Jump to content

Issue with importing part to KSP


Recommended Posts

Hi. Recently I started work on a small mod, based off the DIRECT v2 concept. Currently, I have a few parts in game, such as an inline external tank, a structural adapter, RS68, and 1.875m SRB. None of these are textured, and just concepts to see if my idea works. A little while ago I decided to make the ET modular, and actually texture it. However, once I added the texture, it will not show up in the parts list. Exporting it from Unity with no texture, it loads fine.

I have no idea what's happening here. Screenshots below.

Javascript is disabled. View full album

First time modder, sorry if I'm dumb :P

EDIT:

.cfg file


PART
{
name = InlineET_Intertank
module = Part
author = shipbuilderkid
mesh = ModularET_Small.mu
rescaleFactor = 1
node_stack_top = 0.0, 1.5, 0.0, 0.0, 1, 0.0, 3
node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1, 0.0, 3
node_attach = 0.0, 0.0, -2.5, 0.0, 0.0, 1.0
TechRequired = largeVolumeContainment
entryCost = 18800
cost = 3250
category = FuelTank
subcategory = 0
title = Inline ET Intertank (placeholder) //REPLACE WITH ACTUAL STUFF!
manufacturer = DIRECT //REPLACE WITH ACTUAL STUFF!
description = Placeholder name, manufacturer and description just for test purposes //REPLACE WITH ACTUAL STUFF!
attachRules = 1,1,1,1,0
mass = 2.25
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 200
breakingTorque = 200
maxTemp = 2000 // = 2900
bulkheadProfiles = size4, srf
RESOURCE
{
name = LiquidFuel
amount = 4240.8
maxAmount = 4240.8
}
RESOURCE
{
name = Oxidizer
amount = 5183.2
maxAmount = 5183.2
}
}

https://www.dropbox.com/s/ivw3mfi92rryjh2/Intertank_assets.zip?dl=0 - Intertank assets, such as the .obj and texture stuff

https://www.dropbox.com/s/ns5ji4lpo4ykckm/Unity_Assets.zip?dl=0 - Unity assets, basically above except with the unity stuff including the material causing the problem

Edited by Fleskhjerta14577
Added link to assets used
Link to comment
Share on other sites

I've seen something similar before - wasn't able to track it down to my satisfaction but it seemed to be that the model was looking for one texture name and I had a texture with a different name in the part folder.

Link to comment
Share on other sites

I've run into something like this before too. When it happened to me, it was usually because the texture it was looking for was completely missing (forgot to copy it into the folder with the .MU file). Something else I noticed, is that if you export as PNG, the MU will sometimes look for specifically a PNG, and not a DDS. I would try exporting as MBM and see if that works. If it does, then you can convert the MBM to a DDS and KSP will find it.

Also, I'm not sure what a "file URL" set to "DIRECT" will do. I always leave this field blank.

Link to comment
Share on other sites

Why is your texture there and not on the intertank_final ? What is on it ?

EDIT- If you can upload the files some where will run them through and see ?

I added a link to the dropbox files.

The texture is on the material inside of intertank_final, I can't add it directly to the mesh.

- - - Updated - - -

So apparently setting the texture format to tga and exporting it then makes it work. But now it won't let me use DDS, and I can't save the texture as MBM (paint.net won't let me).

At least it works now, but I'm still trying to figure out getting DDS to work ;-;

Link to comment
Share on other sites

No, you don't need to save from paint as MBM. The Part Tools will export it as MBM, whether your original was PNG, TGA, JPG, or whatever.

What I do is save as PNG from photoshop, and import that into Unity. When writing out the model, I choose MBM format, and test that in KSP. Then I use the DDS4KSP converter (link is somewhere in the forum, I'll see if I can find it) to convert it to DDS in the mod's folder when I'm done with the part, and test again.

Link to comment
Share on other sites

No, you don't need to save from paint as MBM. The Part Tools will export it as MBM, whether your original was PNG, TGA, JPG, or whatever.

What I do is save as PNG from photoshop, and import that into Unity. When writing out the model, I choose MBM format, and test that in KSP. Then I use the DDS4KSP converter (link is somewhere in the forum, I'll see if I can find it) to convert it to DDS in the mod's folder when I'm done with the part, and test again.

Thanks! I'll try that when I regain my sanity (I've been trying to model an upper stage for the past 5-6 hours).

Link to comment
Share on other sites

No, you don't need to save from paint as MBM. The Part Tools will export it as MBM, whether your original was PNG, TGA, JPG, or whatever.

What I do is save as PNG from photoshop, and import that into Unity. When writing out the model, I choose MBM format, and test that in KSP. Then I use the DDS4KSP converter (link is somewhere in the forum, I'll see if I can find it) to convert it to DDS in the mod's folder when I'm done with the part, and test again.

As an aside, you could export to dds from PS ( using the Nvidia plugin ) at the final point & save a conversion and consequent minor quality degredation.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...