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Model orientation issues


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I thought I would crack out Max and create some items for this game.

However I have problem I am looking to fix...

I built my item (a control pod -for now) and then imported a stock item in so I could scale my model down to something approaching the correct size.

Model in Max with collision box pulled to the right and a 1mx1m cylinder above to show scale is good:

maximg1.jpg

(If you are of a certain age and from the UK this will look familiar)

I made the stack nodes by adding 1m spheres in the places I wanted them, naming them correctly, then selecting them, running the script from the SDK then deleting them.

Using the standard pod cfg as a template I altered a copy to reference my model and texture then brought the model into the SDK viewer.

It comes in huge and at a bizarre angle:

sdkimg1.jpg

I then opened up the game and it is available for selection

It is on its side and the rotation point is set at the top of the funnel nosecone:KSP1.jpg

If I bring it into the game it is on its side but the stack nodes are in the right place:

KSP2.jpg

This, however is with the scale set to 1 (I know the model itself is quite large but it is only a test and I was kinda restricted in order to get the chute to fit on the top). If I set the scale to 0.1 like the standard items configs then the model stays the same size but the stack nodes move:

KSP3.jpg

The cfg is as per mk1pod but with my name, model ref, texture ref and scale. Everything else is as the original (I have not got round to writing something witty yet.

CFG:

// --- general parameters ---

name = MrSpoonsPod

module = CommandPod

author = Baj

// --- asset parameters ---

mesh = MrSpoonPod.DAE

scale = 0.1

texture = spoonrocketTex.png

specPower = 0.1

rimFalloff = 3

alphaCutoff = 0.0

// --- node definitions ---

// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_stack_top = 0.0, 8.8267, 0.0, 0.0, 1.0, 0.0

node_stack_bottom01 = 0.0, -2.52959, -1.48704, 0.0, 1.0, 0.0

node_stack_bottom02 = -1.28782, -2.52959, 0.743522, 0.0, 1.0, 0.0

node_stack_bottom03 = 1.28782, -2.52959, 0.743522, 0.0, 1.0, 0.0

// --- editor parameters ---

cost = 1600

category = 1

subcategory = 0

title = Mr Spoons Command Pod

//manufacturer = Kerlington Model Rockets and Paper Products Inc.

description = Originally built as a placeholder for a demonstration mock-up of a rocket, the Mk1 Command Pod was heralded as a

far safer and more reliable option than it's predecessors by rocket scientists throughout the world. It is now commonly seen in

active service.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,1,0,0

Can someone tell me why it is going wonky?

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Good call. Cheers

Export had an option to swap the up axis.

I sorted a couple of other issues out too (namely a scale problem due to my inability to read 'Radius' without thinking diameter)

The icon is now good (if slightly small) but I still have a couple of problems...

KSP4.jpg

1) The unit is red edged and always semi transparent even when placed into the assembly bay

2) The stack nodes do not seem to work. You can see it draws them (one of the bottom ones seems to be partially hidden behind geometry but the other two are not and the top node is not pink like the default pod) but nothing will join to any of them.

Could this be because I am adding a new command pod? The default cant be removed from the build.

I did add dummys and linked & named them as per the MK1 Pod. Is this right?

I am also getting some odd numbers in my node co-ords:

// --- node definitions ---

// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_stack_top = 0.0, 4.81676, 0.0, 0.0, 0.0, -1.0

node_stack_bottom02 = -0.686468, -1.06011, 0.396333, -0.866025, 0.0, 0.5

node_stack_bottom03 = 0.686468, -1.06011, 0.396333, 0.866025, -2.8213e-007, 0.5

node_stack_bottom01 = 0.0, -1.06011, -0.792665, 0.0, 0.0, -1.0

I don't know what UpX etc actually means

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  • 1 year later...

"Were off to button moon!" http://en.wikipedia.org/wiki/Button_Moon didnt like it much as a kid but now i suddenly get some strange pangs of nostalgia lol

During my experiments i have encountered this problem after i moved the node_collider to what i thought was a better position ... as it was before it connected perfectly well... but the node was higher than the world model , so i plan to move it back carefully to where it was lol

I am just tidying my KSP install back to vanilla so i can load it faster for testing so i'll get back to you when i work it out :D

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"Were off to button moon!" http://en.wikipedia.org/wiki/Button_Moon didnt like it much as a kid but now i suddenly get some strange pangs of nostalgia lol

During my experiments i have encountered this problem after i moved the node_collider to what i thought was a better position ... as it was before it connected perfectly well... but the node was higher than the world model , so i plan to move it back carefully to where it was lol

I am just tidying my KSP install back to vanilla so i can load it faster for testing so i'll get back to you when i work it out :D

Read the date of the post above you.

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