * .5f, -height * .5f); Vector3[] vertices = new Vector3[] { p0, p1, p2, p3,// Bottom p7, p4, p0, p3,// Left p4, p5, p1, p0,// Front p6, p7, p3, p2,// Back p5, p6, p2, p1,// Right p7, p6, p5, p4// Top }; #endregion #region Color Color[] colors = new Color[] { Color.red, Color.red, Color.red, Color.red, Color.green, Color.green, Color.green, Color.green, Color.blue, Color.blue, Color.blue, Color.blue, Color.yellow, Color.yellow, Color.yellow, Color.yellow, Color.white, Color.white, Color.white, Color.white, Color.gray, Color.gray, Color.gray, Color.gray }; #endregion #region Normales Vector3 up = Vector3.up; Vector3 down = Vector3.down; Vector3 front = Vector3.forward; Vector3 back = Vector3.back; Vector3 left = Vector3.left; Vector3 right = Vector3.right; Vector3[] normales = new Vector3[] { down, down, down, down,// Bottom left, left, left, left,// Left front, front, front, front,// Front back, back, back, back,// Back right, right, right, right,// Right up, up, up, up// Top }; #endregion #region UVs Vector2 _00 = new Vector2(0f, 0f); Vector2 _10 = new Vector2(1f, 0f); Vector2 _01 = new Vector2(0f, 1f); Vector2 _11 = new Vector2(1f, 1f); Vector2[] uvs = new Vector2[] { _11, _01, _00, _10,// Bottom _11, _01, _00, _10,// Left _11, _01, _00, _10,// Front _11, _01, _00, _10,// Back _11, _01, _00, _10,// Right _11, _01, _00, _10,// Top }; #endregion #region Triangles int[] triangles = new int[] { // Bottom 3, 1, 0, 3, 2, 1, // Left 3 + 4 * 1, 1 + 4 * 1, 0 + 4 * 1, 3 + 4 * 1, 2 + 4 * 1, 1 + 4 * 1, // Front 3 + 4 * 2, 1 + 4 * 2, 0 + 4 * 2, 3 + 4 * 2, 2 + 4 * 2, 1 + 4 * 2, // Back 3 + 4 * 3, 1 + 4 * 3, 0 + 4 * 3, 3 + 4 * 3, 2 + 4 * 3, 1 + 4 * 3, // Right 3 + 4 * 4, 1 + 4 * 4, 0 + 4 * 4, 3 + 4 * 4, 2 + 4 * 4, 1 + 4 * 4, // Top 3 + 4 * 5, 1 + 4 * 5, 0 + 4 * 5, 3 + 4 * 5, 2 + 4 * 5, 1 + 4 * 5, }; #endregion mesh.name = "testbox"; mesh.vertices = vertices; mesh.normals = normales; mesh.uv = uvs; mesh.triangles = triangles; mesh.colors = colors; mesh.RecalculateBounds(); mesh.Optimize(); testbox_renderer.material = new Material(Shader.Find("Particles/Additive")); testbox_renderer.enabled = true; testbox_obj.SetActive(true); } void Update() { if (Time.time - last_time > interval) { last_time = Time.time; Debug.Log("Update. Is on map? " + MapView.MapIsEnabled.ToString()); } float scale = 1.0f; if (MapView.MapIsEnabled) scale = ScaledSpace.InverseScaleFactor; testbox_obj.layer = MapView.MapIsEnabled ? MAP_LAYER : FLIGHT_LAYER; testbox_obj.transform.position = FlightGlobals.ActiveVessel.GetWorldPos3D(); } void OnDestroy() { Destroy(testbox_filter); Destroy(testbox_renderer); Destroy(testbox_obj); } } } The final goal is to create a sphere (i started with a box because it's easier to debug), center it around a celestial body, and apply a custom shader to it. I dont see the object and i dont get any errors. How do i make the object visible?
  5. I'm having a problem with Blender and Unity. I import the model but the normals won't flip. I've tried recalculating and flipping and in Unity the normals stay the same.
  6. I have recently been working on textures and experimenting with he best way to do this, and in blender a good way to texture is to assign multiple materials to one mesh and texture them independently. now i tried doing this and it worked very well until i put the models into the game and the said mesh is invisible, this leads me to wonder if it is myself at fault or can ksp not use meshes with multiple materials? Any help would be much appreciated.
  7. Hi, I'm making a mod for KSP, and am having mesh collision problems. I use Unity. To make the mesh, I use capsule collider, because I have too many vertices for mesh collider. Because I use capsule collider, my mesh rounds off at the bottom and top, so when I try to attach stuff to the sides at the bottom or top, they end up inside the tank. Can anyone help?
  8. Advanced building 101 I recently found a problem, and I would like to know if there's someone else out there with the same problem. I am building colonies at every world. Some are older and are, therefore, bigger. They have been built in career mode, so they are made up of a mix of attached blocks through docking ports, on the surface. One of them, my minmus fuel factory, has grown in size quite a bit, the latest addition was a nice landing pad, placed quite far from the main building, via a long pipe which was assembled, in place, in 3 sections. What happens is that, since terrain is not level and there is yet to be done a mod that allows for buldozzers or terrain levelling, the landing pad, when I warp time, clips the terrain mesh a little. this is enough, however, to make parts of the landing pad exploding and jumping into the air. the reason why I adopted the "no legs" building process is that it is easier to standardize equipment, since, independently of local gravity the port height for each block remains the same, unlike when we use legs. Besides... It looks better... Knowing if port height matches is, as you can see, of paramount importance before sending base components to be assembled millions of miles away, and if I have to design this for each scenario, instead of using default design for all, it's a pain in the ass... but.... The no legs approach is giving me this problem... What do you suggest? Using legs will prevent this on larger ground bases? Is it worth the pain? Anyone knows when bulldozer mod will be available? Maybe making smaller bases (in terms of area)? How have you overcome this problem, if you ever encountered it? I can think on a number of alternatives, Imwould be interested in knowing thenless painfull ones eheh
  9. I'm having a problem with the in game lighting. The texture appears fine in the SPH/VAB scene but in the game scene the lighting doesn't flow right. I have a feeling it has something to do with my mesh. SPH colors and light blend correctly. In the game scene the light on the engine model doesn't match up uniformly with stock engine nacelle.
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