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Reference Stock Ksp Mu files in your own part files?


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Heya i was wondering if its possible (or legal for that matter) to reference stock ksp models for temporary use in mods (untill custom meshes can be finished). I tried the standard mesh = Squad/Parts/..ect but to no avail. is this possible? if so how do you go about doing it without redistributing the mesh file you intend to use (cause i know for a fact thats totaly illegal). also, is this in itself illegal? i asume not because im not actually distributing anything copywrited, simply referencing to something the user should already have on their computer if they intend to use this mod

Edit: sorry if this is the wrong location for a question like this but i wasn't really sure where else to go (since there are no part.cfg threads that im aware of lol. and the plugin thread was most certainly not right for this question)

Edited by ackley14
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You can use MODEL{} nodes to reuse SQUAD models in your part CFGs.

For instance, my SDHI Service Module System includes a docking port that is essentially the stock Clamp-O-Tron plus a separate custom model I made for the parachute compartments:


PART
{
name = SDHI_ParaDock_1_ClampOTron
module = Part
author = sumghai

// --- asset parameters ---
MODEL {
model = Squad/Parts/Utility/dockingPort/model
scale = 1, 1, 1
}

MODEL {
model = SDHI/Service Module System/Parts/SDHI_ParaDock_1_ClampOTron/model
scale = 1, 1, 1
rotation = 0.0, 180.0, 0.0
}

MODEL
{
model = SDHI/Service Module System/Parts/SDHI_Parachutes/SDHI_Parachute_Drogue
scale = 1, 1, 1
position = 0.0, 0.1481, -0.4966
rotation = 0.0, 90, 0.0
texture = SDHI_Parachute_drogue_texture, SDHI/Service Module System/Parts/SDHI_Parachutes/SDHI_Parachute_drogue_texture
}

MODEL
{
model = SDHI/Service Module System/Parts/SDHI_Parachutes/SDHI_Parachute_Main
scale = 1, 1, 1
position = 0.0, 0.1481, -0.4966
texture = SDHI_Parachute_main_ClampOTron_texture, SDHI/Service Module System/Parts/SDHI_Parachutes/SDHI_Parachute_main_ClampOTron_texture
}

rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Node Size
node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1
node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0

TechRequired = specializedConstruction
entryCost = 1500
cost = 560
category = Utility
subcategory = 0
title = Clamp-O-Tron Docking Port - Parachute version

description = Not to be outdone by Sum Dum Heavy Industries and their newfangled "IACBM", the as-yet unknown manufacturer of the original Clamp-O-Trons hastily stuck a parachute and some lights onto their flagship product.

attachRules = 1,1,1,1,0

bodyLiftMultiplier = 0 // Stops parachute from "gliding"; used by stock parachutes

mass = 0.2
dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5
crashTolerance = 10
breakingForce = 200
breakingTorque = 200
maxTemp = 2000
bulkheadProfiles = size1

MODULE
{
name = ModuleDockingNode
referenceAttachNode = top
nodeType = size1
}

MODULE
{
name = ModuleLight
lightName = spotlight
useAnimationDim = true
lightBrightenSpeed = 2.5
lightDimSpeed = 2.5
resourceAmount = 0.16
animationName = SDHI_ParaDock_1_Lights
useResources = true
}

MODULE
{
name = RealChuteModule
caseMass = 0.35
timer = 0
mustGoDown = true
cutSpeed = 0.5
spareChutes = 1
secondaryChute = true

// Main chute
PARACHUTE
{
material = Nylon
capName = chute_cover_mains
parachuteName = canopy_main
preDeploymentAnimation = SDHI_Parachute_Main_semi_deploy
deploymentAnimation = SDHI_Parachute_Main_full_deploy
preDeployedDiameter = 3
deployedDiameter = 55
minIsPressure = false
minDeployment = 1990
deploymentAlt = 700
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
}

// Drogue chute
PARACHUTE
{
material = Kevlar
capName = chute_cover_drogue
parachuteName = canopy_drogue
preDeploymentAnimation = SDHI_Parachute_Drogue_semi_deploy
deploymentAnimation = SDHI_Parachute_Drogue_full_deploy
preDeployedDiameter = 5
deployedDiameter = 10
minIsPressure = false
minDeployment = 12500
deploymentAlt = 7000
cutAlt = 2000
preDeploymentSpeed = 1
deploymentSpeed = 4
}
}

EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}

rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}

rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}

rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}

}

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You can use MODEL{} nodes to reuse SQUAD models in your part CFGs.

For instance, my SDHI Service Module System includes a docking port that is essentially the stock Clamp-O-Tron plus a separate custom model I made for the parachute compartments:


PART
{
name = SDHI_ParaDock_1_ClampOTron
module = Part
author = sumghai

// --- asset parameters ---
MODEL {
model = Squad/Parts/Utility/dockingPort/model
scale = 1, 1, 1
}

MODEL {
model = SDHI/Service Module System/Parts/SDHI_ParaDock_1_ClampOTron/model
scale = 1, 1, 1
rotation = 0.0, 180.0, 0.0
}

MODEL
{
model = SDHI/Service Module System/Parts/SDHI_Parachutes/SDHI_Parachute_Drogue
scale = 1, 1, 1
position = 0.0, 0.1481, -0.4966
rotation = 0.0, 90, 0.0
texture = SDHI_Parachute_drogue_texture, SDHI/Service Module System/Parts/SDHI_Parachutes/SDHI_Parachute_drogue_texture
}

MODEL
{
model = SDHI/Service Module System/Parts/SDHI_Parachutes/SDHI_Parachute_Main
scale = 1, 1, 1
position = 0.0, 0.1481, -0.4966
texture = SDHI_Parachute_main_ClampOTron_texture, SDHI/Service Module System/Parts/SDHI_Parachutes/SDHI_Parachute_main_ClampOTron_texture
}

rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Node Size
node_stack_top = 0.0, 0.2828832, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1
node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0

TechRequired = specializedConstruction
entryCost = 1500
cost = 560
category = Utility
subcategory = 0
title = Clamp-O-Tron Docking Port - Parachute version

description = Not to be outdone by Sum Dum Heavy Industries and their newfangled "IACBM", the as-yet unknown manufacturer of the original Clamp-O-Trons hastily stuck a parachute and some lights onto their flagship product.

attachRules = 1,1,1,1,0

bodyLiftMultiplier = 0 // Stops parachute from "gliding"; used by stock parachutes

mass = 0.2
dragModelType = default
maximum_drag = 0.25
minimum_drag = 0.25
angularDrag = 0.5
crashTolerance = 10
breakingForce = 200
breakingTorque = 200
maxTemp = 2000
bulkheadProfiles = size1

MODULE
{
name = ModuleDockingNode
referenceAttachNode = top
nodeType = size1
}

MODULE
{
name = ModuleLight
lightName = spotlight
useAnimationDim = true
lightBrightenSpeed = 2.5
lightDimSpeed = 2.5
resourceAmount = 0.16
animationName = SDHI_ParaDock_1_Lights
useResources = true
}

MODULE
{
name = RealChuteModule
caseMass = 0.35
timer = 0
mustGoDown = true
cutSpeed = 0.5
spareChutes = 1
secondaryChute = true

// Main chute
PARACHUTE
{
material = Nylon
capName = chute_cover_mains
parachuteName = canopy_main
preDeploymentAnimation = SDHI_Parachute_Main_semi_deploy
deploymentAnimation = SDHI_Parachute_Main_full_deploy
preDeployedDiameter = 3
deployedDiameter = 55
minIsPressure = false
minDeployment = 1990
deploymentAlt = 700
cutAlt = -1
preDeploymentSpeed = 2
deploymentSpeed = 6
}

// Drogue chute
PARACHUTE
{
material = Kevlar
capName = chute_cover_drogue
parachuteName = canopy_drogue
preDeploymentAnimation = SDHI_Parachute_Drogue_semi_deploy
deploymentAnimation = SDHI_Parachute_Drogue_full_deploy
preDeployedDiameter = 5
deployedDiameter = 10
minIsPressure = false
minDeployment = 12500
deploymentAlt = 7000
cutAlt = 2000
preDeploymentSpeed = 1
deploymentSpeed = 4
}
}

EFFECTS
{
rcpredeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_open
volume = 1
}
}

rcdeploy
{
AUDIO
{
channel = Ship
clip = sound_parachute_single
volume = 1
}
}

rccut
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_cut
volume = 1
}
}

rcrepack
{
AUDIO
{
channel = Ship
clip = RealChute/Sounds/sound_parachute_repack
volume = 1
}
}
}

}

Huzah! :D so what you put was basically what i had, however i added .mu to the end of the model name (which you didn't). so i fixed that. added the scale 1,1,1 and it worked flawlessly :D. thanks so much for the help!

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