JonnyOThan Posted September 18, 2024 Share Posted September 18, 2024 4 hours ago, rockmeowstar said: Blender 4.1.1, latest plugin version. Try the latest 3.x version Quote Link to comment Share on other sites More sharing options...
ColdJ Posted September 18, 2024 Author Share Posted September 18, 2024 @rockmeowstar I have edited my original response, once I had a better understanding of what it related to. The error is not fixable by anyone but taniwha, so best to just not try to modify that part. Quote Link to comment Share on other sites More sharing options...
rockmeowstar Posted September 18, 2024 Share Posted September 18, 2024 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. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted September 18, 2024 Author Share Posted September 18, 2024 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? Quote Link to comment Share on other sites More sharing options...
rockmeowstar Posted September 19, 2024 Share Posted September 19, 2024 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. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted January 16 Author Share Posted January 16 (edited) This thread is not old, it is not even middle aged. Edited January 16 by ColdJ Quote Link to comment Share on other sites More sharing options...
Mudhen15 Posted Sunday at 11:35 PM Share Posted Sunday at 11:35 PM (edited) Can I use the mirror modifier to make life easier? Also, is there a specific way I need to texture my parts? Edited Monday at 01:21 AM by Mudhen15 Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Monday at 09:37 AM Author Share Posted Monday at 09:37 AM 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? Quote Link to comment Share on other sites More sharing options...
Mudhen15 Posted Monday at 06:53 PM Share Posted Monday at 06:53 PM (edited) 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 Monday at 07:06 PM by Mudhen15 Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Monday at 08:34 PM Author Share Posted Monday at 08:34 PM @Mudhen15 Quote Link to comment Share on other sites More sharing options...
Lisias Posted Monday at 08:39 PM Share Posted Monday at 08:39 PM (edited) 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 Monday at 08:41 PM 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... Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Monday at 08:59 PM Author Share Posted Monday at 08:59 PM 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. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted yesterday at 10:29 AM Author Share Posted yesterday at 10:29 AM 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 } Quote Link to comment Share on other sites More sharing options...
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