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Textures not loading in!


Waseemq1235

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Greetings,

I have a problem:

I made a simple model (very simple, I'm learning what to do), but it doesn't want to load the textures for the cylinder, and yes, I do have the mbm file in the mod folder, and it is named as texture.

Pictures:

How it is supposed to be:

CRqcrH8.png

How it is right now:

pjz2IdG.png

Any help would be appreciated! Thanks!

Edited by Waseemq1235
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1 hour ago, Waseemq1235 said:

Any help would be appreciated! Thanks!

Instead of .MBM i would recommend using .PNG when you exporting to .mu.
The texture need to be in the same folder,as your .mu and .cfg,if they're not you need to specify their path

MODEL
{
model = folder name/sub foldername/model name
texture = name of your texture, folder name/sub foldername/texture name
}

//sub folder name is optional and model,texture names are without extension
//in this case you also don't need mesh = modelname.mu

On the other hand,there is great amount of tutorials and troubleshooting in Add-on Development .So you would get help much faster if you find the appropriate thread and ask there.

EDIT:Instead of using KSP/bumped specular,rather try KSP/bumped diffuse,I don't know this from memory,but you need only one texture.

Edited by sebi.zzr
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Hi I see for some reason you have a diffuse texture in the bump map slot, only use proper normal/bump maps. so for now, just use a specular or diffuse shader, no need to mess with bumps :) .  Check the mbm size make sure something has exported, as mentioned above, if you use png you can see what exported straight away, and with png, it wont export an empty as sometimes happens with mbm.  and check the console log in unity it will tell you if there's a problem with the export, either image or file related..

Welcome to KSP modding and Kudos for starting with something simple :)

 

Edited by SpannerMonkey(smce)
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13 minutes ago, SpannerMonkey(smce) said:

Hi I see for some reason you have a diffuse texture in the bump map slot, only use proper normal/bump maps. so for now, just use a specular or diffuse shader, no need to mess with bumps :) .  Check the mbm size make sure something has exported, as mentioned above, if you use png you can see what exported straight away, and with png, it wont export an empty as sometimes happens with mbm.  and check the console log in unity it will tell you if there's a problem with the export, either image or file related..

Welcome to KSP modding and Kudos for starting with something simple :)

 

 

26 minutes ago, sebi.zzr said:

Instead of .MBM i would recommend using .PNG when you exporting to .mu.
The texture need to be in the same folder,as your .mu and .cfg,if they're not you need to specify their path


MODEL
{
model = folder name/sub foldername/model name
texture = name of your texture, folder name/sub foldername/texture name
}

//sub folder name is optional and model,texture names are without extension
//in this case you also don't need mesh = modelname.mu

On the other hand,there is great amount of tutorials and troubleshooting in Add-on Development .So you would get help much faster if you find the appropriate thread and ask there.

EDIT:Instead of using KSP/bumped specular,rather try KSP/bumped diffuse,I don't know this from memory,but you need only one texture.

Thanks guys! I shall try this tomorrow!

Good god though, it takes all that for just one part...Well, at least now I know how much I should thank and respect mod makers.

Seriously though, how do mod makers have so much patience? The difficulty is just unspeakable..

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1 hour ago, Waseemq1235 said:

 

Thanks guys! I shall try this tomorrow!

Good god though, it takes all that for just one part...Well, at least now I know how much I should thank and respect mod makers.

Seriously though, how do mod makers have so much patience? The difficulty is just unspeakable..

While admittedly i am blessed with an unusual level a patience (only with things, never with people :) ) , the work itself is only really hard once or twice, and not forgetting, the not very often mentioned  inclination quotient,   which is the difficulty minus the determination to make it happen,  the more determined the less the difficulty matters.

Most mod makers end up looking for new things to make with weird or complex hierarchies just for a challenge, everything gets easy if you do it enough. I wont mention how long it takes an experienced mod maker to put a part like your fuel tank in game, it'll only upset you :P

Thanks for the appreciation though, not many see it from the other side

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On September 9, 2016 at 9:03 PM, SpannerMonkey(smce) said:

While admittedly i am blessed with an unusual level a patience (only with things, never with people :) ) , the work itself is only really hard once or twice, and not forgetting, the not very often mentioned  inclination quotient,   which is the difficulty minus the determination to make it happen,  the more determined the less the difficulty matters.

Most mod makers end up looking for new things to make with weird or complex hierarchies just for a challenge, everything gets easy if you do it enough. I wont mention how long it takes an experienced mod maker to put a part like your fuel tank in game, it'll only upset you :P

Thanks for the appreciation though, not many see it from the other side

Well, now I have another problem, I size my tank to 1.25 meters in blender, but, in the game, it's larger than that, any fix?

You are very nice. :) 

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Just now, Waseemq1235 said:

Well, now I have another problem, I size my tank to 1.25 meters in blender, but, in the game, it's larger than that, any fix?

You are very nice. :) 

And you are very funny... you should always build 1mtr, the game auto sizes it to 1,25 anyway.   You could either reduce the scale in unity until it's right again, either in the import settings, top right inspector window, , or using the scale sliders when you have the part in scene and highlighted or resize it in blender, or you can do it the orrible way and adjust the scale in the cfg.

Have a look in the mod development section bit thing, there are a couple of lengthy lists of links therein that will help you far more than stumbling along and posting when you get stuck, trust me it's the easy way, that particular forum and the modelling and texturing section are literally stuffed with pretty much everything you need to know, if you can think of a question , it has already been asked 1000 times, and 987 times the question was answered.

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