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I;ve downloaded blender and unity. Can someone tell me few things?

1. How to make seamless/borderless textures on round objects?

2. How do I create .Mu files and edit them in blender?

3. Unity doesn't seem to load .mu files... Why?

EDIT: I use GIMP for textures.

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1) There are a couple ways to do this. The easiest is to have a texture that is already seamless. You then take the sphere, delete the top and bottom vertices. You do this as it makes the sphere an oblate cylinder. This makes unwrapping it much easier. Once you have it unwrapped you then go into edit mode and scale down the top and bottom vertices so it looks like a sphere again. This is the best way to do it.

Another way to do it is to again, turn the sphere into an oblate cylinder by deleting the top and bottom vertices. However, if your texture isn't seamless but has a repeatable pattern, you can unwrap half the sphere/cylinder and then unwrap the other half and flip the uv map. This way it duplicates and flips your texture and prevents a seam. I don't recommend doing it this way unless you have to.

2) You don't make .mu files and open them in blender. MU files are the model format ksp uses to load the models into the game, while possible to reverse engineer them using a python script there is no reason to. You create the model in blender and save it as the standard .blend file. You then import this into Unity and use the KSP part tools to convert it into a .mu file for use in the game.

3) Look above for the response to this also. Unity doesn't open .mu files they are a proprietary format used by ksp. If you want to edit the model, edit the source blend file not the compiled model. Editing a .mu file would be like trying to edit a compiled .dll file instead of the c# source file. If you want to change something, edit the source file then recompile it.

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1) There are a couple ways to do this. The easiest is to have a texture that is already seamless. You then take the sphere, delete the top and bottom vertices. You do this as it makes the sphere an oblate cylinder. This makes unwrapping it much easier. Once you have it unwrapped you then go into edit mode and scale down the top and bottom vertices so it looks like a sphere again. This is the best way to do it.

Another way to do it is to again, turn the sphere into an oblate cylinder by deleting the top and bottom vertices. However, if your texture isn't seamless but has a repeatable pattern, you can unwrap half the sphere/cylinder and then unwrap the other half and flip the uv map. This way it duplicates and flips your texture and prevents a seam. I don't recommend doing it this way unless you have to.

2) You don't make .mu files and open them in blender. MU files are the model format ksp uses to load the models into the game, while possible to reverse engineer them using a python script there is no reason to. You create the model in blender and save it as the standard .blend file. You then import this into Unity and use the KSP part tools to convert it into a .mu file for use in the game.

3) Look above for the response to this also. Unity doesn't open .mu files they are a proprietary format used by ksp. If you want to edit the model, edit the source blend file not the compiled model. Editing a .mu file would be like trying to edit a compiled .dll file instead of the c# source file. If you want to change something, edit the source file then recompile it.

I'm going to make some more fancy shapes than cylinders and spheres, also when I unwarp my model, some of the faces are stretched.

My mod is going to be BDArmory expansion pack.

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