linuxgurugamer Posted April 2, 2019 Share Posted April 2, 2019 (edited) I'm trying to get an old part mod updated, the B9 Style Shuttle Wings. The author, in order to have top and bottom textures, had used the old FSMeshSwitch, and the player had to manually switch the textures. The .mu file also had two objects in it, one for the left and one for the right side. I've removed the extra object and renamed the remaining one appropriately. Config has been updated as necessary. The part works, but it isn't mirroring properly. I've compared it to the stock shuttle elvon, and don't see any significant difference. I've tried all combinations of the mirrorRefAxis, nothing seems to change: //mirrorRefAxis = 0, 0, 1 //mirrorRefAxis = 0, 1, 0 //mirrorRefAxis = 1, 0, 0 This link is to a file containing the .mu, the cfg and the texture, be sure to pu them into the following directory: GameData\GilB9Shuttle_Wings\Parts I'm sure I'm missing something simple, but have no idea what. This is also the first time I've modified .mu files, using Blender 2.80 and @taniwha's excellent plugin. I'd appreciate any help or suggestions; if you need to change the .mu, please tell me what and why so I can learn. Thanks in advance LGG (pinging @SuicidalInsanity @Angel-125) Edited April 2, 2019 by linuxgurugamer Link to comment Share on other sites More sharing options...
neistridlar Posted April 2, 2019 Share Posted April 2, 2019 I don't know the details, but there is something about the orientation of the model and attachnodes that needs to be right in relation to the mirrorRefAxis. I think @blackheart612 might be able to help you figure it out. Link to comment Share on other sites More sharing options...
Stone Blue Posted April 2, 2019 Share Posted April 2, 2019 @linuxgurugamer heh... I was messing with these a couple weeks ago... I was gonna re-release them... I made changes to the cfgs and textures, and was maybe gonna fix the modelling on the wingtips. I'd like an answer on your question, as well. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 2, 2019 Author Share Posted April 2, 2019 1 minute ago, Stone Blue said: @linuxgurugamer heh... I was messing with these a couple weeks ago... I was gonna re-release them... I made changes to the cfgs and textures, and was maybe gonna fix the modelling on the wingtips. I'd like an answer on your question, as well. LOL I want to include them in the Mk2.5 Spaceplane Parts mod I support. I've updated the configs, have the wing and tail working, only have to deal with this. I'm also going to write a MM patch to provide the parts in different sizes if Tweakscale isn't installed. But I haven't touched the textures. Would you like to make this a joint release, once I get this fixed? Based on the @neistridlar posted, I'm going to look at the orientation of the parts in Blender (this one vs a stock one), and fix it if I can. I think that when I looked at them, the orientaiton was different. So all I need to do is to figure out how to rotate an entire model in Blender Link to comment Share on other sites More sharing options...
Stone Blue Posted April 2, 2019 Share Posted April 2, 2019 (edited) Actually, I havent done *too* much with them yet... I changed the internal names & folder structure, removed the TweakScale references from the actual cfgs and moved it all to one patch file. heh.. I also was gonna try using "rescale =" in an MM patch to provide non-TweakScale sizes...I thought about cleaning up the wing texture, but so far only ddsified them. The main thing I wanted to do, was try to switch them away from Firespitter to a B9PartSwitch dependency. And see if the models needed any cleaning up. I dont like the shape of the wing tips. If I got all that done, balancing for the different sizes would have been done too. Edited April 2, 2019 by Stone Blue Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted April 2, 2019 Share Posted April 2, 2019 95% certain extracting the .mu into blender and messing with it won't do anything unless the modified part is then subsequently run through Unity and repacked into a new .mu. 9 hours ago, linuxgurugamer said: This link is to a file containing the .mu, the cfg and the texture, be sure to put them into the following directory: GameData\GilB9Shuttle_Wings\Parts Can you repost the link? I'm not seeing one. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 2, 2019 Author Share Posted April 2, 2019 56 minutes ago, SuicidalInsanity said: 95% certain extracting the .mu into blender and messing with it won't do anything unless the modified part is then subsequently run through Unity and repacked into a new .mu. Can you repost the link? I'm not seeing one. https://www.dropbox.com/s/07lvb3cnhfpkdph/B9controlSurface.zip?dl=0 So I've checked the model in Blender, the Z axis goes through the model the same as an elvon from the stock game Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 2, 2019 Author Share Posted April 2, 2019 1 hour ago, SuicidalInsanity said: 95% certain extracting the .mu into blender and messing with it won't do anything unless the modified part is then subsequently run through Unity and repacked into a new .mu. I think that @taniwha's updated plug does that. When I deleted the extra models (there were two in it) and saved into a new .mu, the change was reflected in the game Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 3, 2019 Author Share Posted April 3, 2019 Woo hoo!!!! I got it working!!! Will post the config when I'm done Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 3, 2019 Author Share Posted April 3, 2019 Summary: Used Blender 2.80 with @taniwha's latest version of his .mu code to delete the extra models in the .mu file Used Blender to rename the objects in the .mu file (get rid of the left/right names) Fixed cfg file (see below) It turned out that the model was already properly oriented in the .mu There were two problems in the cfg file: The first is that if there is a node_stack_xxxx active, the mirrorRefAxis doesn't work. I fixed this by using the ModuleB9PartSwitch to be able to switch between node-attach mode and surface-attach mode The second was that the node_attach was wrong, so it wasn't properly flipping the part. It was made more confusing because there was a mix of floating and int numbers, and was hard to see the difference (probably my fault during various edits) So this control surface can be mounted to the rear of the wing using either node-attach or surface-attach; it defaults to node-attach. If using node-attach, each part on each wing will have to be put on individually. I'm working on a non-Tweakscale MM script for the different sizes, when that's done, I'll make a beta available. Link to comment Share on other sites More sharing options...
blackheart612 Posted April 3, 2019 Share Posted April 3, 2019 I was pinged but yes, same as mine, it 's a combination of (and looks like): mirrorRefAxis = 0, 0, 1 node_attach = 0.00, 0.00, 0.00, 1.0, 90.0, 0.0, 1 Just so at least I responded. I was sleeping at the time, sorry. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 3, 2019 Author Share Posted April 3, 2019 6 hours ago, blackheart612 said: Just so at least I responded. I was sleeping at the time, sorry. What? You sleep? How dare you! You MUST be online at ALL Times, ready to respond at a moment's notice!!! Seriously, it wasn't a problem. I was eventually able to figure it out myself, after thinking about it for a half day. Thanks for responding, what you posted is exactly the solution I found Link to comment Share on other sites More sharing options...
blackheart612 Posted April 3, 2019 Share Posted April 3, 2019 1 hour ago, linuxgurugamer said: What? You sleep? How dare you! You MUST be online at ALL Times, ready to respond at a moment's notice!!! Seriously, it wasn't a problem. I was eventually able to figure it out myself, after thinking about it for a half day. Thanks for responding, what you posted is exactly the solution I found I know right, sleeping just needs to be removed completely. Glad it's resolved though. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 3, 2019 Author Share Posted April 3, 2019 (edited) For those who have been following this, here is an Alpha release: (deleted, new link in next post) To comply with the forum rules: License is same as original, CC-NC-SA-4.0 No source code, this is only 3 parts plus config files @Stone Blue Please take a look, I'd appreciate your input and updates, specifically the DDSifying of the files. My intention for this is to either include it in the Mk2.5 Spaceplane Parts, which will make it a nicely complete mod, or as a stand-alone Edited April 3, 2019 by linuxgurugamer Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 3, 2019 Author Share Posted April 3, 2019 I've updated the file: https://www.dropbox.com/sh/8rderdoiq8y5wy5/AACsiUyxxCMAKhR_VBdVXv48a?dl=0 Note that the B9PartSwitcher is now required, Firespitter has been removed Current list of changes Updated parameters and added missing to bring parts up-to-date Moved all TweakScale lines into single script Removed the FSmeshSwitch, now uses the stock method using mirrorRefAxis Replaced the FSairBrake with stock ModuleAeroSurface Added ModuleB9PartSwitch to the control surface to allow switching between surface attach and node attach Replaced old .mu files for the wing and control surface with a new one which only has a single model in it Added two incremental sizes DDSified all image files Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 5, 2019 Author Share Posted April 5, 2019 Please go to this thread to follow developments of the mod Link to comment Share on other sites More sharing options...
Gargamel Posted April 5, 2019 Share Posted April 5, 2019 Lock by OP request Link to comment Share on other sites More sharing options...
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