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Walking, Flying, Custom Replica T-Rex Mech[.23.5]


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1xwy0dm.png

Can someone tell me how to fix this problem. I think it's easy but I'm at work and my quick search around the internet hasn't helped. The two upper leg parts attach inverted of each other other.

Isn't there somewhere in the .cfgs to prevent this?

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Hell. Yes. blackheart you saved my ass again. I was just apart to start breaking the other leg into pieces. Which was gonna be a real pain in the ass and require more parts loaded into the game.

That bit of code needs to be much more publicized. I couldn't find it anywhere

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WW7RliY.png

that code works but it's screwy. As you can see from the feet it only lets me aim them two directions. I can toggle them around in a circle but they just go back and forth between pointing towards each other and backwards.

Google brings up for links when I search that code. I need to know what the 0, 0, -1 entail

edit: I just changed the first number to 1 and it worked.

Edited by clown_baby
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Man, there is a mind boggling amount of stuff to do. I've resized it and it's looking good. That mirrorRefAxis code has a mind of its own. Some combinations work for some parts but not others. Then sometimes they load the way I want until you rotate it past a certain point and then it just snaps to something else. It's just trial and error at this point. I'll get it eventually.

Turns out, as anyone who knows anything about textures knew already, the parts are too complicated to texture all at once. So I'm gonna break off the armor. As you can see there is a body under the armor.

xa6AouG.png

Now the armor is far less complicated. So I can give those pieces real nice, detailed textures in blender and just render the whole under body black. It should turn out pretty decent. I was wondering if anyone had any ideas to ensure the armor gets attached in the exact same place it's placed on the completed model. Instead of just free eyeing it.

Also they're aren't any really detailed instructions out there about the node attach code. I'm trying to figure out how to get attachment nodes where I want them. None of my parts are uniform or symmetrical. I want to place them in weird places too. Like on the upper leg where the hip will attach. If someone knows of a thread that has these explained well please share. Maybe those could be used to ensure proper armor placement as well?

Edited by clown_baby
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http://i.imgur.com/rsUGGO5.png

Nevermind. Sketchup is the sh t. This took forever though, and its about 60% done. As least it will look badass

Well, yeah. I have told you, measure from the origin the x and y vectors where you want the nodes to be and you can put it in the x and y, respectively, on the node placement. GG, right?

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Took a break from ksp for a while to knock out my cnc midterm, all I can say is damn what did I miss?

I finally got my hands on a model and google university taught my blender, sketchup, and unity. Looks pretty good if I do say so myself. blackheart was a huge help too.

And yeah thanks blackheart, the measuring had me confused. But you can measure things in sketchup, which is crazy. I'm pretty sure you told me that too though. My brain is just fried learning all this stuff in like 2 days and working the am shift ksp sleep deprived.

As for where I'm at now.. completely stuck until this mirrorRefAxis thing gets figured out.

mirrorRefAxis 0,0,-1 works just fine right here.

kIxh3eh.png

But the upper leg needs to rotate clockwise like 20 more degrees. But as soon as I shift+rotate it once past this point they reverse.

tqO8F1m.png

I have no idea why, and like I said my brain is fried from going at this like 3 days straight. I've tried a lot of combos of -1, 0, and 1, but there's a lot more. Maybe after a solid break it will make sense to me. Theres also mirrorAxis, and mirrorVector to try. And if it works on the upperleg, that doesn't guarantee the same code will work on the middle or lower leg.

Like I said, stuck

Edited by clown_baby
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wouldn't the colliders be the same if its the same part, just reflected? and I haven't written the nodes correctly yet. It's just placed radially on the surface of the rotator. I'm hitting the sack to ponder it over. I'll hit you up tomorrow sometime blackheart

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straight bummpin.

So about mirrorRefAxis. The three numbers are assumably x,y,z. but what does the -1,0,1 values mean in those positions? There is truly nothing on the web about this code, and the only part I can find it used in is a pair of wings.

And whats the difference between mirrorRefAxis and mirrorAxis

I might right up a new post for the code. The forums could use a thread for this useful code

Til this get figured out I'll be teaching myself animations, so that'll be fun

Edited by clown_baby
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So I learned how to animate in blender.

IQmRfk0.png

gcxhISu.png

Problem is this involves having the pieces grouped into the cannon, neck, upper and lower jaw. However, as blackheart and I discovered, the parts have to be loaded into sketchup and exploded into individual pieces before ksp will load it correctly.

Exploding it would probably ruin the animations however. But I can't test this theory because sketchup doesn't import .fbx files, and from what I understand, thats the format needed to load animations from blender to unity.

Its always two steps forward, a step and half back with this thing. blackheart I'll be kicking it in the modder chat all night if you see this

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straight bummpin.

So about mirrorRefAxis. The three numbers are assumably x,y,z. but what does the -1,0,1 values mean in those positions? There is truly nothing on the web about this code, and the only part I can find it used in is a pair of wings.

And whats the difference between mirrorRefAxis and mirrorAxis

I might right up a new post for the code. The forums could use a thread for this useful code

Til this get figured out I'll be teaching myself animations, so that'll be fun

I'll guess it's z for mirroring left and right, x for up and down, and y for a flipped mirror. not sure, wild guess.

Edit: Selecting ALL of those faces in sketchup, and right clicking, flip along. It symbolizes mirrorRefAxis if I'm right.

Flip along red is the z in game, flip along blue is x, flip along green is y.

Sorry if I hadn't replied, didn't notice the IRC, wasnt paying attention there :(

Edited by blackheart612
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