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[Solved/Helpfull]Making the IVA for a Cockpit


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Hey everybody! I'm having a but of trouble understanding TT's guide on how to make an iva for ksp, i've made the model to fit the "props" , all that is left is texturing, i use GIMP and Blender, but i want to know how i add the Transparent windows to the cockpit interior?Removing the ALPHA layer and making the windows transparent on GIMP doesen't cause the same effect in blender...

I'm open to any sort of help! Cheers! ;)

Edited by strykersm
Edited the title so others can come here for help
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@NathanKell - Thank you so much! You really have been helping little clumsy newbie here! ;)

@nil2workd - Let's try the less easy way then! Doesen't look that hard! ahah :)

But i still need help in figuring out the rest....the tutorial from TT is really confusing :P

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Hi rather than me writing a page of difficult to understand directions, how about you tell me where you are up to and and can walk you through it, it's not fiendishly difficult to do but it is to explain properly as some of it is very counter intuitive

Hey thanks for the response! :)

So i have the interior test model in unity, with the parttools and the proptools, and a test navball. Now i want to place the point in where the camera is in-game, but it's at that point i don't know what to do... :|

Here's a screenie:

bipiS.jpg

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give the Mk1 Cockpit Internal a dummy prop config. that will let you spawn it in Unity like a regular prop. Remove the KSP prop script component, and you can see how it's oriented, what bits are added to it... like Ladder, Airlock, kerbal seat transforms. Not all of them will come through, but enough to give you good idea of how things tie together inside and outside.

I did a set here, http://imgur.com/a/Vd2Zn

There're two kinds of internal cameras; one is embedded in the Kerbals, that's the IVA portrait cams you see in the lower right corner. the other is internalCamera Switch. any collider can be used as a transform for it, so you can spawn a camera anywhere in the IVA by double clicking. generally it's used for spawning camera at the inside windows.

PROP
{
name = DummyMk1CockpitInternal
}

biggest thing you gotta remember are the kerbals and Internals layers. if props and IVA are not on either of those layers, they won't move with the external, I lost count of how many times I've made that mistake. TT's tutorial gives good directions on setting up the layers and hwo they're different.

Edited by nli2work
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give the Mk1 Cockpit Internal a dummy prop config. that will let you spawn it in Unity like a regular prop. Remove the KSP prop script component, and you can see how it's oriented, what bits are added to it... like Ladder, Airlock, kerbal seat transforms.

PROP
{
name = DummyMk1CockpitInternal
}

That would most definitely be handy, could you give-me a short step-by-step on how to do that? :) That way i could try to figure out myself the mk-1....

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create a config like you would for a normal part. only thing you need in the config is the code above. put it in the same folder as the Mk1 internal in Squad/Spaces/mk1CockpitInternal

refresh your parttools window in Unity, and a prop by the same name you set in the Prop config should appear. click Spawn and it will appear in the scene. Remove the Prop(script) component and you should be able to see the components of the internal.

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create a config like you would for a normal part. only thing you need in the config is the code above. put it in the same folder as the Mk1 internal in Squad/Spaces/mk1CockpitInternal

refresh your parttools window in Unity, and a prop by the same name you set in the Prop config should appear. click Spawn and it will appear in the scene. Remove the Prop(script) component and you should be able to see the components of the internal.

I added a config file in the mk1 space with that code but it doesen't show up in parttools, i dragged que space wit the code to props, nothing, i even restared unity and still doesen't work :\

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make sure you set your PartTools data directory to the same parent folder as the internals. I just noticed for the internals you won't see the heirarchy unfortunately. you can select the pieces, but they don't show up in heirarchy window.

Humm....my parttools doesent ask for data directory:

4Vg7d.jpg

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tYGQmmd.jpg

make sure you are using PartTools 0.23; drag/drop the PartTools folder into the Unity project Assets folder. When that's done correctly, you get an extra menu item up top called KSP Part Tools that is essential for doing IVAs.

Spaces tab lets you see IVAs that are available and spawn them in Unity scene;

Props tab does the same for props, so you can populate the IVAs.

Setup tab lets you configure Part Tools to a file directory that has your IVAs and Props. All PROP{} and INTERNAL{} configs in the file directory you chose, and it's sub directories, will be read and listed in Spaces and Props (same way KSP loads everything in Gamedata). either duplicate KSP/Gamedata somewhere; or link to it directly. Otherwise Spaces and Props may or may not spawn correctly due to dependencies.

Edited by nli2work
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http://i.imgur.com/tYGQmmd.jpg

make sure you are using PartTools 0.23; drag/drop the PartTools folder into the Unity project Assets folder. When that's done correctly, you get an extra menu item up top called KSP Part Tools that is essential for doing IVAs.

Spaces tab lets you see IVAs that are available and spawn them in Unity scene;

Props tab does the same for props, so you can populate the IVAs.

Setup tab lets you configure Part Tools to a file directory that has your IVAs and Props. All PROP{} and INTERNAL{} configs in the file directory you chose, and it's sub directories, will be read and listed in Spaces and Props (same way KSP loads everything in Gamedata). either duplicate KSP/Gamedata somewhere; or link to it directly. Otherwise Spaces and Props may or may not spawn correctly due to dependencies.

Okay there we go! Now how do i place the camera to set the player's perspective and then what do i do to export it correctly to ksp to make my Cockpit use The IVA i made? :) (this is the last step hopefully)

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Hey, have a look at another internal cfg you will see a couple of lines

MODULE
{
name = InternalCameraSwitch
colliderTransformName = Window1FocusPoint
cameraTransformName = Window1EyeTransform
}

This is what sets the player view , to create the focus point just create a cube place it approx where your window would be , rotate it and scale it until z faces in direction of travel, now delete the mesh render and filter to just leave you with your box collider, check the is trigger box, and rename it to the same as the colliderTransformName.

Now create a new empty game object, rotate and pos are around where you'd like your eye level to be , it seems common practice to place this toward the front of the canopy as this will afford a better view than if set around the kerbs seating position

Once rotated till Z faces direction of travel rename it for the eye transform

If you've already placed the seat transform and added part tools, just export as you would any other part to the folder you have chosen, with a basic internal cfg you should now be able to spawn your iva

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You guys are the best, so far so good, the kerbal is there facing the direction, except this happens:

DCjm1.jpg

mZ1NN.jpg

why? :(

PS: The transparent thingy is the cockpit, i just messed up the materials, i can fix that myself hopefully. (For some reason the interior cockpit falls)

Here's what the unity and cfg look like:

gLezH.jpg

IqYmJ.jpg

Edited by strykersm
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It looks to me a though the model and the iva are displaced or not correctly aligned,

Go back to unity and load the scene that has your exterior model, now spawn your interior, Create a new empty game object for this test set it at 0.0.0 and make your iva a child of it , you can now rotate the interior without messing it up. now grab the interiors game object and rotate it 180 and 90 respectively so it lines up with the exterior , if it doesn't go back to your internal external scene ,tweak to suit and re export your iva,

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can't have 2 materials on one object. break the windows into a different object, assign the window shader to it. the frame/tub another object, with metal rough shader.

like this

109CockpitIVA //no spaces in names is safest bet for compatibility, stock and mods.

  • frame //metal shader
  • window //translucent window shader; can be childed however you want, as long as window is it's own object.
  • rest of the stuff //seats; window switches; lights.

the seat transform is very high. Kerbal's ref position is at the very bottom of their feet while standing. When seated, they hover a bit above the ref position. You want to position the seat transform below the seat for kerbals to sit at the correct height.

Edited by nli2work
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