mellester Posted January 14, 2016 Share Posted January 14, 2016 (edited) Bit of a noob here trying to figure out a shader problem. I got the plugin picked a stock part Disabled the fairing from rendering and pressed f12. What are those black patches and how can I get rit of them Edited January 14, 2016 by mellester Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 16, 2016 Author Share Posted January 16, 2016 I'm not sure. I do know that my "shader" setup (via material nodes) is not perfect (many ksp shaders are not even implemented). Also, the shader/node code got a bit of a rewrite recently with the 1.0.5 release due to mu version 4 as it replaced the material blocks in the model, so there may still be some bugs from that. Quote Link to comment Share on other sites More sharing options...
Snarfster Posted January 26, 2016 Share Posted January 26, 2016 On 1/16/2016 at 0:28 PM, taniwha said: I'm not sure. I do know that my "shader" setup (via material nodes) is not perfect (many ksp shaders are not even implemented). Also, the shader/node code got a bit of a rewrite recently with the 1.0.5 release due to mu version 4 as it replaced the material blocks in the model, so there may still be some bugs from that. Can I find documentation on mu files somewhere? Trying to import .mu into Unity but I seem to be out of luck. Is it even possible? Or do I *have* to go the Blender route? I vaguely remember seeing videos where people had the stock internals loaded in Unity. Sorry to bother you with this. Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 27, 2016 Author Share Posted January 27, 2016 I suspect they used my importer to get the internals into Blender, then transfered over to Unity. As for documentation: mu.py. Quote Link to comment Share on other sites More sharing options...
Snarfster Posted January 27, 2016 Share Posted January 27, 2016 Thanks, I'll have a look at that. Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 30, 2016 Author Share Posted January 30, 2016 An important announcement: my github name (and thus any links using it) has changed from taniwha-qf to taniwha. Repository links will work for a while, but it is best if you update asap: just edit .git/config and change taniwha-qf to taniwha. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted January 30, 2016 Share Posted January 30, 2016 @taniwha Sorry for the off-topic post, but your does your link change only affect: Blender.mu, ExtraPlanetary Launchpads, Survey Transponder, & Talisar Parts?... or were there more mods? (I cant access Github from home, so i cant check myself... ) If there are more, no need to post links, just mod title would be fine, if you could... Thank You... Quote Link to comment Share on other sites More sharing options...
taniwha Posted January 31, 2016 Author Share Posted January 31, 2016 Stone Blue: Extraplanetary-Launchpads, io_mesh_mu (this addon), KerbalStats, SurveyTransonder, Kethane, TalisarParts, FreeEVA. Anything else in my repository list is either not "published" (ie, either I never announced them, or they're forks from someone else's repository), or not relevant to KSP. I did go through all my threads updating the links. Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted February 18, 2016 Share Posted February 18, 2016 (edited) @taniwha I've been trying to use your plugin for some simple mesh modifications to some parts. Thank you for it. The import works fine, but I can never export. I get a shader error regarding MuMaterialProperties. This happens even when immediately exporting after importing. I have tested several different parts from different mods and get the same error. As you can see in my screenshot, the materials tab shows a correct setup (right?), and the materials are displayed in Blender (I read the thread ). I'm using Blender 2.69 on Ubuntu 14.04, if that's any help, and your 12/12/2015 plugin revision from Github. Spoiler Edited February 18, 2016 by Bluebottle Quote Link to comment Share on other sites More sharing options...
taniwha Posted February 19, 2016 Author Share Posted February 19, 2016 I suspect material export is not finished yet (for mu4, and mu3 won't work anymore). I got import working then had to put the addon aside for other things. Quote Link to comment Share on other sites More sharing options...
Bluebottle Posted February 19, 2016 Share Posted February 19, 2016 OK. I'll try to wrestle the Unity Editor into working on Linux. Quote Link to comment Share on other sites More sharing options...
Da_Pedro Posted February 21, 2016 Share Posted February 21, 2016 (edited) Hello ! Got a problem during trying to install the import, this line is not "good" for blender : from .mu import MuEnum, Mu, MuColliderMesh, MuColliderSphere, MuColliderCapsule [edit] using the python file instead of ZIP file ... everything good now Thanks ! Edited February 21, 2016 by Da_Pedro Mistake Quote Link to comment Share on other sites More sharing options...
lukeoftheaura Posted February 29, 2016 Share Posted February 29, 2016 Hi, How can I use this to make part models for ksp mods? Is there a tutorial? Quote Link to comment Share on other sites More sharing options...
DORIAN KERMAN Posted March 2, 2016 Share Posted March 2, 2016 On 7/30/2013 at 2:41 PM, taniwha said: Hello, I have been working on an addon for Blender to import and export .mu files. It is still very incomplete, but I have released it under the GNU General Public License (version 2), and it is available from github. Working features Import .mu into blender. Meshes, materials, textures (including .mbm) and colliders supported. Anything animation related is currently ignored. Export from blender to .mu. Same as features and limitations as import, however .mbm is not written (planned). Unity colliders can be added via the Add menu. Updating the collider via the tool panel works as expected (ie, visual updates), but updating via the object panel does not (though the values will be exported). KSP shaders can be created by selecting the shader type in the materials panel. The material will be built automatically any time something is changed (a little inefficient, but it works). The material setup is really just a best-effort WYSIWYG thing. Standalone (still requires python to run) command line script that lets you view and edit wheel collider parameters. Animations work for location/rotation/scaling (import and export), and light intensity (import only). Skins work for import-only. v4 materials for import, possibly for export (not fully tested). Plans (no particular order): Animations. Bones and skins. Write textures as mbm. Multi-material textures (assuming KSP actually supports this) Export is simple: select the root object, then File->Export->KSP Mu. The active object and all of its children (of supported types) will be exported to the one .mu file. Is there a newer version @taniwha Quote Link to comment Share on other sites More sharing options...
Markush100 Posted April 4, 2016 Share Posted April 4, 2016 thanks! just what i needed to try modeling! Quote Link to comment Share on other sites More sharing options...
Noob21 Posted April 14, 2016 Share Posted April 14, 2016 Just wondering, does this support any .mu model, even those as old as 0.15 when they were first added? Quote Link to comment Share on other sites More sharing options...
taniwha Posted April 14, 2016 Author Share Posted April 14, 2016 In theory, yes. Note that version 4 (KSP 1.0.5) .mu file support is currently read-only (time...), and for working with older files, you'll need to checkout the "stable" tag. Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 2, 2016 Author Share Posted May 2, 2016 I have released (as such) version 1.0.0 of my Blender .mu import/export addon. What was "stable" is now tagged as v0.9.0 (both versions are in the github releases). The main change is mu version 4 support (came with KSP 1.0.5 if I remember correctly). All mu versions are imported to internally be version 4, and exports are now always to version 4. Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 3, 2016 Author Share Posted May 3, 2016 Turns out I released too early. It's fine for exporting an imported model, but it's not currently possible to create a new material. I'm working on that now. Quote Link to comment Share on other sites More sharing options...
Ghosty141 Posted May 4, 2016 Share Posted May 4, 2016 (edited) Sooo, I dropped the folder into "addons" and it's not showing up in the Addons list, why? I checked everything I could think of and it doesn't work. Could it be that it doesn't work with Blender 2.77? Edited May 4, 2016 by Ghosty141 Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 4, 2016 Author Share Posted May 4, 2016 Try disabling the official/community options. Also, "KSP" is a better search term (one hit). Note, however, that 1.0.0's material/shader handling is broken (import is fine, and re-exporting works, but properties can be neither added nor removed) and the next "release" (current git, too) will break any existing Mu shader setups yet again. It should stabilize with the next release, though (just need to do a mini-wizard to make standard shader setup a little easier). Quote Link to comment Share on other sites More sharing options...
Ghosty141 Posted May 4, 2016 Share Posted May 4, 2016 (edited) @taniwha Didn't change anything, could it be related to blender being installed through steam? Edit: no, doesn't change anything either, the addon doesn't show up. Edited May 4, 2016 by Ghosty141 Quote Link to comment Share on other sites More sharing options...
IcanhazHax97 Posted May 4, 2016 Share Posted May 4, 2016 So, I created a part to put in, and set up the usual GameObject-Object-Object.collider setup for .mu files. Exporting the part with a perfectly good .cfg file gave me this error: NullReferenceException: Object reference not set to an instance of an object Any ideas? Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 4, 2016 Author Share Posted May 4, 2016 7 hours ago, IcanhazHax97 said: NullReferenceException: Object reference not set to an instance of an object Any ideas? No, none, because you have not provided the stack trace for the exception. Quote Link to comment Share on other sites More sharing options...
IcanhazHax97 Posted May 5, 2016 Share Posted May 5, 2016 13 hours ago, taniwha said: No, none, because you have not provided the stack trace for the exception. From .log file: [LOG 15:56:58.009] PartLoader: Compiling Part 'Galaxy/C5CargoBay/C5CargoBay/GC5CargoBay' [EXC 15:56:58.013] NullReferenceException: Object reference not set to an instance of an object PartLoader.SetFogFactor (UnityEngine.GameObject model, Single fogFactor) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () From KSP_Data: PartLoader: Compiling Part 'Galaxy/C5CargoBay/C5CargoBay/GC5CargoBay' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) NullReferenceException: Object reference not set to an instance of an object at PartLoader.SetFogFactor (UnityEngine.GameObject model, Single fogFactor) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+.MoveNext () [0x00000] in <filename unknown>:0 There were no Blender errors. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.