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Changing command pod orientation


DChurchill

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command pod orientation is based off the orientation top level context in the mu, to alter the relative orientation of the parts models and the part itself you'd have to use MODEL{} to rotate the model, which will break every craft using that part, you'll want to create a duplicate part instead.

If you had made this part yourself you could rotate the models in Unity to achieve the same effect

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Modeling in Unity is way more than I want to do. At least at this point. :)

I created a whole new part for this so I wouldn't break anything I already had. So to do this I need to alter the .mu file? What do I need to edit that? I got HxD so I could mess with the textures, but looking at the mu file with that doesn't help much.

Edited by DChurchill
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You don't model in Unity, it's a finishing suite where you prepare assets from other programs and bring it all together into what KSP loads.

You need to edit the .cfg to use MODEL{} instead of mesh= (MODEL{} supercedes mesh=), and use MODEL{rotation=} to alter the rotation of the model within the part

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Not sure what all that means, so maybe I'll leave it for the experts and just live with it. :)

I sort of follow what you're saying, but I'm not really sure what's involved. I just had an idea and started to run with it. I'd like to know how it all works, but I'm a total noob with it.

Other than knowing mesh = model.mu points the part to the mesh in the mu file, I'm not sure what to do from there.

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DChurchill, have you seen the following snippet Mu posted in this sticky topic?:

MODEL Nodes

In the old system, models were loaded directly from a part config's directory. This is still the case however can be overridden using MODEL config nodes.

MODEL nodes can be used to compile parts containing scaled, translated or rotated models. You can define multiple MODEL nodes to compile multiple models into one part. It also allows you to overload textures on the model.

Parts, Props and InternalSpaces can all use MODEL nodes instead of the traditional same-driectory loading system.

Here is a sample MODEL node showing all valid values


MODEL
{
model = Squad/Parts/Command/cupola/model
position = 0.25, 0.5, 1.0
scale = 2.0, 2.0, 4.0
rotation = 0, 90, 0
parent = anotherModelTransform
texture = model000 , Squad/Parts/Command/landerCabinSmall/model000
texture = oldTextureName , newTextureURL
}

Just add the "rotation = " arugment and play around with the values. It's not that hard.

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