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Requesting Mod Aid! SuitSat coming soon!


ZooNamedGames

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I am trying to make something simple (because I'm not a modded (much) but rather a humble ksp builder). I would like to know where the EVA kerbal model is located, or how to "use" it. I would like to take the EVA kerbal model (from here on known as EVA-KM) and turn it into a useable part file...

I have done select things inside of ksp like adding, removing, altering parts. So I am familiar with the layout of such a thing.

I would just like the "how-to", not offers to make it for me. I want to learn this for myself. However, if there is software needed, then great, I'll get it. But I need to know how to work it, so please explain here.

I may have this post in the wrong place, but I wouldn't know. I typically stay in the rocket builders section, but I would still like some help...

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It's locked up in one of the Assets files. You would probably have to use a dummy model, then write a plugin that would replace the part's model ingame.

Ah. And how would I do that?

Please don't say it's a dead end, I'll do whatever it takes, I'm that kind of person. What software would I need?

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Well pick up a little c# programming, http://channel9.msdn.com/Series/C-Sharp-Fundamentals-Development-for-Absolute-Beginners (not endorsing that, it just came up in google.)

You'll need a compiler, http://monodevelop.com/

From there, you'll just have to pick and poke at the game till it spits out what you want.

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Well pick up a little c# programming, http://channel9.msdn.com/Series/C-Sharp-Fundamentals-Development-for-Absolute-Beginners (not endorsing that, it just came up in google.)

You'll need a compiler, http://monodevelop.com/

From there, you'll just have to pick and poke at the game till it spits out what you want.

Hmm ok. Here's another question... How do you make custom models? It looks easy (from another persons POV). So... What would I use then?

(I will pick the software up btw).

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It looks easy because you have no idea what is going on. Additionally, you don't seem to have much understanding of what it is you're asking. The simple fact that you asked that particular question disqualifies you from having the capability at this point. Not a bad thing, just a true thing. Best to educate yourself then come back later.

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Don't listen to him, everyone has to start somewhere and everyone has to learn.

Questions are a perfectly valid way to learn.

Many of us use Blender, it's free. http://www.blender.org/

Here's what I used to learn how to make KSP compatable models in blender, http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-1.htm

You'll need to download Unity, http://unity3d.com/5?gclid=CJPNppfq-b0CFSgQ7AodHAUA8Q And the part tools http://forum.kerbalspaceprogram.com/threads/65356-0-23-PartTools

And then last but not least, here are TONS of guides. http://forum.kerbalspaceprogram.com/threads/25013-Compilation-of-modding-information-links-for-0-19-20-21-22-23-Last-update-24th-Jan

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Don't listen to him, everyone has to start somewhere and everyone has to learn.

Questions are a perfectly valid way to learn.

Many of us use Blender, it's free. http://www.blender.org/

Here's what I used to learn how to make KSP compatable models in blender, http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-1.htm

You'll need to download Unity, http://unity3d.com/5?gclid=CJPNppfq-b0CFSgQ7AodHAUA8Q And the part tools http://forum.kerbalspaceprogram.com/threads/65356-0-23-PartTools

And then last but not least, here are TONS of guides. http://forum.kerbalspaceprogram.com/threads/25013-Compilation-of-modding-information-links-for-0-19-20-21-22-23-Last-update-24th-Jan

Thank you. This is what I need... I wanted info, not pessimism from some. Thank you Moon Goddess, I'll try to work with it and figure it out.

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As for plugin writing, if you're on windows you can use Visual C# Express (free). I *highly* recommend you first plow throw a "learning C#" tutorial, *especially* if you don't have extensive prior programming experience.

You shouldn't actually need to make any models for this; my suggestion was that you use an existing part's model in the cfg, then swap out for the Kerbal EVA models with your plugin.

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If you figure out how to change the helmets I will give you all of my cookies. Good luck!

I assume that's a problem going around :rolleyes: ... I've seen mods (granted the modded were experienced) where they changed the apparel... So I know altering their models IS possible... I'm just wanting to make a brand new part... Make all the script myself, and have the 'model' file, be a kerbal. That's it (for now)... If I can do that, I'm a happy camper.

I'll move onto bigger plans with this later, but that's the first part. Later on I would like to have it be loss, meaning if it hits something, it has 'fluid dynamics'. I'd also like it to have the helmet with rather than a kerb head, a machine looking thing... True to the real thing. And so on.... Maybe give it MORE purpose on ksp... But that's all for now. I'm just dreaming, I may never even get the main goal of this complete... We'll see.

Also, dont be hatin', be helping! That's what I need bro!

- - - Updated - - -

As for plugin writing, if you're on windows you can use Visual C# Express (free). I *highly* recommend you first plow throw a "learning C#" tutorial, *especially* if you don't have extensive prior programming experience.

You shouldn't actually need to make any models for this; my suggestion was that you use an existing part's model in the cfg, then swap out for the Kerbal EVA models with your plugin.

What I'm doing shouldn't take FAR level coding, I've seen and altered the basic stuff... So I know what to expect.

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