arc5555 Posted May 4, 2015 Share Posted May 4, 2015 Okay , it kinda worked , but i can't understand why the landing gears don't appear Quote Link to comment Share on other sites More sharing options...
Cptman Posted May 4, 2015 Share Posted May 4, 2015 Well, the landing gears have the texure but they are not placed correctly. Moreover they only take a small part of the UV image and are at the top (or bottom ?) of the image, so when you rotate it with the script, it rotates it but around the vertices layout center and not the image center. So, I doesn't have any real effect.For the landing gear you have to go back to the good old method of placing the vertices correctly in the UV editor, but it just needs a rotation of 180°, a rescale of -1 and a translation... Fortunately we don't have to resize with weird factors and move vertices. Quote Link to comment Share on other sites More sharing options...
arc5555 Posted May 4, 2015 Share Posted May 4, 2015 Well, the landing gears have the texure but they are not placed correctly. Moreover they only take a small part of the UV image and are at the top (or bottom ?) of the image, so when you rotate it with the script, it rotates it but around the vertices layout center and not the image center. So, I doesn't have any real effect.For the landing gear you have to go back to the good old method of placing the vertices correctly in the UV editor, but it just needs a rotation of 180°, a rescale of -1 and a translation... Fortunately we don't have to resize with weird factors and move vertices.Oh wow , that's serious Quote Link to comment Share on other sites More sharing options...
Cptman Posted May 5, 2015 Share Posted May 5, 2015 (edited) So update time for the recent changes:Please download the newest version of the mu importer, it supports .dds files and in fact it had been for more than 3 weeks...EDIT: Wow, it's really bigSorry for not checking before However texture are still not right. I will try to do something.Also, if you are using Blender 2.74 you might have problem with things like clamps, but nothing too bad. It will show an error message but evrything is ok-ish . Edited May 5, 2015 by Cptman Quote Link to comment Share on other sites More sharing options...
Sma Posted May 7, 2015 Share Posted May 7, 2015 (edited) So update time for the recent changes:Please download the newest version of the mu importer, it supports .dds files and in fact it had been for more than 3 weeks...EDIT: Wow, it's really bigSorry for not checking before However texture are still not right. I will try to do something.Also, if you are using Blender 2.74 you might have problem with things like clamps, but nothing too bad. It will show an error message but evrything is ok-ish .I just tried importing from 1.0.2 on Blender 2.74 for the first time tonight. It ends up throwing some errors after loading the root part, and some colider mesh looking thing (just a cylinder) and a collider mesh for the other cockpit I guess. I did download the updated mu importer. The texture was as you said messed up, but I just went into edit mode, selected all the vertices from the UV mesh, and went to (in the uv editor window) the UV's menu -> mirror -> y axis, and that fixed the texture problem. Now, to figure out the problem that causes the script to crash....Traceback (most recent call last): File "/home/sma/blender-2.74-linux-glibc211-x86_64/2.74/scripts/addons/io_kspblender-master/__init__.py", line 59, in execute return import_craft.import_craft(self,context,**keywords) File "/home/sma/blender-2.74-linux-glibc211-x86_64/2.74/scripts/addons/io_kspblender-master/import_craft.py", line 63, in import_craft craft = import_parts(filepath,partdir,rightscale,right_location) File "/home/sma/blender-2.74-linux-glibc211-x86_64/2.74/scripts/addons/io_kspblender-master/import_craft.py", line 223, in import_parts material_fixer(obj,part) File "/home/sma/blender-2.74-linux-glibc211-x86_64/2.74/scripts/addons/io_kspblender-master/import_craft.py", line 710, in material_fixer possible_img = [image for image in bpy.data.images if imA.texture.name in image.name] File "/home/sma/blender-2.74-linux-glibc211-x86_64/2.74/scripts/addons/io_kspblender-master/import_craft.py", line 710, in <listcomp> possible_img = [image for image in bpy.data.images if imA.texture.name in image.name]AttributeError: 'NoneType' object has no attribute 'name'Maybe the same thing that was happening with the mu importer with changing from mbm to dds? Edited May 7, 2015 by Sma Quote Link to comment Share on other sites More sharing options...
zekes Posted May 7, 2015 Share Posted May 7, 2015 so it works for 1.0.2 now? Quote Link to comment Share on other sites More sharing options...
Sma Posted May 7, 2015 Share Posted May 7, 2015 so it works for 1.0.2 now?Sort of, but not exactly. As others have noted, and I just tested it will import stock craft files just fine, other than texture rotation/position problems, most of which I managed to fix by rotating the UV mesh (or rather, mirroring it on the Y axis, though some had to be mirrored on X axis, and repositioned, the RTG's on the ion probe for example). Craft that I made in the VAB or SPH though only import the root part. When I tried to import a jet I made, it just imported the first cockpit I put, and a collider for the 2nd cockpit. When I tried to import a rocket I made, it imported the capsule, and because I had 2 of the same capsule that one imported as well, along with 2 struts, but the script crashed and nothing else came in.I downloaded the new MU importer (well, new as of when I downloaded it last night) but before that it would do the same thing, except no textures at all. Quote Link to comment Share on other sites More sharing options...
briansun1 Posted May 7, 2015 Share Posted May 7, 2015 So, have smoke effects from engins been put in yet? I saw that you learned how to do smoke and fire in blender so I'm curious. Quote Link to comment Share on other sites More sharing options...
Sma Posted May 7, 2015 Share Posted May 7, 2015 So, have smoke effects from engins been put in yet? I saw that you learned how to do smoke and fire in blender so I'm curious.That was just by following some smoke tutorials for blender. I don't think you can import smoke/fire from KSP. Unless I missed something. Quote Link to comment Share on other sites More sharing options...
briansun1 Posted May 7, 2015 Share Posted May 7, 2015 That was just by following some smoke tutorials for blender. I don't think you can import smoke/fire from KSP. Unless I missed something.Oh, I still kind of need to learn how. Can you link the tutorials? Quote Link to comment Share on other sites More sharing options...
Sma Posted May 8, 2015 Share Posted May 8, 2015 I also suggest going through all of Andrew Prices (BlenderGuru) videos if you really want to get into Blender, he has a lot of good free stuff. Also, if you can justify spending the money it, he has a lot of neat classes or academies where he provides you with all the textures, references and HDRI images that may be needed in order to do a scene. I haven't done any of the classes yet, but there have been a few that look really neat, like grass essentials. Quote Link to comment Share on other sites More sharing options...
briansun1 Posted May 8, 2015 Share Posted May 8, 2015 I also suggest going through all of Andrew Prices (BlenderGuru) videos if you really want to get into Blender, he has a lot of good free stuff. Also, if you can justify spending the money it, he has a lot of neat classes or academies where he provides you with all the textures, references and HDRI images that may be needed in order to do a scene. I haven't done any of the classes yet, but there have been a few that look really neat, like grass essentials. I'll look into it. Thanks! Quote Link to comment Share on other sites More sharing options...
FiresThatBurn Posted May 9, 2015 Share Posted May 9, 2015 I keep getting errors when loading my ship. Loading the default Kerbal-X Ship http://gyazo.com/d61b830f91700455ad38f3f82f775f89 error ^ Quote Link to comment Share on other sites More sharing options...
FreddyPhantom Posted May 9, 2015 Share Posted May 9, 2015 I keep getting errors when loading my ship. Loading the default Kerbal-X Ship http://gyazo.com/d61b830f91700455ad38f3f82f775f89 error ^ I have the same problem Quote Link to comment Share on other sites More sharing options...
Dasoccerguy Posted May 12, 2015 Author Share Posted May 12, 2015 Hey everyone! I haven't had time to make this work with 1.0 yet. Hopefully I'll get to it this week at some point. It's just a bit... exhausting to code all day at work and then come home and code a bunch more. I'll be sure to get to all your questions when I fix things. As for now, if you manage to fix anything yourselves please let me know! I'm aware that apparently the textures are mirrored across the Y axis and now using a different file format than before. I'm not totally sure how to fix everything yet, but I promise I will! Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted May 14, 2015 Share Posted May 14, 2015 (edited) It says something about a main error with the Mark1 Cockpit when I try to import my .craft file, i can send the .craft if you can send the .blend to me. Here's the link to my craft (KSP 1.0)http://www./download/45ac49akhapwvpp/C7+Highliner.craftMy email is [REDACTED], you can email me the .craft. It would help if you can PM me your email so I can expect the email from you.Thanks,legoclone09- - - Updated - - -That's my problem, sorry for posting two things in a row. Edited November 23, 2015 by legoclone09 Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 15, 2015 Share Posted May 15, 2015 legoclone09, it might attract a lot of spam to have your email listed publicly on an indexed forum like that, you may want to edit that out of your post. People can PM you links to the .craft files, or arrange an email exchange through PM. Quote Link to comment Share on other sites More sharing options...
arc5555 Posted May 17, 2015 Share Posted May 17, 2015 Hey everyone! I haven't had time to make this work with 1.0 yet. Hopefully I'll get to it this week at some point. It's just a bit... exhausting to code all day at work and then come home and code a bunch more. I'll be sure to get to all your questions when I fix things. As for now, if you manage to fix anything yourselves please let me know! I'm aware that apparently the textures are mirrored across the Y axis and now using a different file format than before. I'm not totally sure how to fix everything yet, but I promise I will!Can't wait for the fix Quote Link to comment Share on other sites More sharing options...
MD5Ray01 Posted May 21, 2015 Share Posted May 21, 2015 Man, I can't wait to start trying this out. Quote Link to comment Share on other sites More sharing options...
Sma Posted June 2, 2015 Share Posted June 2, 2015 (edited) Tried messing around with this again. It's been a while so I might have already figured this out, but stock craft load no problem, other than maybe part placement and textures. I tried loading crafts from 0.9 and the loaded too, though again part placement and textures. However, 1.0.2 craft only seem to load a few parts (same texture alignment issues, easily fixed in blender uv editor). I might try some more testing with it and see if I can help figure out what could be going on.Though...I know next to nothing about python scripts lol.Update Thought I'd start by trying to figure out why the addon crashes, so I started out with a simple ship. Mk1 pod, Adv SAS, fl-t800 tank and the reliant engine. That imported fine pretty much except the mesh for the engine didn't come in. However if I added another part after the engine the mesh does come in but it doesn't grab the right textures, lacks an actual color image map for the engine. I added the swivel engine and the texture came in but again the engine mesh didn't load. So far though no crashes, at least none that it throws errors about. All the parts have been attached one after another so far. Later I'll try attaching radial parts, and also parts before and after the root part. Edited June 3, 2015 by Sma Added Testing results Quote Link to comment Share on other sites More sharing options...
Kussris Posted June 4, 2015 Share Posted June 4, 2015 Thanks for the importer!!! Quote Link to comment Share on other sites More sharing options...
electronicfox Posted June 4, 2015 Share Posted June 4, 2015 This really helps with seeing how new mod parts look with stock parts without having to compile everything first. Quote Link to comment Share on other sites More sharing options...
Sma Posted June 4, 2015 Share Posted June 4, 2015 http://img09.deviantart.net/568a/i/2015/155/0/e/ksp_booster_rocket_at_launch_by_michawlo-d8vy1wy.jpgThanks for the importer!!!Nice! Did you use KSP 1.0.2 with the importer or 0.90? Last I knew it didn't work with 1.0.2. Quote Link to comment Share on other sites More sharing options...
Kussris Posted June 5, 2015 Share Posted June 5, 2015 Nice! Did you use KSP 1.0.2 with the importer or 0.90? Last I knew it didn't work with 1.0.2. I've used KSP 1.0.2 with the importer. The UV's were mirrored but I fixed that in Blender. Quote Link to comment Share on other sites More sharing options...
Sma Posted June 5, 2015 Share Posted June 5, 2015 I've used KSP 1.0.2 with the importer. The UV's were mirrored but I fixed that in Blender.Huh, when I try it, after the first 2 or 3 parts it usually crashes, except with stock crafts, and the case as mentioned above. It's possible though the addon might be having problems parsing the craft files due to mods. I guess I'll have to try removing my mods and making something. Quote Link to comment Share on other sites More sharing options...
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