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How can I mod in custom crewmen?


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Howdy fellow suicidal cosmonauts! I was wondering if anyone has come across any notable tutorials on how to mod in custom crewmen? I've been Googling all over and can't seem to find anything. :( I was hoping I could use a collection of stills I have, but, so far nothing. I can't even find how to mod the game to begin with.

Thanks in advance~

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I think this may be taken care of by the KSP team in future versions, However, if you were to find where the pictures for the crewmen are i'm sure you could REPLACE them, but i don't know about adding something to the Still empty Crewmen tab.

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Suprisingly, I haven't read much about it anywhere. It could be; Life-support and Crew Survival Systems, or it could be actual crew members. You'll have to wait and see. More reason to stick around eh? However for now I think it's just a place holder. Remember, this game is relatively new and quite alpha at the moment. If you can't find any information here on part of the game, it probably doesn't exist (yet) ;D

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I think support for custom kerbalnaut skins will cme out sometime around 9.0, or when there is an inside view of the command module.

Well that's hard to say. Chances are that they'll just be the regular orange outfit models like the ones of the starting screen.

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I think this may be taken care of by the KSP team in future versions, However, if you were to find where the pictures for the crewmen are i'm sure you could REPLACE them

Yeah that's kind of what I was after. :P I'm still trying to make sense of the KSP_Data folder. Are there any handy dandy programs people use to explore these?

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Yeah that's kind of what I was after. :P I'm still trying to make sense of the KSP_Data folder. Are there any handy dandy programs people use to explore these?

All game engines have asset package folders that contain all the information for the game to run; coding, shaders, assets, etc. Generally you can only open these in the engine, like Unity or UDK. And even then the files are usually protected.

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...So, am I the only one who doesn't think they are stills? I always thought they were being rendered real-time somewhere and taken pictures of at set intervals...

Thats exactly how Valve did the video screens in HL2 series, FYI.

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so are they images or are they not?

As you can see from the main menu, there are 3D models. But whether or not Squad wanted to use gifs or real time was completely dependent on them, you'd have to ask.

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Back on the crew thing ;)

There's an astronaut complex in the works apparently so you can train up your astronauts and have different types (engineers, pilots etc.). You'll probably be able to mod in some when that gets released (but it might be a while!)

Its all on this page (along with a lot of cool other features): http://kerbalspaceprogram.com/wiki/index.php?title=Planned_features

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I'm 90% certain that they're real-time rendered models. If we could have Moach or HarvesteR's testimony on this it would help clear up confusion.

Not necessarily, there wouldn't really be any upside to real time renders, especially when they only have 3 expressions that don't smoothly transition from one to the next. They honestly just look like pictures.

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Not necessarily, there wouldn't really be any upside to real time renders, especially when they only have 3 expressions that don't smoothly transition from one to the next. They honestly just look like pictures.

I'm going by the lack of antialiasing and the fact you can see the sides of the others' helmets at some points.

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I'm going by the lack of antialiasing and the fact you can see the sides of the others' helmets at some points.

Anti-aliasing isn't really a factor. The pictures would be treated like the rest of the HUD. You can see that portraits have very low fps, which looks like animated gifs. If it were real time they'd be running at the fps of the game.

It's all speculation of course.

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i'm not a part of the dev team, actually.... i'm only the global moderator for the forums, you know ::)

that means i have as much say on how the game is made as a traffic cop has on how cars are manufactured ;D -- and being HarvesteR's brother, that prob'ly makes me the least likely person to have suggestions taken around here :D

but i can ask him, if he ever comes online....

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The kerbals are really 3D. They're not animated textures, because later on we do plan on adding modding support for them.

They exist in the game world, and are then rendered to texture. That texture then is overlaid on the UI.

I hate animating by hand, so the Kerbals are animated by code alone, based on their current emotional state (they thrash around more when they're panicking), and the state of the flight.

Cheers

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The kerbals are really 3D. They're not animated textures, because later on we do plan on adding modding support for them.

They exist in the game world, and are then rendered to texture. That texture then is overlaid on the UI.

I hate animating by hand, so the Kerbals are animated by code alone, based on their current emotional state (they thrash around more when they're panicking), and the state of the flight.

Cheers

If this game had a 'noclip' command, this would be the point where I turn it on and run off to find them! ;D

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