Jump to content

Need help about Collision mesh


Recommended Posts

first of all ,sorry for my english

I'm making my parts with 3dsmax(2013),and export .DAE to game,there are some problems:

1.my parts don't have hige-light effect when mouse over them,looks like Collision mesh problem,but surface attach works fine.

2.when my part2 (with 4 nodes) stack to part1(with 2 nodes),other 3 nodes of part2 disappeared,part1 is fine;when surface attach,all nodes are fine.

3.when launched,aall my parts fall through ground about 1/4

4.node_vector give me lots of"e-007",like this:

node_stack_back010 = 9.53674e-007, -0.999999, -5.96046e-007, 0.0, -1.0, -2.8213e-007

my Collision meshs are simple,like box or Hexagon.I don't know why this happen.please help.

Link to comment
Share on other sites

ok I realized that "no hige-light effect" and "node disappear" problem is my parts not actually attached together,although there WAS a snap when I put my parts together...

I have two rectangle ship part,both have 6 nodes,1 each side.when I tried to attach one part's front node to the other's back node,only snap,no attach; I rotate my part and try,finally,the leftside node attached,and trun my ship to a cross.

I tried everything I know,but still can't fix it.

and,my parts still fall into ground about 1/4,I move, rotate,rescale the Collision mesh,nothing changede.

Link to comment
Share on other sites

You need to import your model file (.dae or other) into Unity. After that you export your model from Unity (an .mu file) for use in KSP, which uses the Unity engine. But to export from Unity you first need the KSP part tools. There are "stickie" posts at the top of the mod forums which have links for the tools and even for Unity if I recall properly.

Link to comment
Share on other sites

Connection nodes are made and controlled by use of the .cfg file, which is a text file. There is no need to try doing anything about nodes in your 3D editor (that I am aware of). Just take the model you make in 3DS Max and put it in Unity in a folder you create, within the Assets folder. Also put any textures you will use in that folder (or another asset folder, whatever you want to do). Open your model folder. Select your model. A menu will open on the right. Click on the Generate Collision Meshes and Generate Lightmap UV check boxes. Then press the Apply button. In a few seconds your model will be ready (replaced by the import). Drag your model to the Part Tools Object (you should have made this when setting up the Part Tools in Unity); this will be in the Hierarchy. Click on the arrows in this object to reveal all the meshes in your model. Select which mesh you want to use as a Collider and set it to Convex. Any other meshes may not need to be set as Colliders. For your render meshes, set them to the KSP shaders you want and select their textures and specular settings, if any. Then select the Part Tools Object which now has your model in it. On the right the menu has changed and is the export menu. Press Write to export. Copy your exported files (.mu and .mbm textures) and put them in your own folder in the KSP GameData folder. While in the GameData folder, open the Squad folder, then Parts, then the folder which has the kind of part you made (engine, for example). Open, for example, an engine folder. Copy its .cfg file. Close the KSP folder and open the .cfg copy with a text editor. Study it and use that file as the basis of your own .cfg file. Once you have changed the copy the way you want it to be, save it and put that .cfg file into the same folder where you put your .mu and .mbm files. Close the folders and play KSP. Your model should appear in the VAB or SPH assembly areas if there were no problems. As for the node vectors, these will be in that .cfg file too. Good luck!

Edited by Dispatcher
clarification.
Link to comment
Share on other sites

  • 2 weeks later...

Keep in mind that you can tweak your node positions quicker if you go to the space center screen and use the debug window (alt-F12) to reload the database.

It won't reload textures, but it does reload config files so you can make changes, reload all parts and check your changes in the VAB.

It's MUCH faster than quitting KSP and reloading the game.

Link to comment
Share on other sites

Unfortunately KSP will only recognize one 'root node' orientation per part in the VAB. If you have a six sided part as you mentioned above, then you will only be able to attach it along one axis. If you wanted to have your part attach from any orientation, you would actually need to create 3 different parts with different root nodes.

Root nodes are designated as the last node in your list of nodes in your .cfg file. I have an example .cfg in my forum post around page 15.

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...