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Somewhere to put any knowledge learned about using the .mu plugin.


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Thank you for the info! 

Actually, I have fixed it by myself, it was just a little problem. Sorry for disturbing. 

But then I have found the actual refactor for 4.1. So for anybody who encountered the same problem, this is a fix https://github.com/popos123/io_object_mu/tree/patch-1

Tested by myself, it worked well. 

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2 hours ago, rockmeowstar said:

Thank you for the info!

Hi. could you talk us through what you did?

Looks like you are linking to a fork. Did you download and use the  fork pluging instead, or was it something else?

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11 hours ago, ColdJ said:

Hi. could you talk us through what you did?

Looks like you are linking to a fork. Did you download and use the  fork pluging instead, or was it something else?

Yes, actually, I just removed the original version of the plugin, and installed the forked one. Then, I installed the shaders, gamedata folder and so on, as usual. 

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9 hours ago, Mudhen15 said:

Can I use the mirror modifier to make life easier?

Also, is there a specific way I need  to texture my parts?

Gonna need way more info to go on to answer those.

The mirror modifier in the configs or the mirror option in the 3D program.

If the 3D program, just remember it will also flip the faces. Always check after you mirror something with face orientaion on to see if they have turned red on what should be the outside. Some times they will appear to still be blue and then once exported they will flip. A good way to check is to join the mesh to one you haven't flipped, it should flip then, just choose only it's vertices and flip it, then separate it again.

And yes it can make life much easier, especially when making things that are uniform on both sides, like fighter jets, boats etc. I usually get one side just how I want it. Then use the Bisect tool that is in the Tools section of "Edit Mode" to cut something straight down the centre from nose to tail. (Bisect is the second option for the Knife tool. It works much better for making straight cuts or even just adding vertices in a line where you want them, you don't have to complete the process, you just choose something else without choosing to remove anything.) Then you can remove the side you haven't worked on, and duplicate the side you have, then mirror it to make your other half. If you want to match it in "Edit Mode" then go up to the global location box towards the top right and add or remove a negative sign in location axis that you mirrored in. It will then end up exactly opposite the original and match perfectly. You could also separate it and go to "Object Mode" and mirror it there, where it will naturally go to exact opposite, as long as the origin point is at word centre.

 (Quick note: Always double left click when you duplicate or mirror etc or the mesh will move when you move the mouse. Don't know why but remembering to double click will save you a lot of having to go back and redo again.)

As to texturing, that depends on how you want it to look, or if you want it to do something. KSP/Diffuse is the look of most stock, KSP/Specular if you want it a bit reflective,KSP/Bumped/Specular/Mapped if you want to make metallic looking parts, anything that includes Emissive if you want to make sections light up, KSP/Unlit to make things that go from dark to bright to use as engine effects and go with the Animate Throttle config etc. Can also be used for making custom lights and the like.

So depends what you want to make and how you want it to look in game. Anything in the KSP shaders list can be used. Oh and transparent ones that if you make a texture with low opacty can be used to create seethrough windows with colour or scratch effects or futuristic displays, Heads Up and the like.

There are number I have never even tried because I haven't needed to so far.

I am assuming you have already read the posts on assigning materials at this point.

So anything more specific or will that cover it?

 

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9 hours ago, ColdJ said:

So anything more specific or will that cover it?

That’ll cover it.

I’ve never seen any tutorial for making KSP parts in Blender that mentions using the mirror modifier, and imported parts don’t seem to use the modifier for the meshes so I didn’t think it’d work. Never hurts to check, though. 

By the way, where do I find the shaders?

Edited by Mudhen15
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11 hours ago, ColdJ said:

(Quick note: Always double left click when you duplicate or mirror etc or the mesh will move when you move the mouse.

Not sure about the meaning of Double Click... this is a standard event on the programming side, it's like having a new button: you click once, I receive an event; you double click, I receive other type of event.

What's diferent from clicking twice, i.e., clicking the left button two times but not too closely, in which I will receive two LeftClick events in a row.

Sounds silly, but from the programming point of view, it's a huge difference and may be the source of a lot of confusions (like some mishaps on KSP UI sometimes).

Edited by Lisias
Mobile autocomplete are screwing with me again. Now this damn thing is autocompleting words in PT-BR mixed with the English ones. And I think Forum's editor is also eating some sentences on Save...
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19 minutes ago, Lisias said:

What's diferent from clicking twice,

Click once and the duplicate will stick to your mouse pointer and move with it. Click twice fast and it will let it go, allowing you to move the mouse without taking it with you.

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Chucking this here so it doesn't get lost.

Info passed on by @Manul on how to stop an animation being togglable in game, used with the new trick of stacking a light .mu with animation into a hollow fuselage to make it act like a cargo bay.

MODULE
    {
        name=ModuleAnimateGeneric
        animationName=Dummy
        startEventGUIName=DummyOn
        endEventGUIName=DummyOff
        actionGUIName=Dummy
        eventAvailableEditor=false
        eventAvailableFlight=false
        eventAvailableEVA=false

    }

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