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[DEV HALTED][0.90] CIT NodeHelper [v1.1.4, 2015-01-01]


marce

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@marce: two suggestions:

1. adding "right-click on it" below "select part" text, at the beginning I think ":huh::mad: I have the part moron, what bothering me like this ... ggrrrhhhh",

2. display node's direction as vector (like stock lift and thrust for ex), it's a very annoying issue to put node dir the wrong way and hard to figure it out as nothing directly help us, showing where the node is pointing as opposed to where we think it point would be super very helpful

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@marce: two suggestions:

1. adding "right-click on it" below "select part" text, at the beginning I think " I have the part moron, what bothering me like this ... ggrrrhhhh",

2. display node's direction as vector (like stock lift and thrust for ex), it's a very annoying issue to put node dir the wrong way and hard to figure it out as nothing directly help us, showing where the node is pointing as opposed to where we think it point would be super very helpful

Sounds doable, but I don't have time to mod currently. If you want it soon please send me a PR. There is one from ozraven as well so I'd include yours in the next version too which should be out in about a week.

Hello nice mod.

I have a question. When I click write node data. Where this mod stores the config ?

Thank you btw for nice mod which can help me wit CSS shuttle to create nodes for the parts

In the same folder where the part.cfg lives

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My previous attempts were inside the SPH, there it won't even show the button. Inside the VAB it works. Is this intentional? A small notice in the OP might help some other poor soul ;-)

I rarely use the VAB these days, I love the 6DOF of the SPH, with Editor Extensions.

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How the hell do I launch this. I installed the NodeHelper folder in the gamedata folder but there are no buttons in the VAB and if I click on blizzy's toolbar mod and select configure visible buttons there is nothing in the list for this mod???

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How the hell do I launch this. I installed the NodeHelper folder in the gamedata folder but there are no buttons in the VAB and if I click on blizzy's toolbar mod and select configure visible buttons there is nothing in the list for this mod???

okay I just realized I needed cit utilities so now I have the button in the VAB ans when I click it it opens a gui that says Please pick a part. I pick a part and nothing happens accept I pick the part up normally. So how do I "Pick a part"???

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With able to add/edit nodes (get the cordinates) this might be an invaluable mod so that we can fix/improve ubiwelded parts :D

Would finally be able to build a large framework for space stations to attaches all the parts to it without wobbling/lagging apart :confused:

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Version 1.1.2 released

Changelog:

  • various fixes and SPH enabled by ozraven (thanks!)
  • clarified how to select a part
  • added a simple cylinder to show the node orientation. Since Justin Kerbice requested but didn't send me a PR with a proper arrow it's really only a cynlinder - I can't be bothered to waste time on a real arrow tbh.

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Version 1.1.2 released

Changelog:

added a simple cylinder to show the node orientation. Since Justin Kerbice requested but didn't send me a PR with a proper arrow it's really only a cynlinder - I can't be bothered to waste time on a real arrow tbh.

:) I didn't understand what you wrote as a request for an arrow object, I can do one. Send you pm when I got something (does the size matter ? Guess you can resize he object as you wish).

By the way, using stock "toolbar" could be usefull, I've got trouble with blizzy's one (and it also redundant to have two way to do the same thing but that's another story).

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:) I didn't understand what you wrote as a request for an arrow object, I can do one. Send you pm when I got something (does the size matter ? Guess you can resize he object as you wish).

By the way, using stock "toolbar" could be usefull, I've got trouble with blizzy's one (and it also redundant to have two way to do the same thing but that's another story).

Well, I'm no Unity Pro, it should be a gameobject in arrow shape say half a meter long. No part of course. But yeah, if you want to see a proper arrow, please take care of that :wink:

wrt Stock toolbar: I don't like it. The icons are too big etc. so I use blizzy's for everything and don't have plans to support it. (read: yeah, I think the stock toolbar is redundant :P)

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  • 3 weeks later...

So, a few observations from my attempts to adjust some errant stack nodes on a mod I am collaborating on. First of all, there are some parts (no pattern detected) which habitually refuse to be written from. by that, I mean that no *_NH.cfg file is created no matter how many times I hit the button, and no errors are produced from what I can see. Second, I have several objects which have both an attach node and a stack node in the same orientation and position (allows for consistent attachment via KJR-stiffened stack node, for use with specific rover bodies with wheel stack nodes, or standard surface-attach node in the same orientation and position for wheels in which a standard surface attach is the only option available). When the results of the modifications are written, I've found that one of the two nodes will have incorrect data. Specifically, the attach node will be correct, but the stack node will be bumped away by roughly the size of the node's spherical representation in both the X and Y axis. Another thing I noticed is that when a node is selected in the NH editor window, the orientation tends to be bumped from standard "1, 0, 0" (for an X axis orientation) to "1.25, 0, 0."

I went on to test this thoroughly and discovered that even if I took down the coordinates for the node manually and updated the configurations on my own, upon loading them in-game, the nodes are again bumped out of alignment, and upon checking NH to see what's going on, again I notice that the position for the stack node has been offset. My final test is about to commence where I will see if this happens without your mod installed. The really crazy thing is that when I edit the ones that refuse to write an *_NH.cfg manually, the node offset issue does not occur. This is what leads me to think that this could be part of this mod rather than a stock game issue. I will know that in a few minutes after my final test.

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So, a few observations from my attempts to adjust some errant stack nodes on a mod I am collaborating on. First of all, there are some parts (no pattern detected) which habitually refuse to be written from. by that, I mean that no *_NH.cfg file is created no matter how many times I hit the button, and no errors are produced from what I can see. Second, I have several objects which have both an attach node and a stack node in the same orientation and position (allows for consistent attachment via KJR-stiffened stack node, for use with specific rover bodies with wheel stack nodes, or standard surface-attach node in the same orientation and position for wheels in which a standard surface attach is the only option available). When the results of the modifications are written, I've found that one of the two nodes will have incorrect data. Specifically, the attach node will be correct, but the stack node will be bumped away by roughly the size of the node's spherical representation in both the X and Y axis. Another thing I noticed is that when a node is selected in the NH editor window, the orientation tends to be bumped from standard "1, 0, 0" (for an X axis orientation) to "1.25, 0, 0."

I went on to test this thoroughly and discovered that even if I took down the coordinates for the node manually and updated the configurations on my own, upon loading them in-game, the nodes are again bumped out of alignment, and upon checking NH to see what's going on, again I notice that the position for the stack node has been offset. My final test is about to commence where I will see if this happens without your mod installed. The really crazy thing is that when I edit the ones that refuse to write an *_NH.cfg manually, the node offset issue does not occur. This is what leads me to think that this could be part of this mod rather than a stock game issue. I will know that in a few minutes after my final test.

What result did your final test show?

Plus it would be nice if you could share your log, just in case.

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  • 2 weeks later...
Feature Request - Model management:

Model size (in x,y,z)

Model position (also in x,y,z)

Model rotation (principle axes)

I imagine the end result would be a little bit simpler, but no less useful!

Do you mean you want to resize/rotate/move the main transform of a part? Or have a list of transforms and move them independently?

Or are you talking about something different?

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Do you mean you want to resize/rotate/move the main transform of a part? Or have a list of transforms and move them independently?

Or are you talking about something different?

In a part cfg file you can specify the specifics of the model using the MODEL node:

MODEL
{
model = Squad/Parts/mk1/model
scale = 1.25617, 1.452, 1.56891
position = 0, 1.113, 0
rotation = 0, 0, 0
}

Apologies for any errors, typed this out on my phone, but the gist should be correct. Essentially, it would be very helpful to be able to adjust these parameters in the editor. If you wanted to get fancy, you could add the ability to add models to the part (additional MODEL nodes), essentially welding models together.

Additionally, it would be nice to have a "revert to absolute scale" function, which brings rescale factor and non-model scale back to 1, since resalefactor is a bit buggy.

Edited by Felger
Rescalefactor
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In a part cfg file you can specify the specifics of the model using the MODEL node:

MODEL
{
model = Squad/Parts/mk1/model
scale = 1.25617, 1.452, 1.56891
position = 0, 1.113, 0
rotation = 0, 0, 0
}

Apologies for any errors, typed this out on my phone, but the gist should be correct. Essentially, it would be very helpful to be able to adjust these parameters in the editor. If you wanted to get fancy, you could add the ability to add models to the part (additional MODEL nodes), essentially welding models together.

Additionally, it would be nice to have a "revert to absolute scale" function, which brings rescale factor and non-model scale back to 1, since resalefactor is a bit buggy.

Ah, I see. Well, I have to admit I won't be able to add that in anytime soon. However, if you or someone else sends me a PR I would include it since it would be useful and isn't too much out of scope.

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Is there anyway to get the 0.25 download of this? I don't see anywhere on your download page to get to legacy downloads.

I don't keep old versions, because I don't have the time to deal with already fixed bugs.

For this mod I don't have an old version myself anymore.

If you really need it grab the latest pre-0.90 commit from GH and build it yourself (since you are a modder I assume that's not a big deal).

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