vegany Posted September 22, 2012 Share Posted September 22, 2012 Sooooo 0.17 part tools or will 0.16 do? Link to comment Share on other sites More sharing options...
vvaris Posted September 24, 2012 Share Posted September 24, 2012 0.17 part tools? interior tutorials? Link to comment Share on other sites More sharing options...
LaydeeDem Posted September 24, 2012 Share Posted September 24, 2012 I hate to be a nag but yes, .17 parttools and more tutorials? Link to comment Share on other sites More sharing options...
Hadlock Posted September 29, 2012 Share Posted September 29, 2012 Hopefully a new version of Part Tools soon! My spaceplane is kind of lame without an interior cockpit! Link to comment Share on other sites More sharing options...
EvilotionCR2 Posted October 4, 2012 Share Posted October 4, 2012 I start moddeling things in blender...And i think after that engine i'm doing right now,i will do a crewtank or command pod Link to comment Share on other sites More sharing options...
Vaccer Posted October 13, 2012 Share Posted October 13, 2012 Have everything in a prefab with the directory as a folder in my ksp, hit write all it does nothing. Is there some sort of trick to this that I can't find anywhere? Link to comment Share on other sites More sharing options...
Devo Posted October 13, 2012 Share Posted October 13, 2012 Have everything in a prefab with the directory as a folder in my ksp, hit write all it does nothing. Is there some sort of trick to this that I can't find anywhere?Have you created an empty game object, call it PartExporter or something similar, assigned part tools to that and then dragged all your prefabs under that empty game object? Link to comment Share on other sites More sharing options...
Vaccer Posted October 13, 2012 Share Posted October 13, 2012 (edited) I got it to work finally through other means but now my collision mesh is being compiled as part of the ship. But things may have changed so I'm not sure how to assign it as the collision in unity.Also IVA's are being rendered about 30 meters to the side of my command pod. but I'm still messing around and reading tutorials that don't provide enough needed info. Do the Ship and interior need to be the same mu file or am I just not getting it? Edited October 13, 2012 by Vaccer Link to comment Share on other sites More sharing options...
Devo Posted October 13, 2012 Share Posted October 13, 2012 I got it to work finally through other means but now my collision mesh is being compiled as part of the ship. But things may have changed so I'm not sure how to assign it as the collision in unity.Also IVA's are being rendered about 30 meters to the side of my command pod. but I'm still messing around and reading tutorials that don't provide enough needed info. Do the Ship and interior need to be the same mu file or am I just not getting it?I'll tell you when I figure it out, having the same problem with IVAs here too :/ Link to comment Share on other sites More sharing options...
Vaccer Posted October 13, 2012 Share Posted October 13, 2012 (edited) Well if I can get collision meshes working I'll be happy until they make proper IVA tuts and new PartTools. Still getting the whole your old collision mesh won't work unless it's a separate model that is visible upon compiling into mu. And if I try using the model itself as a collision mesh my pod just has no collision outside the VAB and falls halfway into the launchpad.Got collision working, now to figure out EVA hatches, and making IVA's work. I just wish I could use my original collision mesh instead of the parts mesh. Edited October 14, 2012 by Vaccer Link to comment Share on other sites More sharing options...
orson Posted October 17, 2012 Share Posted October 17, 2012 (edited) Been trying to get a working hatch , everything is as its shown in the tutorial , but i have no option to add the same Tag's and Layer's ?Unity 3.5.6f4PartTools 1.6solved- Where it says Tag in the inspector , click in the field and select Add Tag , within the presented panel click into the right hand side of where you see the different Tags , i didnt realise you had to enter the names of the tags (facepalm) e.g highlight Layer 21 and click to the right side and enter Part Triggers.Thanks BobCat Also worth noting if you make the hatch mesh in Blender , i ended up setting the origin point of the airlock/hatch mesh to "Origin to mesh" as my Kerbals were spawning off to one side , once that was done they spawn in the hatch node . Edited October 17, 2012 by orson Link to comment Share on other sites More sharing options...
Vaccer Posted October 19, 2012 Share Posted October 19, 2012 (edited) For collision meshes you can load up the dae file to unity that has the model and Node_collider and set the node_collider as the mesh collider with convex checked(Mesh Collider is under component>physics>Meshcollider), and delete the meshfilter property from the node_collider part so it doesn't render it, just the collision is rendered, this should make the Mu file smaller than if you had both the mesh and collision both being rendered by the game. So if the Tree goes PartExporter>Part and Node_collider both in it, and you part tools the PartExporter or whatever you call the blank game object you put the parts in, it should export right if you have the paths set up right but I noticed the files export one folder back from the one I set. If it still renders both the Collision mesh and the model then I have another idea.Still can't figure out IVA's. Edited October 19, 2012 by Vaccer Link to comment Share on other sites More sharing options...
Recommended Posts