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And finally some questions.


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I\'m currently figuring out how everything works when you want to import your part ones you have modeled, textured and animated it. I started with a simple cylinder to create my own fuel tank for testing.

Everything goes perfect

- Model & Texture in C4D

- Unity (after following C7\'s tutorial & has great compatibility with C4D)

- Part.cfg file by following wiki and checking other part.cfg files.

But ones I\'ve put the part within the game and start the game up, I don\'t have the option to use it and I get the 'error' of:

'This part is not availiable in this version of KSP' and I\'ve no idea whats causing it. Plz help.

/Parts/ConceptTankTest01 contains:

model.mu

model000.mbm

model001.mbm

part.cfg

Part.cfg is writen as followed:

// Kerbal Space Program - Part Config

// Concept Tank Test 01

//

// --- general parameters ---

name = ConceptTankTest01

module = ConceptTankTest01

author = Dani-Sang

// --- asset parameters ---

mesh = model.mu

scale = 1

// --- node definitions ---

node_stack_top = 0.0, 7.52552, 0.0, 0.0, 1.0, 0.0

node_stack_bottom = 0.0, -7.3, 0.0, 0.0, 1.0, 0.0

node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1

// --- editor parameters ---

cost = 400

category = 0

subcategory = 0

title = Concept Tank Test 01

manufacturer = Mechanical Mouse Industries

description = Simple Texture Test

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,1,1,1,0

// --- standard part parameters ---

mass = 2.2

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.3

angularDrag = 2

crashTolerance = 6

breakingForce = 50

breakingTorque = 50

maxTemp = 2900

// --- fuel tank parameters ---

fuel = 400.0

dryMass = 0.2

fullExplosionPotential = 0.8

emptyExplosionPotential = 0.05

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The error comes from your part.cfg (as is always the case with this error, I guess). Your module is wrong, it should be either one of the default ones (there\'s a list on the wiki, or you can look at other parts\' part.cfg), or one that you have created yourself by writing a plugin.

So here you\'d want to put module = FuelTank and it should work.

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Have you checked, in Unity, that both your GameObject and your part are at the same coordinates? (preferably 0, 0, 0)

And can you see any of the nodes even with the part being 'invisible'?

My way of doing things is I create the gameobject, move it to 0,0,0 and add the KSP parttools component, import the asset and drag it directly onto the gameobject in the hierarchy so it\'s already at 0,0,0, delete the collider\'s mesh renderer and add a collider mesh instead, and that\'s about it. Be careful NOT to change the scale of your models even if it doesn\'t read 1, as it did kind of make my parts 'invisible': instead, I had a part 100 times too large (scale in Unity was 0.01 after importing).

Good luck ;)

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Have you checked, in Unity, that both your GameObject and your part are at the same coordinates? (preferably 0, 0, 0)

And can you see any of the nodes even with the part being 'invisible'?

My way of doing things is I create the gameobject, move it to 0,0,0 and add the KSP parttools component, import the asset and drag it directly onto the gameobject in the hierarchy so it\'s already at 0,0,0, delete the collider\'s mesh renderer and add a collider mesh instead, and that\'s about it. Be careful NOT to change the scale of your models even if it doesn\'t read 1, as it did kind of make my parts 'invisible': instead, I had a part 100 times too large (scale in Unity was 0.01 after importing).

Good luck ;)

I do have the nodes while being invisible.

Also what you described regarding unity is something what I did too. However the scale part is something I\'ve too look into. Thx.

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Thx M8!

That indeed fixed the problem! I had my scale originaly on 0.01 and I changed it to 1. Changed it back to 0.01 and the problem got fixed.

Now I have just a few questions that are still unclear to me.

1. Is it possible to have more then 2 maps? I can only have the Diffuse map and Bumped map (aka normal map), but I have also a Emissive map which I can\'t add as a third map. Not to mention a forth specular map.

2. How do I manage nodes? I don\'t have the 3dmax plugin so I can\'t figure it out. Is it just editing in the part.cfg and restart the game every time to check you are lucky with the numbers?

3. I don\'t really understand all the maps, could somebody plz explain.

KSP/Diffuse

KSP/Specular (doesn\'t work, can\'t asign map to it)

KSP/Bumped (shouldn\'t this be called a normal?)

KSP/Bumped Specular <--- wtf?

KSP/Emissive/Diffuse <--- wtf? I presume just a normal luminance map right?

KSP/Emissive/Specular<--- wtf?

KSP/Emissive/Bumped Specular <--- wtf?

KSP/Alpha/Cutoff

KSP/Alpha/Cutoff Bumped <--- wtf?

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1. I can\'t answer that, sorry, I haven\'t tried using specular maps yet.

2. I have never used that plugin, but it didn\'t bother me, really. I generally have the nodes in a place with coordinates that are easy to find (a vertex, the middle of an edge, of a surface, etc.). You only have to be careful about the axes as they may have changed after exporting to Unity.

3. Same as your 1st question, but I can say that Emissive/Diffuse is the map that will be applied when the part heats up (the red-to-yellow glow).

I should really get into texturing, could help improving my stuff =P

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So it isn\'t a Regular Emissive map?

Hmm, thing is, texturing isn\'t really a secret for me. But I work in the motion design industry where they use other terms for textures it seems.

I hope somebody can answer the questions regarding the textures, because they are confusing as hell.

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Dani, you might want to stop by the IRC channel. There\'s always a few plugin devs and modelers hanging about. You might be able to get some questions answered there.

#KSPOfficial on Esper.net

Cheers!

Capt\'n Skunky

KSP Community Manager

Lets hope so, joined the channel.

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