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Sorry that the title is stupid, but I'm trying to make a tiny little Monolith part for KSP, I've made the mesh, have a texture, but I can't figure out how to get the damned thing to be a .mu.

What I did:

I converted it to .sbx and imported it as an asset to Unity.

What I can't figure out how to do:

How do you make the PartToolsEditor (What I assume you use to convert .sbx to .mu) in the tool bar at the top? What do I do next? Do I just put my Monolith.sbx into the scene and then drag the PartToolsEditor from the tool bar to it? Could someone please CLEARLY explain to me what I'm supposed to do?

Thanks in advance for helping me!

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Sorry that the title is stupid, but I'm trying to make a tiny little Monolith part for KSP, I've made the mesh, have a texture, but I can't figure out how to get the damned thing to be a .mu.

What I did:

I converted it to .sbx and imported it as an asset to Unity.

What I can't figure out how to do:

How do you make the PartToolsEditor (What I assume you use to convert .sbx to .mu) in the tool bar at the top? What do I do next? Do I just put my Monolith.sbx into the scene and then drag the PartToolsEditor from the tool bar to it? Could someone please CLEARLY explain to me what I'm supposed to do?

Thanks in advance for helping me!

That's how I found out:

http://forum.kerbalspaceprogram.com/threads/25040-Unity-to-KSP-A-Detailed-Tutorial

and now there is a sticky thread..

http://forum.kerbalspaceprogram.com/threads/25482-TUTORIAL-Getting-Started-With-Unity-BACK-FROM-THE-DEAD!

Then there is the rumor, that a doc exists about unity editor: :-)

http://docs.unity3d.com/Manual/index.html

I hope one of those 3 or all combined will answer your questions

hth

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*Sigh* I don't want those.

I want things like how to set up PartTools in the first place, and all i freaking want is to convert it to .mu!!! I don't want all this stupid stuff which amuses you have some prior knowledge, like how to set up PartTools!!!

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The first thing i've done with that is run into a problem.

YOU JUST CAN'T DRAG PartToolsEditor TO THE EMPTY PartTools THING YOU'VE JUST CREATED, IT SAYS: It can't attach PartToolsEditor to the thing because it's an editor script. It needs to be outside of the editor folder.

See? It's outdated and wrong.

EDIT: Also, when I go into PartTools and make it select a GameData directory, the window just becomes blank and I think freezes. So both PartTools and that tutorial is broken.

Edited by Nicholander
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Yeah, i already know how to do that. And as the edit in my previous post said, when I use PartTools, it just becomes blank a freezes. (I think).

Turns out that selecting a KSP save that had like 99999999999999999999999 million mods caused that to take forever. :P

Edited by Nicholander
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Okay sorry for the large text. (Why do i get so easily stressed? Why?) Anyway, so I kinda figured how to get PartTools to work, but when I put my Monolith into it by adding a component, and i put the .mu in a folder with a texture and a .cfg file i edited, I just get a white cube, which I can't select anymore once I put it down.

In Unity, it looks like this:

Ad2mjJn.png

Any help, please?

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You need to

1. Drag a texture from your Assets window, then set up the material in the Inspector on the right hand side. It has to be one of the KSP shaders.

2. Add a collider to the object from the components menu, which allows you to pick up the object again. A box collider will be fine.

All of this info is in the sticky.

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Hmmm.... I've done that, but when I put the model with the texture and add a modified cfg, I still get a cube, but now it's black and selectable. Here's how it looks in Unity:

zkcbChY.png

It's nice to note that the thing that says "Monolith" with the grid icon has a cube as it's preview, but "MonolithAvatar" doesn't have a preview, so I'm assuming that is the shape you see in the scene.

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Hi, i believe your earlier demands for attention may have discouraged further input, you'll find that most of the modders who will help you out are not very tolerant of teeny tantrums.

could you show a view of the inspector showing the scale rotation and position of your object, as you have not applied your object to an empty game object, what you will get is the objects unscaled version, so if it started as a cube it will pop back to a cube, to avoid this, create an empty game object at 0.0.0 make your monlith a child of that object, add part tools to game object, fill in paths etc and export.

The more details you give the more help you may get.

Spanner

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I tried that, it's still a cube. I made the Monolith a child of and empty GameObject, and both are in the center position.

EDIT: I think i need to somehow make the "Monolith" thing with the grid icon be the actual 1:4:9 Monolith shape, not the cube. How do I do that? Or is that not the thing you're supposed to do?

I forgot to do the PartTools thing to the GameObject. I'm such an idiot... While, at least it's now working!

Edited by Nicholander
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In the inspector view what a the scales x y z of your monolith ? they should all be one (1)

This is what you should have done to get where you are now.

first create your model in the application of your choice, make sure prior to export that the model has an origin of 0.0.0 and al transforms and pivots are reset so that no scale or rotation is applied.

once in unity.

select GameObject and create empty, zero that new object, next drag your model ( the little cube) from project view onto the new game object, it is now a child of the game object.

now apply part tools to game object and export.

If you have done exactly that there should be no reason your monolith should be a cube.

the cube represents the model, the little cross hatch cube represents the mesh filter that unity automatically applies

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