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Part appears in VAB/SPH, but isn't selectable? [FIXED]


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Ok, so i've made my part, but when i go to the VAB/SPH, the part APPEARS to be ok, but when i click on it, it doesn't follow the mouse like a normal part, instead it just automatically places itself on the floor of the SPH (I only tested there), i can click as many times as i want to, but it always does the same thing...

BTW, the part im talking about is a "clone" of the small landing gear with custom model, basically some landing skids i made, ME-163-lookalike.

Im still a noob to modding though, my first prototypes failed horribly, i have to yet make a working mod :P.

Here's an ingame pic (Notice the grey thing on the floor, and yes, it IS textured, its only a really white metal texture):

8k8NlqH.jpg

It is retracted (the one on the floor), the "struts" that clip through are product of my lazyness, they won't be visible anyways!

I believe the problem is in the model, but here's the .cfg:

PART

{

// --- general parameters ---

name = LandingSkids

module = Part

author = SlimeCrusher

// --- asset parameters ---

mesh = model.mu

scale = 1.0

// --- node definitions ---

node_attach = 0.00, 0.147, 0.00, 0.0, 1.0, 0.0, 1

// --- FX definitions ---

// --- Sound FX definition ---

// --- editor parameters ---

TechRequired = landing

entryCost = 3200

cost = 450

category = Utility

subcategory = 0

title = Landing Skids

manufacturer = C7 Aerospace Division

description = We needed some sort of landing skids for our aircraft, so we made them.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,1,1,1,1

// --- standard part parameters ---

mass = 0.005

dragModelType = default

maximum_drag = 0.5

minimum_drag = 0.1

angularDrag = 1

crashTolerance = 10

maxTemp = 4000

crashTolerance = 50

breakingForce = 50

breakingTorque = 50

PhysicsSignificance = 1

MODULE

{

name = ModuleLandingGear

BrakeTorque = 12

BrakeSpeed = 3

}

MODULE

{

name = ModuleAnimateGeneric

animationName = GearRetract

startEventGUIName = Deploy

endEventGUIName = Retract

}

MODULE

{

name = ModuleTestSubject

// nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8

environments = 15

useStaging = False

useEvent = True

}

}

I just copy-pasted it from the landing gear and deleted useless modules.

Edit: Its fixed now, all i had to do was add colliders and fix the texture.

Thanks for your help guys!

Edited by SlimeCrusher
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noonespecial, i tried adding a collider (Copy-pasting the model, making it a little bit smaller than the actual model and renamed the mesh to "node_collider", i belive that method is out of date, the tutorial i saw was really old) but after that it didn't even appear on the parts list.

nli2work, the animation name seems to be ok... I'll check if i had a minor error...

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The collider has to be a component of the mesh or a component of any of the ancestors, or descendants of the mesh.

If the mesh is animated, the collider has to be a component of the mesh or one of its descendants.

This is done in unity.

There is some information about collisions meshes here.

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It now appears and is selectable, i can place it where i want, BUT, it is invisible... The whole model is invisible, i cannot even select it after i placed it. I've tried making a separate object to put the MeshCollider component and i also tried to put it without any extra objects, but the result is the same.

Also, now for some reason Unity gives me only the model.mu without any texture files, not sure why...

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