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Model isn't loading!


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Today, I created my first ever part, an engine, then exported it to unity and created a model. However, even though the model is in the correct folder and the folder it being loaded, the model isn't loading. I checked output.log and found this -

  Reveal hidden contents


Here's is the Config file of the engine -

  Reveal hidden contents

Any clue on what's happening and how to fix this? I hope i didn't mess up big time ...

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  On 12/17/2018 at 1:59 PM, Xurkitree said:

Today, I created my first ever part, an engine, then exported it to unity and created a model. However, even though the model is in the correct folder and the folder it being loaded, the model isn't loading. I checked output.log and found this -

  Reveal hidden contents


Here's is the Config file of the engine -

  Reveal hidden contents

Any clue on what's happening and how to fix this? I hope i didn't mess up big time ...

Expand  

Did you add a mesh collider to it and did you add heat animation and fairing trigger and you will need a thrust transformer ? 

First if you didn't set it up I would use just a stock cfg with out anything you didn't add and then add stuff later might help with fighting bugs

 

First try just using something like 

PART
{
    name = constantineLiquidEngine
    module = Part
    mesh = model.mu
    author = Vedaant
    rescaleFactor = 1.0
    node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_bottom = 0.0, -2.375, 0.0, 0.0, -1.0, 0.0, 2
    fx_exhaustFlame_blue = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running
    fx_exhaustLight_blue = 0.0, -2.2, 0.0, 0.0, 0.0, 1.0, running
    fx_smokeTrail_light = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running
    fx_exhaustSparks_flameout = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, flameout
    sound_vent_medium = engage
    sound_rocket_hard = running
    sound_vent_soft = disengage
    sound_explosion_low = flameout
    TechRequired = heavyRocketry
    entryCost = 14000
    cost = 5300
    category = Engine
    subcategory = 0
    title = RE-I3 "Constantine" Constant-Thrust Liquid Fuel Engine
    manufacturer = #autoLOC_501637 //#autoLOC_501637 = Rockomax Conglomerate
    description = This engine some how is so calm that it runs with the same thrust at all altitudes, in any environment, at any pressure. This showed up at our doorstep one day, with the sender's address being somewhere down below the earth. We have yet to track down the sender. Until then, be careful.
    attachRules = 1,0,1,0,0
    mass = 2.9
    heatConductivity = 0.06 // half default
    skinInternalConductionMult = 4.0
    emissiveConstant = 0.8 // engine nozzles are good at radiating.
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 8
    breakingForce = 200
    breakingTorque = 200
    maxTemp = 2000 // = 3600
    bulkheadProfiles = size2
    tags = #autoLOC_500456 //#autoLOC_500456 = propuls rocket (skipper sustain]
    MODULE
    {
        name = ModuleEngines
        thrustVectorTransformName = thrustTransform
        exhaustDamage = True
        ignitionThreshold = 0.1
        minThrust = 0
        maxThrust = 500
        heatProduction = 350
        fxOffset = 0, 0, 1.2
        EngineType = LiquidFuel
        exhaustDamageDistanceOffset = 1.25
        PROPELLANT
        {
            name = LiquidFuel
            ratio = 0.9
            DrawGauge = True
        }
        PROPELLANT
        {
            name = Oxidizer
            ratio = 1.1
        }
        atmosphereCurve
        {
            key = 0 300
            key = 1 300
            key = 50 300
        }
    }

    MODULE
    {
        name = ModuleGimbal
        gimbalTransformName = thrustTransform
        gimbalRange = 2
    }
  \\   MODULE
  \\   {
  \\       name = FXModuleAnimateThrottle
  \\      animationName = ksp_l_midrangeEngine_anim      
  \\      responseSpeed = 0.001
  \\       dependOnEngineState = True
  \\      dependOnThrottle = True
  \\  }
    MODULE
    {
        name = ModuleAlternator
        RESOURCE
        {
            name = ElectricCharge
            rate = 10.0
        }
    }

    MODULE
    {
        name = ModuleSurfaceFX
        thrustProviderModuleIndex = 0
        fxMax = 0.8
        maxDistance = 50
        falloff = 2
        thrustTransformName = thrustTransform
    }
}

 

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  On 12/17/2018 at 1:59 PM, Xurkitree said:

Today, I created my first ever part, an engine, then exported it to unity and created a model. However, even though the model is in the correct folder and the folder it being loaded, the model isn't loading. I checked output.log and found this -

  Reveal hidden contents


Here's is the Config file of the engine -

  Reveal hidden contents

Any clue on what's happening and how to fix this? I hope i didn't mess up big time ...

Expand  

If you haven't got it in and have a place to upload will run it unity for you if you want ?

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I tried a few things over the last week, but nothing seems to help - the model won't load at all.

Here's screenshots from my Unity project

I8TPFgp.png

jmKjTAJ.png

dpKvKDm.png

bWwumG2.png

uQolo4E.png

qD1Ed8E.png

This is bugging me. Send help - anything would be appreciated.

Edited by Xurkitree
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( Snip ) I need more coffee wasn't thinking what format is the texture you are using ? I see you are going to have it write a MBM you have it in png or tga ?  and on your folder path you have a space in you name that's ok with unity but if some people write a patch for the engine they might have a problem MM don't like spaces in the name

EDIT-  And I see unity is saying you don't have textmeshpro its free and the other error or warning is MechJeb2 try just a stock install no other mods for using with unity and what you make

and im not getting why I can see through your part  but anyway you really don't need the collider there you can add the mesh collider where you point to the  texture or added it

Edited by Mecripp
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  On 12/23/2018 at 6:16 PM, Xurkitree said:

After some tinkering and downloading TextMesh Pro - I tried to write the model again and got this

YLXjNBn.png

Any clue on what to do next? Any help? 

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unity doesn't use DDS format try your input texture has a png or tga then in unity you can change it to MBM or PNG , TGA what ever is there 

EDIT- Modder changes to DDS format after they run it all through unity 

Edited by Mecripp
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