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New to mods and lost.. a combustible mix NEW


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Ok, i\'ve looked at the tutorials,(blender) and.. well i cant seem to get it right, first off being the actual blender model, its a ball.. yup a ball i wanted to make into a command pod, it seemed to blend with one being \'sphere\' with a material and uv, and the other node_collider with a material and unwrapped uv. dunno if that\'s what doesn\'t work.

Second is the Cfg file.. i basically copied the command pod cfg and changed it so that it went for the ball as mesh, and also i triffled with the node_stacks.

It does not even load, tha game loader sticks on the part name and i\'m quite at a loss as to what i did wrong.

never modded in my life.

New Problem, the 'ball' goes through the ground and explodes now, what gives?

and a passing question before i start looking for a tutorial, is it possible to merge and copie a model to make the node collider?

thanks for your help and comprehention.

New problem: i made an open dome for future use in a space station;

problem: the texture mesh only shows the inside of he dome, the outside is invisible.. can you help?

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well 1st things first, the file is named test.dea here on the forums.

it should be .dae

Secondly, its shown as capitalized in the cfg file as 'test.DAE'

So make sure the file names all match up - this includes the texture file, which must be in the Textures subfolder.

Also: Blender doesn\'t seem to be able to import the DAE file once renamed, so I am not sure if it was exported improperly, or what.

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okay..

59OF2.png

So you have a ring (torus) and a sphere object in there, and you have a node_collider for each part. In the past this sort of worked in KSP, but it definitely does not as of 0.13 - you need ONE node_collider object that will serve as a 'physical box' for your part in game.

Now, exactly what are you aiming to do with this part? Is the gap between the ring and sphere intentional, or would you rather they be merged?

In either case, you can still merge them logically into one object by highlighting both objects and hitting Ctrl+J - then when you enter edit mode you\'ll see it is one object - this can make editing easier, and its generally better for the game to have less objects in a part.

The exploding was happening because your ring-shaped collider isn\'t valid - I don\'t think having interior spaces like that works at all - and the origin point of the object (the yellow dot in the middle that it rotates around) was outside of the mesh entirely, which is very bad - if your node\'s origin ever touches the ground, your part explodes.

I made you an example of a collider mesh for your sphere and ring thing:

TywY3.png

(of course, I pulled it to the side so you can see it, but it goes right over the shape, providing a simple 'box' that things can collide with. Remember that colliders are invisible, so how it looks isn\'t important, its the functional shape.

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More than likely means your 'normals' are backwards.

From edit mode, hit N to bring up Properties, and scroll down t check 'Face' under 'Normals'

This will add a bunch of blue lines - they side of each face that has the line is the visible one, and the opposite side will be invisible.

I am not sure how you want it to work; If you want it to ONLY be visible from the outside then you highlight the faces with the issue and hit \'Flip Direction\' underNormals on the left Edit menu.

If you want both sides of the dome to be visible, then you highlight the dome and go to Edit --> Faces --> Solidfy

This will make the dome double-sided - keep in mind each surface is made of different polygons and will need to be textured separately.

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More than likely means your 'normals' are backwards.

From edit mode, hit N to bring up Properties, and scroll down t check 'Face' under 'Normals'

This will add a bunch of blue lines - they side of each face that has the line is the visible one, and the opposite side will be invisible.

I am not sure how you want it to work; If you want it to ONLY be visible from the outside then you highlight the faces with the issue and hit \'Flip Direction\' underNormals on the left Edit menu.

If you want both sides of the dome to be visible, then you highlight the dome and go to Edit --> Faces --> Solidfy

This will make the dome double-sided - keep in mind each surface is made of different polygons and will need to be textured separately.

ooh, thats interesting for my future projects thank you !!

and for the error, uv remapping corrected the error, i had tried to set up normals on both sides to no avail.. i might have just unwrapped in my fumbling..

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is there a way to clone an object and make it into the collider?

each time i clone the object, i don\'t get a second object listed..

Make sure you\'re cloning in Object mode, not in Edit one.

Though it\'s not a good idea since the collider is limited to 256 polygons (you\'ll get an error message in the console if you exceed that value).

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Make sure you\'re cloning in Object mode, not in Edit one.

Though it\'s not a good idea since the collider is limited to 256 polygons (you\'ll get an error message in the console if you exceed that value).

thank you

now all i need is to figure out how to implimet the dome in game, i cant attach it to anything..

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thank you

now all i need is to figure out how to implimet the dome in game, i cant attach it to anything..

Did you mean

node_attach = 0, 0, 0, 0, 0, 1

this?

Moreover, if you\'ve scene scale set to 1 then you should set the same in part.cfg. And -- once again, node_collider must be convex. It seems that the game engine fixes that for ya and the part loads O.K., but will you be satisfied with such a \'fix\'?

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Okay, I am not sure what you\'re asking, but I think I figured it out.

You get one model in the VAB, but when you load onto the pad its a different model?

This is the way the game handles you having two parts with the same name (but in different folders) - the VAB catches the error and shows the right mesh, but when the game loads it loads the other model, which is pretty confusing.

So likely whatever new part you made needs its name changed in the config.

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Okay, I am not sure what you\'re asking, but I think I figured it out.

You get one model in the VAB, but when you load onto the pad its a different model?

This is the way the game handles you having two parts with the same name (but in different folders) - the VAB catches the error and shows the right mesh, but when the game loads it loads the other model, which is pretty confusing.

So likely whatever new part you made needs its name changed in the config.

thank you, yes it was a problem with the object name .

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  • 1 month later...

I have a new question, its about resistance values, by that i mean, Which values do i need to change so that my parts stick together and don\'t just fall off on take off?

Or is it directly linked to the mesh models?

I have that kind of problem with parts, some just fall off with the power of the launch, or just a little jiggle detaches them..

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Well, it could be either, or both.

First thing to check is how well your collider meshes are connecting up. The idea is to set the node_stack_top or node_stack_bottom so that the blue sphere is sticking halfway out of the collider on both parts. that way when they snap together, the two colliders are pressed right together. (this applies to surface-attached things too, of course) Basically, start lowering the node\'s number until it won\'t connect anymore, and then make tiny increases until everything will connect. Don\'t be afraid to use decimals:

node_stack_top = 0, 2.542, 0, 0, 1, 0

will connect much more solidly than either 2.5 or 2.6

Use something like the stock fuel tank to test your parts, rather than another part which might also have sloppy node settings; makes it easier to get them tuned right (then as a last step, make sure your parts connect to each other, small adjustments might be needed)

There are also config settings that manage how much force the parts can tolerate; they aren\'t in most configs by default:

crashTolerance = 45

breakingForce = 5000

breakingTorque = 5000

crashtolerance is how much impact a part can take before exploding, either from a crash, or just from a lot of weight from parts attached to it crushing it. Stock parts tend to be less than 50, while the heavy parts in NovaPunch are closer to 200, Its also how people make capsules or landingstruts that won\'t explode when they crash.

breakingForce and Torque define how strong the connection between parts are; there isn\'t much documentation on them, but force seems to be 'in-line' forces and torque is \'side to side\' or twisting forces (the bendy rocket issue)

And of course, all of this depends on having a good collider inside of your DAE file; simple shapes, lined up properly over the scene origin.

If you have continuing issues, post a pic or a file of the troublesome part so we can poke it with a stick.

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