Jump to content

Kerbal Station Evacuation Shuttle - Need help!


Recommended Posts

Kerbal Station Evacuation Shuttle

I am looking for someone to port this into Unity and then make it work? I don't know how. Also, if someone could help me with how the heck I'm supposed to split up the model into parts (Nosecone, cockpit, inline docking port, engine, wings, landing gear, etc..), that would be nice too.

I don't have the slightest idea how to start other than making an awesome looking cute space shuttle in Blender. (See sketchfab above)

Green represents yaw.

Black represents pitch.

Blue represents roll.

If I'm doing something wrong tell me! (Please!)

Link to comment
Share on other sites

What you do is just a little sketch nothing more as it is no, look at this compilation of infos (it can't be more visible as it is now), splitting into individual parts is up to you, you have to design nose cone, cockpit, wings, control surfaces, engine(s), ...

But all of this in a first mod is most likely trying to move a mountain with bare hands. You'd better make some static parts which can be mixed with some stock parts (a new nose cone, then some wings, ...) in an iterative way: 1 nose cone done well => one wing => ... every time something more "complicated"/tricky when you have learnt enough.

Hope this help.

Link to comment
Share on other sites

I've been trying to look at the tutorials but they never actually explain well enough on how to import it into Unity and that stuff. I can make the models, but it all goes up and fine until it smashes into the moon, which is Unity, and dies. I'll try looking again, maybe I'm just not looking at it correctly. I'll keep this model though, for later when I can actually do it without making my brain mush out (it's summer here).

Thanks! :P

Link to comment
Share on other sites

Small Guideline for Importing things to Unity:

1. Export your model in .dae

2. Create a new UNity Project

3. Add Part Tools (Go in your Project folder, go in the folder "Assets" and Paste the part tools folder. You can download the part tools here: http://forum.kerbalspaceprogram.com/threads/65356-0-23-PartTools

4. Copy and paste your .dae in the Assets folder. You can create another folder where your parts go in, but its not required

5. Prepare your Parts for exporting (Create Colliders etc)

6. Group your parts under a new Game Object (Gameobject --> Create empty)

7. Add KSP Part Tools to the GameObject, select model Name (Normally "model", choose texture name (".mbm", ".png" etc) and choose a directory where your written parts should go.

Thats the basic. Check the other Tutorials for create colliders etc for more info

Hope I was a little help:)

Link to comment
Share on other sites

looks like you just need to flip a couple of the uv panels vertically so they'll line up, also don't know what you are using to make the texture but you really need those vertical lines to be thinner, for details use the pencil tool as it gives much sharper narrower lines, plus fat lines 'll be uglybugly if you use your texture to generate a normal/bump map.

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...