Mu. Posted August 2, 2012 Share Posted August 2, 2012 Hi all,Here is the 0.16 PartTools package. Improvements include the ability to serialize wheel colliders and GameObject tags. Tags are important to create ladders and hatches for EVA and will be used to create hotspots for IVA.Mu Link to comment Share on other sites More sharing options...
LaydeeDem Posted August 2, 2012 Share Posted August 2, 2012 YES! Time to make things! Link to comment Share on other sites More sharing options...
Capt'n Skunky Posted August 2, 2012 Share Posted August 2, 2012 Wow, someone was burning the midnight oil to get this out. Well done Mu! You\'re going to have a happy bunch of modders in the morning!Cheers!Capt\'n SkunkyKSP Community Manager Link to comment Share on other sites More sharing options...
Luigibro606 Posted August 2, 2012 Share Posted August 2, 2012 Is it possible to create interiors for IVA\'s with this then? Link to comment Share on other sites More sharing options...
Dani-Sang Posted August 2, 2012 Share Posted August 2, 2012 Finally m8, did you also fix the Emissive/Bumped Specular Shader? And any tutorial inbound about how to create laders and hatches? If not, give the info to me and I\'ll create a video tutorial about it. Link to comment Share on other sites More sharing options...
LaydeeDem Posted August 2, 2012 Share Posted August 2, 2012 Finally m8, did you also fix the Emissive/Bumped Specular Shader? And any tutorial inbound about how to create laders and hatches? If not, give the info to me and I\'ll create a video tutorial about it. Here\'s some stuff from DYJ:1. Create a box around your airlock in your modelling software2. Load your stuff into unity3. Add a unity tag named 'Airlock' and a layer named 'Part Triggers'4. Assign the tag to your airlock and move it to the Part Triggers layer you just created5. Use the new yet to be released parttools or devhax to export your part. Link to comment Share on other sites More sharing options...
LaydeeDem Posted August 2, 2012 Share Posted August 2, 2012 I\'m having trouble exporting. The script doesn\'t want to load. It says it hasn\'t compiled yet.EDIT:Something with proptools and directories. odd. Link to comment Share on other sites More sharing options...
Tosh Posted August 2, 2012 Share Posted August 2, 2012 ...and what\'s about some info on using PropTools? : And ladders, pleeeeease :-X Link to comment Share on other sites More sharing options...
Kreuzung Posted August 2, 2012 Share Posted August 2, 2012 ...and what\'s about some info on using PropTools? : And ladders, pleeeeease :-X Here\'s some stuff from DYJ:Eeh, I\'m telling a moderator to scroll up ;P Link to comment Share on other sites More sharing options...
Tosh Posted August 2, 2012 Share Posted August 2, 2012 Eeh, I\'m telling a moderator to scroll up ;PDon\'t. Ever. Do. This. Again.Kidding DYJ wrote about airlocks only (BTW how did he manage to know that? ???). For ladders, we need to know proper tag names. And as for modelling internals spaces (is it what PropTools are for?) -- there\'s no information at all. Link to comment Share on other sites More sharing options...
Kreuzung Posted August 2, 2012 Share Posted August 2, 2012 Wild guess: Tag name is 'Ladder' ;PAFAIK he knows it from C7, who made his crewtank functional.EDIT:HAd a spelling error, corrected it, now the world is a bit better ;P Link to comment Share on other sites More sharing options...
LaydeeDem Posted August 4, 2012 Share Posted August 4, 2012 I am still getting compiler errors. Can someone please help? Link to comment Share on other sites More sharing options...
6677 Posted August 5, 2012 Share Posted August 5, 2012 If you posted the actual error someone might.Anyway, I don't have the necessary hard disk space to install Unity (I'm not kidding, I have an ancient 80gb drive with about half a gb free, a replacement is on its way though).Is it possible to add ladders and airlocks the old collada and obj files or do they have to be .mu?If they must be .mu files then I guess I'll have to wait a while Link to comment Share on other sites More sharing options...
KSPYasin Posted August 9, 2012 Share Posted August 9, 2012 I am following the tutorial that DYJ wrote on wiki and i got to point 4 but i dont know how to convert meshrender to mesh collider does anybody know this or can somebody create a video ??? Link to comment Share on other sites More sharing options...
Cykyrios Posted August 9, 2012 Share Posted August 9, 2012 You actually have to right-click on Meshrenderer and delete it, then go to Component -> Physics -> Mesh Collider (the same way you'd do for a part's node collider). Not sure if it can cause bugs, but don't forget to check the Is Convex box, should be safe that way. Link to comment Share on other sites More sharing options...
Earthpulse Posted August 9, 2012 Share Posted August 9, 2012 I get the following error when importing the parttools into unity "Assets/Plugins/Editor/PartToolsEditor.cs(115,37): error CS0103: The name `PrefabUtility' does not exist in the current context"It seems the parttools won't compile because of this.Anyone here that could help me with this problem? Link to comment Share on other sites More sharing options...
Cykyrios Posted August 9, 2012 Share Posted August 9, 2012 Have you tried re-downloading the file? I had no problem whatsoever upon importing it into Unity. And what version of Unity are you using? Link to comment Share on other sites More sharing options...
Earthpulse Posted August 10, 2012 Share Posted August 10, 2012 Seemed i didn't update Unity yet to the latest version. After updating everything worked perfect. Thanks for the time. Link to comment Share on other sites More sharing options...
vvaris Posted August 17, 2012 Share Posted August 17, 2012 In part tools my objects nose is pointing along z axis but when I export to the game it ends up sideways? Why is that, I have cleared all rotations from the empty game object containing script and also the meshes. Link to comment Share on other sites More sharing options...
LaydeeDem Posted August 18, 2012 Share Posted August 18, 2012 In part tools my objects nose is pointing along z axis but when I export to the game it ends up sideways? Why is that, I have cleared all rotations from the empty game object containing script and also the meshes. KSP is Y up axis. Try rotating the part 90 degrees on the x or z axis in Unity. Link to comment Share on other sites More sharing options...
vegany Posted August 19, 2012 Share Posted August 19, 2012 (edited) just follow hatch tutorial by DYJ but replace tag-Airlock with tag-Ladder done it myself and now have a working command pod and dont forget to add Part Triggers to layer 21 shuld work and(again?) hatch needs to be same hight or bigger than a kerbal and not inside a collision mesh Edited August 20, 2012 by vegany Link to comment Share on other sites More sharing options...
KSPYasin Posted August 22, 2012 Share Posted August 22, 2012 Is it possible to make interior of pod in curent version of parttool? Link to comment Share on other sites More sharing options...
Kreuzung Posted August 22, 2012 Share Posted August 22, 2012 AFAIK you can make interiors, but I don't know how... Link to comment Share on other sites More sharing options...
vvaris Posted August 23, 2012 Share Posted August 23, 2012 Is it possible to make moving control surfaces using the parttools at the moment? Link to comment Share on other sites More sharing options...
maxh68 Posted August 25, 2012 Share Posted August 25, 2012 how do you use it Link to comment Share on other sites More sharing options...
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