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The Open Part Mod - Week of 4/25 project started


StarVision

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Does anyone know what rotPower and linPower values do? Are they necessary for a part like this?

Here's my progress so far. It's loosely based on the Apollo Nav Computer casing. Since it's a simple part I put more effort into the material. It has an alpha channel for specular reflections in places where the paint has been chipped away. I also tried my hand at hand-painting the mask for the damaged edges using Texture Paint in Blender. It turned out better than I expected.

I think I'll put this into the starting tech node since having a probe available right away is better than starting manned.

McVF5VM.png

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What's the problem? I'm at my computer right now maybe we can get it in working order in time.

edit:

2.5h is more than enough time to make something. I assume you already have a mesh ready?

Edited by Cpt. Kipard
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Why not just release what you have in the state that it's in? You know, like EA does? :D

The point of this project is partly to teach people about time management. If you release it at least you'll know based on votes how much time to devote next time.

Edited by Cpt. Kipard
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What's the problem? I'm at my computer right now maybe we can get it in working order in time.

edit:

2.5h is more than enough time to make something. I assume you already have a mesh ready?

Mainly cuz I just got home

https://dl.dropboxusercontent.com/u/28088376/Project.zip

I can't get Unity to convert the textures, I tried copying the textures and it just shows up invisible in game, and my solar panel isn't working at all it seems...

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@Nazari1382 I'm having trouble figuring out how your thing works. Could your post an explanation?

For the light, its a looping animation moving a gameobject back and forth on the X axis. The gameobject has a particle emitter running on it. Select the game object "fxobj" and go to Window > animation to see the details of the animation.

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Moon Goddess. Part tools should be applied to your root transform. That's where you determine what texture gets exported.

Starvision isn't online yet so you might make it.

Add component.

KSP -> Part Tools

Choose texture.

Edited by Cpt. Kipard
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Empty Gameobject at 0,0,0 in unity. Drag all of your objects onto that object. Their location relative to the origin will be their location relative to your cursor in the VAB. Export using a parttools component on the parent object.

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Moon Goddess. Part tools should be applied to your root transform. That's where you determine what texture gets exported.

Starvision isn't online yet so you might make it.

Add component.

KSP -> Part Tools

Choose texture.

I've done that, I have MBM type selected, I have force texture convert checked, nothing.

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I've done that, I have MBM type selected, I have force texture convert checked, nothing.

No that's not what I see. The parttools transform is separate in the thing you uploaded. That's where you see the "force" thing. It shouldn't be that way. I've never even seen that option. You don't even need to call it "Parttools" it just needs to be the parent of everything. Only then apply Part Tools to it.

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Ok, Now I'm understanding better.... I did that, got it to export in TGA format... got it working in game!!!!!

Still have some issues with collider it seems but it's in game!

Wish I hadn't gotten sick last night I would have finished then.

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The collider shouldn't be a separate object. It should be a component of your base mesh or your parent transform (Add component -> Physics -> Mesh Collider), with the Colision [sic] mesh being chosen in the options.

Edited by Cpt. Kipard
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