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Mu model not being loaded.


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What could be some possible reasons?

The configs and textures are loaded by the game, but the models don't show up in the debug window. The parts also don't show up in the parts list. I would have expected to see invisible parts, but no.

PART
{
name = kipunivdockport375
module = Part
author = Cpt. Kipard

scale = 1
rescaleFactor = 1

MODEL
{
model = KipEng/parts/UnivDockPorts/UnivPort3
}

NODE
{
name = top
transform = n_top
size = 3
method = FIXED_JOINT
}
NODE
{
name = bottom
transform = n_bottom
size = 3
method = FIXED_JOINT
}

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

TechRequired = metaMaterials
entryCost = 28000
cost = 3100
category = Utility
subcategory = 0
title = Universal Docking Port X-Large
manufacturer = Kip. Engineering
description = Docking port capable of attaching to ports of sizes 3.75m and smaller as well as other Universal Docking Ports. Compatible with "Connected Living Space". Impassable.

mass = 0.675
dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5
crashTolerance = 30
maxTemp = 3400

MODULE
{
name = ModuleConnectedLivingSpace
passable = false
}
MODULE
{
name = ModuleDockingNode
nodeType = size3
referenceAttachNode = top
}
MODULE
{
name = ModuleAdaptiveDockingNode
ValidSizes = size0,size1,size2,size3
}
MODULE
{
name = ModuleLight
lightName = Spotlight
useAnimationDim = true
lightBrightenSpeed = 20
lightDimSpeed = 20
resourceAmount = 0.01
animationName = DockLightAnimUniv
useResources = true
}
}

PART
{
name = kipunivdockport25
module = Part
author = Cpt. Kipard

scale = 1
rescaleFactor = 1

MODEL
{
model = KipEng/parts/UnivDockPorts/UnivPort2
}

NODE
{
name = top
transform = n_top
size = 2
method = FIXED_JOINT
}
NODE
{
name = bottom
transform = n_bottom
size = 2
method = FIXED_JOINT
}

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

TechRequired = metaMaterials
entryCost = 14000
cost = 1550
category = Utility
subcategory = 0
title = Universal Docking Port Large
manufacturer = Kip. Engineering
description = Docking port capable of attaching to ports of sizes 2.5m and smaller as well as other Universal Docking Ports. Compatible with "Connected Living Space". Impassable.

mass = 0.22
dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5
crashTolerance = 30
maxTemp = 3400

MODULE
{
name = ModuleConnectedLivingSpace
passable = false
}
MODULE
{
name = ModuleDockingNode
nodeType = size2
referenceAttachNode = top
}
MODULE
{
name = ModuleAdaptiveDockingNode
ValidSizes = size0,size1,size2
}
MODULE
{
name = ModuleLight
lightName = Spotlight
useAnimationDim = true
lightBrightenSpeed = 20
lightDimSpeed = 20
resourceAmount = 0.01
animationName = DockLightAnimUniv
useResources = true
}
}

PART
{
name = kipunivdockport125
module = Part
author = Cpt. Kipard

scale = 1
rescaleFactor = 1

MODEL
{
model = KipEng/parts/UnivDockPorts/UnivPort1
}

NODE
{
name = top
transform = n_top
size = 1
method = FIXED_JOINT
}
NODE
{
name = bottom
transform = n_bottom
size = 1
method = FIXED_JOINT
}

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

TechRequired = specializedConstruction
entryCost = 8000
cost = 450
category = Utility
subcategory = 0
title = Universal Docking Port Medium
manufacturer = Kip. Engineering
description = Docking port capable of attaching to ports of sizes 1.25m and 0.625 as well as other Universal Docking Ports. Compatible with "Connected Living Space". Impassable.

mass = 0.07
dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5
crashTolerance = 30
maxTemp = 3400

MODULE
{
name = ModuleConnectedLivingSpace
passable = false
}
MODULE
{
name = ModuleDockingNode
nodeType = size1
referenceAttachNode = top
}
MODULE
{
name = ModuleAdaptiveDockingNode
ValidSizes = size0,size1
}
MODULE
{
name = ModuleLight
lightName = Spotlight
useAnimationDim = true
lightBrightenSpeed = 20
lightDimSpeed = 20
resourceAmount = 0.01
animationName = DockLightAnimUniv
useResources = true
}
}

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not even in output_log.txt?

I knew I've seen someone complain about this before. I'm getting the exact same error as shown in this thread, but I don't know how I should proceed because I don't know anything about prefabs, and very little about animations. I created one, afaik in the same way as I had for my the non-androgynous docking ports (it's just a spotlight and an emissive light), but this time it's not working.

bhDDhg2.png

Edited by Cpt. Kipard
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I found out recently, quite the hard way too, that if UNITY is missing an Animation Controller in your assets, the model will load but won't be visible or available for placement.

you probably created a new one when you remade your animation, thus fixing your problem.

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I replaced the animation with another one that I did for a different light/emissive and KSP loaded the model fine this time. Everything is working as intended, but I still don't know what I did wrong previously.

just one of the many mysteries of game developing I guess.

I found out recently, quite the hard way too, that if UNITY is missing an Animation Controller in your assets, the model will load but won't be visible or available for placement.

you probably created a new one when you remade your animation, thus fixing your problem.

shouldn't be using Animator + Animation Controller with KSP. They are new in Unity4 and isn't supported by KSP.

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