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Unity Editor Help request


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Hey,

I\'m very new to the forums so I may be asking some dumb questions.

I\'ve imported my object (a capsule) into Unity and used the tools on it as you instructed. When I load the game, the object is invisible. So, my various questions include:

-Do I still need the folder with the texture in it?

-Do I need the .cfg file to list the texture? (I looked at the .cfg file for the stock capsule and it didn\'t list it. Also, I copied, then edited that .cfg file for my object.)

-Do you still need a Mesh folder?

I\'ve also tried putting this object in the game the old fashioned way. I imported the .dae file and made a texture for it, when doing this, the object just kept turning black.

I\'m not sure if I\'ve made some error in the modelling process or if I\'ve profoundly misunderstood something else.

Help!

Thanks in advance,

-Menecroth

P.S. I\'m also attaching a zipped copy of both versions of this.

EDIT:

P.P.S. And while I\'m at it, I\'m also going to attach a file that did work, but renders as faceted... another problem I haven\'t yet figured out how to solve. MNFuelTank90 is the one that works, just so you know.

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Gave you your own thread since this isn\'t really a tip or trick.

- No

- No

- No

When using the unity parttools you only need to point to the .mu file in teh .cfg, ksp will find the textures automatically if they are applied properly in unity.

And the textures should get exported to the same directory as the .mu, make sure to tick 'convert textures' if you are using other than .png.

Just copy everything to the directory of your part, you want to have all your textures the .mu and the .cfg in that folder.

The mesh files will be generated automatically so you never need to touch them.

Can\'t look at your files atm since I\'m at work but I hope that helped.

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Gave you your own thread since this isn\'t really a tip or trick.

- No

- No

- No

When using the unity parttools you only need to point to the .mu file in teh .cfg, ksp will find the textures automatically if they are applied properly in unity.

And the textures should get exported to the same directory as the .mu, make sure to tick 'convert textures' if you are using other than .png.

Just copy everything to the directory of your part, you want to have all your textures the .mu and the .cfg in that folder.

The mesh files will be generated automatically so you never need to touch them.

Can\'t look at your files atm since I\'m at work but I hope that helped.

Actually, helpful to at least know that I don\'t need the aforementioned files and folders. Unity appears to have done everything it was supposed to so I think something went wrong in the original modelling process. ??? I may just have to start the capsule over. Original texture was a .png file, alpha channel created as per instructed by a previous post about tinted textures. Not sure how that works since either Gimp or Artweaver (don\'t remember which one) tells me it\'s going to flatten the layers anyway. Again with the ???

Also, I apologize for putting this thread in the tips and tricks section. Not sure why I did that. =P

Thanks again for clarifying what I do and don\'t need though. If you do get the chance to look at my files and you find out anything that explains the problems, let me know.

Sincerely,

-Menecroth

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Bah! Sorry about that. Here\'s the scene file.

EDIT: You know what, I think I\'ll just start over. I think the problem occurred when I was building the model. I don\'t want to take up any more of your time for something I probably just need to do again.

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Unfortunately just the scene file isn\'t enough either, for it to open all the assets and such has to be present.

Don\'t worry about wasting my (or any other moderators for that matter) time, we all volunteered to have our time wasted :P

Feel free to ask here or on IRC if you need more help.

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Unfortunately just the scene file isn\'t enough either, for it to open all the assets and such has to be present.

Don\'t worry about wasting my (or any other moderators for that matter) time, we all volunteered to have our time wasted :P

Yeah, I didn\'t think about the resources for the unity file \'til after I uploaded it. Thankfully, I figured out the problem with the original model. Well, okay I narrowed it down to only one thing I can think that was done differently. I didn\'t triangulate the faces. Rebuilt the model, triangulated this time, didn\'t use Unity this time, just the built in importer. Problem solved, it worked just fine this time.

As for time wasting, that is best done on a voluntary basis, eh? ;)

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