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Can you export Craft files to 3D Programs?


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Craft files are just text files (try opening them on notepad or similar) that tells KSP what part goes where..

Unless a program can read this and snatch the proper models, "building" the craft outside KSP, I don't think so...

But then, I know nothing about modelling... :D

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The Craft File? Not at present. Since it appears that Squid uses file folders for each part used and the same name is used in every folder for rendering that part in the game, a custom program would have to be written to convert a Craft file into the 3-D format that a printer would recognize.

That is far different from the way parts work in Train Simulator s format which uses vector descriptions with texture maps easily convertible to the popular CAD 3-D formats that created them. That was probably done because so many of the parts behave in a dynamic matter, such as struts, fuel lines and stack couplers that change according to what they connect to, unlike a hard coded part used for most other simulators.

Edited by SRV Ron
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I would be buying a 3D printer the moment it's possible to do that :D

Actually, with a small hobby lathe, balsa blocks, and an assortment of tubes from http://www.estesrockets.com/ or other sources, you could easily model many of the KSP creation from screenshots. And, with the solid fuel engines available from Estes, actually fly them. (You need a big field for recovery. Also, be sure to wind tunnel test them first, you don't want them flying out of control for real.)

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Assuming that KSP runs on dx9 you can use 3d ripper dx to capture all geometry, assigned uvs, textures, etc and load the result in your favorite 3d modeling program. Then you will need a script to fix the model being awkwardly scaled due to fail fov detection, but it's something.

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You could probably write a script for maya or max that could read the craft files, import the correct model into the scene and then position and parent it correctly.

It shouldn't be to hard if you're decent at scripting.

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It's much easier to write a mod to export a flying spacecraft to STL. Just iterate over all the parts of the vessel, get all their mesh components, spit them out. I recall some trickery with the fairings of a ModuleJettison, but unfortunately I lost the code when my laptop bricked itself.

Edited by numerobis
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Assuming that KSP runs on dx9 you can use 3d ripper dx to capture all geometry, assigned uvs, textures, etc and load the result in your favorite 3d modeling program. Then you will need a script to fix the model being awkwardly scaled due to fail fov detection, but it's something.

That will either not work at all or be too much of a pain. Has to do with the fact that each spaceship consists of many many meshes each one with its own transform matrices. 3D Ripper won't know which models go together, so it won't be able to rip it all into a single 3D file. You might be able to rip individual components and put them together by hand, but I suspect there is an easier way to get the models from a Unity game.

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