Usually this is not a very convenient scale to work under, since the application is at its lowest precision limit, and problems like camera clipping may occur. In practice, it's not absolutely necessary to use 1 unit = 1 meter scale in the modelling tool. In 3Ds Max, this is done thought the Units Setup Menu (Customize -> Units Setup). So the 3D scene must be configured to use this scale as well. KSP also uses reference points in the 3D model to calculate coordinates for things like attachment points and the position of visual effects.īefore starting a model, it's very important to consider these points: The scene scale and the model orientation. The tag names define the function of a 3D object. These objects are defined by their names in the 3D scene (tag name). When KSP imports a model, it searches for certain objects inside it. It's only necessary to follow the specifications and requirements to do so. Modelling a part for KSP is quite simple enough. Parts like engines usually have sound files with them which must be stored in this folder The sound folder is optional as it is used to store sound files that a part will use during the game. KSP/GameData/(Your mod folder name)/sound KSP/GameData/(Your mod folder name)/Parts/(Category)/(Part Name)/: You could rename this as you want, however it's recommended to build your folder structure like so This folder should store all the parts used in your mod. KSP/GameData/(Your mod folder name)/Parts: Just make sure that the name field in the cfgs are unique You could also place multiple part configs in the same folder, whether it uses the same model or not: It is recommended, though, to use the above organization so that others can see what you're doing However, as in 1.1, you can dump all your parts in the Parts folder along with its textures just fine. (Your Part Editor name like commandMk1 or RTG).(Your Part Category: Utilities, Command?).This is how your part file should be organized: This section has been updated, but it still require clarificationīefore starting to build a part, it's important to understand how your files should be organized. For this reason, KSP uses configuration files (CFG files) that define how a part must work, and the parameters needed to make each part unique. Likewise, programming each part independently would also be rather unpleasant. Are you making a new Solid Rocket Booster or a Command Capsule? How powerful (or weak) should that engine be (if it is, in fact, an engine)?ĭefining a generic implementation for all imaginable types of parts would be quite an impossible task. Once the model is exported, it's necessary to configure the new part so that the game knows how it should work. 9 KSP Vector Tool (getVectorTool MaxScript).
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