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General model importing help


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To start out I'll just say I'm new to blender, and new to modding this game.

1. I have created a simple model in blender, a large cylinder, set it up in metrics and designed it to have a 2.5 meter radius and 19 meters high, but had to scale down to 0.1 size AND multiply the size of the model by .1 in blender to get it to load in at the correct scale in game, I'm guessing there is an easier way to do this but it seems to work for the game scale and loads the model fine.

2. When I add the part the attach nodes are messed up, I have the node on the bottom in the right spot but I cant seem to get the node on the top correct, with that in mind a general and simple overview to how node_attach and node_stack work would be grateful because I think I am messing it up.

3. After attaching the part I can no longer select it, I can't remove it, adjust it, or even click on it. The same thing happens on the Launchpad to where I can't click on it to see how much fuel is left during my test flight.

I'm trying to import the models directly from blender, do I NEED to import them to unity first? If not I would appreciate any help to determine what I'm doing wrong, thanks.

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1- I usually model 2m parts in 3dsmax, so I don't have to fiddle around too much with rescaling it afterwards.

2- This link has almost everything you need to know about modelling and unity: http://forum.kerbalspaceprogram.com/showthread.php/25013-Compilation-of-modding-information-links-for-0-19-0-20-Last-updated-30-06-13. I use 3dsmax + KSP SDK to get the node positions, so I can't help you with that. I hope the link can help you.

3- You're not using Unity, that's why you can't select it in the VAB and launchpad.

There is a great unity tutorial that helped me: http://forum.kerbalspaceprogram.com/showthread.php/25482

Keep in mind that most tutorials are outdated, so it might be a bit different from what you got, specially PartTools. Remember to get PartTools .20, not .18

Feel free to ask anything else.

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Well I used the unity guide and followed it to the letter, using my blender model as a base. when it got into the game there was no model, no texture, as if the whole thing was alpha and (assuming the size was represented) the attach_nodes were still off. The link you provided has a lot of info that I had not found yet so I'll go over that real good and see if I can figure out what's going wrong.

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1) Check what scale your model is being imported into unity at. Click on your model in the asset window and on the right pane you should have the scale factor at the top under the "model" tab.

2)http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#Node_Definitions for some information, you can create empty gameobjects in unity, move them to where you want a node, and note the location for your cfg. (don't make the object a child of any other object. The coordinates are not absolute if it is parented.)

3) dont have a collider? each part needs a collider mesh for selection, collision, and surface attached parts. Also make sure your attach rules are set up the way you want (check that same link ^)

4) Unity is how you turn a model into a game object. You need to set things up properly in Unity.

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You CAN import directly from blender into KSP just fine. I'm guessing the reason you cant reselect it in VAB is your collider is set or named wrong.

However this is a really outdated method of adding parts, I strongly suggest you download Unity. For simple parts like a tank its VERY easy to do the unity set up. Part tools .18 still works, but is missing some stuff, better to go with PartTools .20.

As far as the scale issue goes, if your modeling 'to size' in Blender then in the config you need to use:

scale = 1

rescaleFactor = 1

KSP uses a default rescale factor of 1.25, if rescale line is not used it uses this default value. That's why you had to scale it down in Blender. Personally I like to model to size, then you can see how the part/textures will look ingame, rather than a slightly smaller version.

Also, using Unity gives easy access to other features, like different shaders, easy collider selection and placement, and use of bumpmapping (all of these are kinda pain in the ass to do in blender compared to how its all done in Unity)

I had ZERO modeling/moding/development experience till about 2months ago, and honestly the basic elements of Unity was one of the more easy things to grasp..your in Unity for all of 1min30secs to do a fuel tank.....and that's if your noob at this like me =)

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KSP uses a default rescale factor of 1.25, if rescale line is not used it uses this default value.

That I didn't know, I assumed that "scale" was what determined the size instead of rescale, thanks.

3) dont have a collider? each part needs a collider mesh for selection, collision, and surface attached parts. Also make sure your attach rules are set up the way you want (check that same link ^)

well I was importing directly from blender I set the mesh to node_collide, from what I have read that is all you need to do, but after playing around with unity earlier today I will prolly go that route. Though I'm still not sure why the object was invisible on my first try.

Thanks for the replies, still have a lot of reading to do in the other mod thread that VintageXP linked, I most likely wont get back into it till tomorrow morning.

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well I think I've just about got it all working, except now all of the sudden my part wont show up in the game...any ideas? I have the same configuration I had before when it was loading...

Edited by Ferratu
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PART
{

// Kerbal Space Program - Part Config
// DSS All-In-One Station Core
//


// --- general parameters ---
name = DSS_Core_Hex_Main
module = Part
author = Ferratu

// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = 1
texture = texture.mbm
specPower = 0.09999999
rimFalloff = 3
alphaCutoff = 0.0

// --- node definitions ---
node_stack_top = 0.0, 11, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -11, 0.0, 0.0, -1.0, 0.0, 1
node_attach = 0.0, 0.0, 11, 0.0, 0.0, -1.0, 1


// --- editor parameters ---
cost = 8500
category = Propulsion
subcategory = 0
title = DSS Core Hex Main (Fueled)
manufacturer = DSS Engineering
description = Something here

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


// --- standard part parameters ---
mass = 34.98936
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 10
breakingForce = 1250
breakingTorque = 1250
maxTemp = 3000
fuelCrossFeed = True


RESOURCE
{
name = LiquidFuel
amount = 20000
maxAmount = 20000
}
RESOURCE
{
name = Oxidizer
amount = 24444
maxAmount = 24444
}
RESOURCE
{
name = MonoPropellant
amount = 10000
maxAmount = 10000
}
RESOURCE
{
name = ElectricCharge
amount = 10000
maxAmount = 10000
}

}

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well I think I've just about got it all working, except now all of the sudden my part wont show up in the game...any ideas? I have the same configuration I had before when it was loading...

What error does the KSP_Data/output_log.txt file given when loading?

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