Jump to content

Correct installation of Parttools 1.1


spacetackle

Recommended Posts

I'm trying to use Unity 5.4, already made a basic cylinder on blender, saved it, etc, and apparently already installed the part tools correctly, already selected where to save the stuffs after loading blender model, adding mesh and textures and now I'm lost, am I missing something? a button or anything that says "save as .mu" or "export" or anything? can't make it work :(

EDIT// Solved like a lot of time ago, forgot to say it, zip was corrupted.

Edited by Kerbos
Link to comment
Share on other sites

  • 1 month later...
On 30.03.2016 at 5:16 PM, Agathorn said:

Then unzip the PartTools. In it you will see a another zip file and a unity package.

Which "The"? PartTools_KSP11_2.zip ? Or some other one?

I don't see another zip, I see a folder.
 

Quote

 

Next unzip that second zip


 

What second zip??

 

Link to comment
Share on other sites

  • 1 month later...

Is anyone else having problems with the parttools loading some of the new props? E.g. loading the Prop: "Seat_Passenger" fails with multiple error messages where one states: Model was not compiled correctly followed by Cannot clone model 'Squad/Props/PropsGeneric/Seat_Passenger' as model does not exist.

 

@Sharpy Yes "PartTools_KSP11_2.zip". There isn't actually another .zip file in there. Just move/copy the folder with the name "PartTools" from the downloaded "PartTools_KSP11_2.zip" file into the "Assets" folder of your unity project.

Edited by Nils277
Link to comment
Share on other sites

On 11/1/2016 at 11:07 AM, Nils277 said:

Is anyone else having problems with the parttools loading some of the new props? E.g. loading the Prop: "Seat_Passenger" fails with multiple error messages where one states: Model was not compiled correctly followed by Cannot clone model 'Squad/Props/PropsGeneric/Seat_Passenger' as model does not exist.

I went to the download of PorkJets part overhauls and found shaders in the source files.  I copied all of them over to the shader folder of my Untiy Project, telling Windows to skip exsisting files.  I got a few more shaders (most of which don't seem to work in game) HOWEVER the props that weren't loading as props started loading correctly.  I wish I could figure out which shader I needed so I could cut down on the clutter...

Link to comment
Share on other sites

13 hours ago, tg626 said:

I went to the download of PorkJets part overhauls and found shaders in the source files.  I copied all of them over to the shader folder of my Untiy Project, telling Windows to skip exsisting files.  I got a few more shaders (most of which don't seem to work in game) HOWEVER the props that weren't loading as props started loading correctly.  I wish I could figure out which shader I needed so I could cut down on the clutter...

Thank you, that did the trick!

Link to comment
Share on other sites

  • 2 months later...

Anyone getting an odd error with spaces and props of part tools, when if i point the set dir to the game data  folder of Ksp, it won't show any props or spaces, the only way it to show is if i point out the squad subfolder of game data. So for each other mod installed.

Is there a solution for that?

Link to comment
Share on other sites

8 hours ago, Climberfx said:

Anyone getting an odd error with spaces and props of part tools, when if i point the set dir to the game data  folder of Ksp, it won't show any props or spaces, the only way it to show is if i point out the squad subfolder of game data. So for each other mod installed.

Is there a solution for that?

It has been like that for as long as I remember.  I use two separate unity projects to manage regular parts vs. IVA creation, as there really is no way to make it work nicely in a single project/setup.

Link to comment
Share on other sites

5 hours ago, Shadowmage said:

It has been like that for as long as I remember.  I use two separate unity projects to manage regular parts vs. IVA creation, as there really is no way to make it work nicely in a single project/setup.

I'm not sure what I might have done differently, but it's all working fine with my install.  It might be fussy about the Unity version.  I think the recommended is 5.4.0p4, which I'm using.  And check you're using the latest Part Tools.  And (found this one out just recently) check you have no zero size/blank config files in the KSP GameData folders.

Link to comment
Share on other sites

I manage to discover what was, but not why.

So, i just deleted the config file for Part tools, and set it back were it was before i put it do gamesdata folder, the Omicron (my mod) folder.

All start working again. (after, when i set to gamesdata, it locked and stop working at all.

So, when i start to do the internals, i will open a new project with squad subfolder set for part tools, that way i can see props and spaces.

Using Unity 5.5 here.

Cheers commanders.

(Will check the zero sized cfg on gamesdata, but never heard that before, rsrsrsrsrsrsr)

Edited by Climberfx
Link to comment
Share on other sites

  • 2 weeks later...

So I went back to Unity 5.0 because I thought that was my problem.  I imported the part tools package and moved the folder to assets, but when I try to hit "Build All" in the asset compiler i get this.

TnfVRXJ.png

 

And when I try to open the part tools I get

42xQYIi.png

 

Anyone help me out?

 

 

EDIT- dont go back to 5. Fixed it

Edited by clown_baby
Link to comment
Share on other sites

3 hours ago, clown_baby said:

So I went back to Unity 5.0 because I thought that was my problem.  I imported the part tools package and moved the folder to assets, but when I try to hit "Build All" in the asset compiler i get this.

TnfVRXJ.png

 

And when I try to open the part tools I get

42xQYIi.png

 

Anyone help me out?

 

 

EDIT- dont go back to 5. Fixed it

When i got that, i had to delete the Parttools.cfg and use a different directory for the setup (i use my subfolder from my mod gamedata/omicron). There is something with all folders on gamedata, maybe one of then have empty cfg files or else...

 

edit: Forget it. Non sense!

Edited by Climberfx
Link to comment
Share on other sites

  • 1 month later...

Curious as to why this thread and the Part Tools thread is no longer stickied??

Anyways, trying to get setup for IVA prop editing. Installed the latest Unity 5.5.2f1 and downloaded the part tools then placed the .unitypackage into the Standard Assets folder (I needed to create it) then started a project with the bundle selected and got an error saying it failed to import as package could not be decompressed.

Any ideas?

Link to comment
Share on other sites

21 minutes ago, Drew Kerman said:

Curious as to why this thread and the Part Tools thread is no longer stickied??

Anyways, trying to get setup for IVA prop editing. Installed the latest Unity 5.5.2f1 and downloaded the part tools then placed the .unitypackage into the Standard Assets folder (I needed to create it) then started a project with the bundle selected and got an error saying it failed to import as package could not be decompressed.

Any ideas?

Made this awhile ago, should still be applicable.

Link to comment
Share on other sites

5 minutes ago, martinezfg11 said:

Here's my go-to video.

Ooops :blush: I actually watched most of part 1 and skimmed part 2 earlier today as it was referenced in one of alexustas' threads - but didn't realize there was a part 3!! I was actually a bit annoyed because the part 1 video was posted in direct response to someone asking about modding IVA props (so I had it bookmarked) and after getting to part 2 I was like, man this seems more like just IVA modeling. Drat! :P

You guys are the bestest

Edited by Drew Kerman
Link to comment
Share on other sites

1 hour ago, Drew Kerman said:

Curious as to why this thread and the Part Tools thread is no longer stickied??

Anyways, trying to get setup for IVA prop editing. Installed the latest Unity 5.5.2f1 and downloaded the part tools then placed the .unitypackage into the Standard Assets folder (I needed to create it) then started a project with the bundle selected and got an error saying it failed to import as package could not be decompressed.

Any ideas?

You may also want to look at getting 5.4 (I think specifically 5.4.0p4, but I can't remember where to look to check) instead of 5.5.At least until Squad update to 5.5.  Just about everything would be fine in 5.5, but you might stumble on some occasional incompatibility.

Link to comment
Share on other sites

For some reason whenever I export through unity the part fails to load with:
 

File error:
Failed to read past end of stream.
  at System.IO.BinaryReader.ReadByte () [0x00000] in <filename unknown>:0 
  at System.IO.BinaryReader.Read7BitEncodedInt () [0x00000] in <filename unknown>:0 
  at System.IO.BinaryReader.ReadString () [0x00000] in <filename unknown>:0 
  at PartReader.ReadTextures (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 
  at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 
  at PartReader.Read (.UrlFile file) [0x00000] in <filename unknown>:0 

I thought it might be something to do with using unity 5.6 in Linux, but using Unity 5.4 in windows gives the same result. If I export the model directly from blender with the .mu exporter it loads fine.

Link to comment
Share on other sites

18 hours ago, Citizen247 said:

I thought it might be something to do with using unity 5.6 in Linux, but using Unity 5.4 in windows gives the same result. If I export the model directly from blender with the .mu exporter it loads fine.

I assume you are exporting from Blender to Unity using .fbx? If so, in the fbx export settings try switching between ASCII and Binary...
https://digitalrune.github.io/DigitalRune-Documentation/html/6f749972-9cb2-4274-b283-c327ba45e379.htm#Export

Edited by Stone Blue
Link to comment
Share on other sites

1 hour ago, Citizen247 said:

@Stone Blue That works, thanks. Now, is there some sort of special voodoo needed to get unity to actually use my UV map?

That, I cant answer...  More detail might help, and it doesnt really sound like a PartTool issue, so maybe start a seperate thread, and hopefully someone will jump on it with help.. vOv

Link to comment
Share on other sites

14 hours ago, Citizen247 said:

@Stone Blue That works, thanks. Now, is there some sort of special voodoo needed to get unity to actually use my UV map?

The UV map is linked in the second texture slot on the ksp bumped material types, and had to be marked as  a normal map type texture in the properties of the texture. 

Link to comment
Share on other sites

1 hour ago, TiktaalikDreaming said:

The UV map is linked in the second texture slot on the ksp bumped material types, and had to be marked as  a normal map type texture in the properties of the texture. 

Thanks I found out the problem, somewhere along the line the textures got flipped upside down in the process of pulling them between DDS, gimp, PNG and DDS again, so the UVs were backwards, which made it look like they weren't applied. So it was some weirdness between exports and imports.I made sure the same textures were used through out and were assigned between PNG and DDS and everything is now working.

Link to comment
Share on other sites

15 minutes ago, Citizen247 said:

Thanks I found out the problem, somewhere along the line the textures got flipped upside down in the process of pulling them between DDS, gimp, PNG and DDS again, so the UVs were backwards, which made it look like they weren't applied. So it was some weirdness between exports and imports.I made sure the same textures were used through out and were assigned between PNG and DDS and everything is now working.

The ksp ddsifier thing doesn't flip the image like gimp does. I use gimp a lot, and will use it for opening dds files, but I always export in tga and then ddsify. 

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...