Jump to content

Trying to create a parts pack of "cubesat" parts


MAFman

Recommended Posts

So, I'm trying to create my first parts pack - I saw the BoxSat mod, and I was inspired by it to create a more complete microsatellite-building pack. Trouble is, I'm having issues trying to import my models from Blender into KSP - the KSP.log says it loaded, but it isn't showing up.

What should I be doing?

Link to comment
Share on other sites

I don't have a Unity setup...I don't even have Unity on my laptop. Is that the problem?

- - - Updated - - -

cubeSatFrame.cfg

My config:


//cubesat frame

//general parameters
name = cubesatFrame
module = Part
author = Matt

//asset parameters
mesh = cubesatFrame.dae
scale = 1.0
texture = model.png
specPower = 0.1
rimFalloff = 3
alphaCutoff = 0

//node definitions
node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -0.1, 0.0, 0.0, 1.0, 0.0
node_stack_right = 0.1, 0.0, 0.0, 0.0, 0.0, 0.0
node_stack_left = 0.0, 0.1, 0.0, 0.0, 0.0, 0.0

//editor parameters
title = CubeSat Bus
manufacturer = Bob Kerman and Co. Microengineering and Dry Cleaning, LLC
description = This microsatellite bus was originally a minifridge that had a broken condenser, which made it useless for storing snacks. Bob, being really unhappy at the loss of his snacks, took a hacksaw and drill to it in frustration. This is what resulted - Bill really likes how it can store his electronics projects!
techRequired = unmannedTech
entryCost = 50
cost = 20
category = 2
subcategory = 0

//attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1, 0, 1, 0, 0

//standard part parameters
mass = 0.05
dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.05
angular_drag = 1
crashTolerance = 25
maxTemp = 1000
fuelCrossFeed = false
breaking_force = 1000000
breaking_torque = 1000000

Edited by MAFman
Remembered a detail
Link to comment
Share on other sites

Save .blend file -> copy that into your Unity Project Assets folder, load up Unity, it imports the file automatically, add a new parent object, give it a name which you can easily identify the part with, drag the mesh into your unity hierarchy, make it a child of your parent object, add a collider component, add PartTools component to the parent object, select folder, texture format and model (.mu) file name, click write, done.

Nothing easier than that, Unity is the easiest part of modding, at least if you create some basic parts like a fuel tank or an engine.

Link to comment
Share on other sites

Save .blend file -> copy that into your Unity Project Assets folder, load up Unity, it imports the file automatically, add a new parent object, give it a name which you can easily identify the part with, drag the mesh into your unity hierarchy, make it a child of your parent object, add a collider component, add PartTools component to the parent object, select folder, texture format and model (.mu) file name, click write, done.

Nothing easier than that, Unity is the easiest part of modding, at least if you create some basic parts like a fuel tank or an engine.

Got it to finally import! It won't attach to anything though, and it's sideways...

Link to comment
Share on other sites

Got it to finally import! It won't attach to anything though, and it's sideways...

You need to edit the 'node_attach' in the part cfg. The first three values are the x,y,x offsets, then the last three are the 'direction' of the attachment. So for a part whose -X side should be the one to attach, you'd make the x direction '-1.0'

Link to comment
Share on other sites

  • 2 weeks later...
[quote name='MeCripp']Whats the problem ?[/QUOTE]

I can't seem to get my models to import and/or behave properly. Sometimes they're sideways, sometimes they just don't think physics applies to them, sometimes they are horribly off scale, and almost always, the texture forgets to stay with the model. Personification FTW!

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

Ok, I'll make the models in Blender, and I need someone to import them to KSP for me. I have so many part mod ideas!
Link to comment
Share on other sites

Sounds like typical noob-ish first-timer misstakes to me :P

If the physics doesn't apply to the models, that would most likely be because you either didn't use convex colliders, or maybe you are trying to fly them in FAR without good aerodynamic colliders (FAR is voxel-based). If the model is not the same scale in-game as you modeled it in Blender, that could be the result of a few things. Maybe you forgot to change the scale in Blender export, maybe you changed it in Unity, maybe you forgot to specify the scale in the part's CFG file. Could be a few things.

When it comes to textures, if you UV-unwrapped your model and applied the textures to the model in Blender, and everything looks good in Blender, all you need to do is to drop the .blend/fbx file and the texture(s) into unity and apply the texture to the model in Unity (remember to use the KSP shaders when applying the textures in Unity).
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...