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Help the addon noob?


Misterspork

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I\'ve been trying to see if I can get a basic part to work in KSP, and it seems to freeze on loading the part. I have the command console open on errors, but it doesn\'t open. I attached the folder below for you guys to look at. Can anyone tell me what I did wrong? And yes, I know the texture was made in MSPaint :P(Is that the problem?).

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The error was 'Node collider located, but no mesh was found' which is a common error when the collider isn\'t set up properly in your 3d program

So I imported your DAE to blender...

The only object it loaded was the node_collider cylinder. If you had an actual mesh for whatever the part is.. its not showing up

Are you making a tank? the node_collider cylinder is only there for form the 'physcial' part of the object for the game, you create a 2nd object, which is the part you SEE in game (and doesn\'t have to be named anything specifially, except for a few parts like winglets, decouplers, etc..)

If you still aren\'t sure whats wrong.. I suggest watching Ben\'s excellent blender tutorial (aimed specifically for KSP parts) here: http://kerbalspaceprogram.com/forum/index.php?topic=4032.0

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The error was 'Node collider located, but no mesh was found' which is a common error when the collider isn\'t set up properly in your 3d program

So I imported your DAE to blender...

The only object it loaded was the node_collider cylinder. If you had an actual mesh for whatever the part is.. its not showing up

Are you making a tank? the node_collider cylinder is only there for form the 'physcial' part of the object for the game, you create a 2nd object, which is the part you SEE in game (and doesn\'t have to be named anything specifially, except for a few parts like winglets, decouplers, etc..)

If you still aren\'t sure whats wrong.. I suggest watching Ben\'s excellent blender tutorial (aimed specifically for KSP parts) here: http://kerbalspaceprogram.com/forum/index.php?topic=4032.0

I was trying to figure that out, and I was following the blender tutorial video. I had only selected what I intended to be the node_collider and named it that, but I couldn\'t figure out how to do the two separately. I tried selecting only what I wanted to be the mesh, but it came up as also being the node_collider. I\'m slightly confused here and I didn\'t see anything in the tutorial. Can you help me in understanding how to save parts separately?

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You don\'t save them separately.. inside of one blender file, which you will export to a DAE file, you need:

1 object that is the 'visible' part of your Part, named whatever you like (something like obj_tank or whatever is pretty standard, but even leaving it the default \'Cylinder\' is fine)

1 object that is the collider mesh, named node_collider - you typically shape it so it roughly covers the silhouette of your part, defining the hard surfaces for the game to interact with.

If you watch the video, he starts by adding a cylinder and them adjusts its size and UVMaps it, and so on. Then he adds a 2nd cylinder and makes it the collider; to add a 2nd object, you simply need to be in Object mode (the Tab key swaps from Edit mode, where you can edit the meshes, to Object mode, where you can move the whole part as a whole) and hit Add, Mesh, <Cylinder or whatever you like>

The last step after UVMapping and applying materials is making sure both objects are aligned together properly; then when you export the DAE file it contains data for both objects, which the game requires or it fails to load the part properly.

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You don\'t save them separately.. inside of one blender file, which you will export to a DAE file, you need:

1 object that is the 'visible' part of your Part, named whatever you like (something like obj_tank or whatever is pretty standard, but even leaving it the default \'Cylinder\' is fine)

1 object that is the collider mesh, named node_collider - you typically shape it so it roughly covers the silhouette of your part, defining the hard surfaces for the game to interact with.

If you watch the video, he starts by adding a cylinder and them adjusts its size and UVMaps it, and so on. Then he adds a 2nd cylinder and makes it the collider; to add a 2nd object, you simply need to be in Object mode (the Tab key swaps from Edit mode, where you can edit the meshes, to Object mode, where you can move the whole part as a whole) and hit Add, Mesh, <Cylinder or whatever you like>

The last step after UVMapping and applying materials is making sure both objects are aligned together properly; then when you export the DAE file it contains data for both objects, which the game requires or it fails to load the part properly.

I did all that and had a mesh and a node_collider, and I left the mesh the default name. I tried to follow the tutorial as closely as possible, and I\'m pretty sure I did it the same way he did. I suppose I\'ll try to make the part over again and see if it works, and I\'ll post the results.

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  • 2 weeks later...

I\'m having the same exact issue just now.

I built a few models before hand, no problem.

As far as I can tell, I haven\'t changed my building habits except that this time I placed the node_collider on a separate layer from the regular 'visible' object.

Both have materials, node collider is labeled 'node_collider', all in the same .DAE file...not exactly sure what\'s causing the issue. I tried moving everything back into one layer, but that hasn\'t done anything either.

I\'ll post back if I get this fixed.

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:l

I\'m not exactly sure what fixed it, but I got past this error.

I imported my exported .DAE file to see what was being saved/loaded by KSP (I thought maybe the visible object wasn\'t being saved or something).

I found the two objects in two separate layers, so I merged them again. I also found that my node_collider was duplicated for some reason, so I deleted one.

I re-saved it as a .Blend file, then re-exported it as a .DAE file.

Loads into the part loader now with no 'Mesh not found' error. It\'s not loading the texture .png file, but I suspect that\'s a separate problem.

Hope that helps somehow

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