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(WIP)(1.1.2)Star Wars Mod


KSP Bros KS

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16 hours ago, KSP Bros KS said:

What if it's not a turret, like the browning?

Same stuff applies except you won't have a yawTransform or a pitchTransform, instead (at least this is what I've done in the past) your model will be under a 'rotationTransform'. both your rotationTransform and fireTransform must have a local rotation of 0 on all axis. See spoiler->

Spoiler

b5UvrgO.png

Hierarchy is as follows: Importer -> testMachinegun -> rotationTransform -> fireTransform + testMachinegun.

Importer is just the KSP part tools for the export into a .mu.

First testMachinegun is everything from the blender .fbx Export.

rotationTransform is just there to contain everything accosiated with the part, it's technically not needed unless you have animated parts, must have a local rotation of 0

fireTransform is where the round is created in KSP, placed at the end of the barrel, must have a local rotation of 0 (this is probably why the aimer is pointing towards the ground. If your transform has a local rotation of 0 in blender it will have a rotation of -90 on the x axis in Unity, if you don't want to set it up in unity set it to have a rotation of 90 on the x axis in blender.

Second testMachinegun is the actual model object you created in blender, this can essentially have any rotation.

Also @SpannerMonkey(smce), technically you don't have to set up the transforms to 0 in blender, you can do it in unity without problems if you strip everything off from on top of it, fix the rotation and then put everything back, it's simpler to set up in blender but if say, you forgot it in blender you can fix it more easily in unity (rather than having to fix in in blender through the same process and then re-export it, re-import it etc...).

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3 minutes ago, Wraith977 said:

 

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@SpannerMonkey(smce), technically you don't have to set up the transforms to 0 in blender, you can do it in unity without problems if you strip everything off from on top of it, fix the rotation and then put everything back, it's simpler to set up in blender but if say, you forgot it in blender you can fix it more easily in unity (rather than having to fix in in blender through the same process and then re-export it, re-import it etc...).

Well if you want uber simple you don't need your rotation transform, whats supposed to be rotating? All module weapon needs is a correctly placed and rotated  fireTransform. ( and seriously it can be anywhere, but best at the end of the barrel :P)  I know everyone has their own methods, and I find importing a fully sorted model into unity a much more pleasant and 99.9% trouble free activity.  I say get used to setting it up right in the first place, avoid the hassles and the whole process becomes somewhat automatic after a few runs through.

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1 hour ago, SpannerMonkey(smce) said:

Well if you want uber simple you don't need your rotation transform, whats supposed to be rotating? All module weapon needs is a correctly placed and rotated  fireTransform. ( and seriously it can be anywhere, but best at the end of the barrel :P)  I know everyone has their own methods, and I find importing a fully sorted model into unity a much more pleasant and 99.9% trouble free activity.  I say get used to setting it up right in the first place, avoid the hassles and the whole process becomes somewhat automatic after a few runs through.

True, just pointing out that it can be done. RotationTransform is.... completionist principle compels me to have all parts have things in common and that means having the main part under a transform of some sort, you are right that technically has no practical purpose, personal preference:blush:. Moral of the story is just to make all transforms have a local rotation of 0:P

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What was causing the duplication error? I might just be really confused, but so far, I'm pretty sure the memory leak in BD for 1.1.2 has something to do with duplicating textures/models in the editor. I can't debug it myself, thanks to my mac refusing to run the standalone unityplayer.

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On 6/3/2016 at 3:04 PM, N1njawarrior said:

What was causing the duplication error? I might just be really confused, but so far, I'm pretty sure the memory leak in BD for 1.1.2 has something to do with duplicating textures/models in the editor. I can't debug it myself, thanks to my mac refusing to run the standalone unityplayer.

It wasn't much, it was just guns inside guns inside guns

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9 hours ago, N1njawarrior said:

huh? can you give me a detailed technical explanation, I would like to fix the problem, and as I said, can't properly debug it for myself. 

It's just folders inside folders, etc

As soon as I use folder washer, the arrangement of the files is all weird, and its still happening.

Edited by KSP Bros KS
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2 hours ago, N1njawarrior said:

Thanks for the help though, it's greatly appreciated.

What are you talking about? I should be saying that to you for actually caring, and I am:D.

Edited by KSP Bros KS
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  • 1 month later...
On 18/05/2016 at 0:53 PM, BahamutoD said:

If you are using models I made for BDArmory (the Browning .50 cal) and redistributing them, you need to give me credit and put them under the same license (CC-BY-SA 2.0).

Thank you.

Just a heads-up that the licence on the spacedock page is still "All rights reserved" even though you are still using the browning model. I really wouldn't advise violating the terms of a licence... The licence in the pack though indicates it as being under CC-BY-SA 2.0 causing a conflict with the licence on spacedock and even then the licence in the pack seems to have been copied directly from the BDArmory download. This wouldn't be a problem except that it attributes the creation of the mod to BahamutoD. These are things you might want to fix.

You might also want to create an agency in your pack that all your parts fall under, this just makes it easier to find all parts created by a modder in the manufacturer tab in vehicle creation,

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On July 19, 2016 at 8:56 AM, Wraith977 said:

Just a heads-up that the licence on the spacedock page is still "All rights reserved" even though you are still using the browning model. I really wouldn't advise violating the terms of a licence... The licence in the pack though indicates it as being under CC-BY-SA 2.0 causing a conflict with the licence on spacedock and even then the licence in the pack seems to have been copied directly from the BDArmory download. This wouldn't be a problem except that it attributes the creation of the mod to BahamutoD. These are things you might want to fix.

You might also want to create an agency in your pack that all your parts fall under, this just makes it easier to find all parts created by a modder in the manufacturer tab in vehicle creation,

It'll be done soon and I won't have to credit BahamutoD with any models because I made my own, except the aimer is off still even after I did what you said.

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