Sarbian changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
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<xShadowx>
trolling propaganda is not allowed, and its clearly morning :P
<Talvid>
(I'll ask if someone knows of a way, i'd love a response) Looking to learn how to configure nodes
<Talvid>
haha... in your timezone maybe...
<Talvid>
Figured out CFG,s making the models, and of course getting them in game... just one having one hell of an issue getting the connection nodes done.
<xShadowx>
if you mean the attach nodes for parts to connect, its node_stack_whatiwanttonamemynode = X,Y,Z,rotX,royY,rotZ,size use the mk1 podin squad folder as an example, generally nodes are in the cdnter and just change by height, so 0,1,0 or 0,-1,0 for ex, decimals is allowed ofc, then set rotation as nodes act like magnets sort, N connects to S kinda thing, N wont connect to N
<xShadowx>
size dont have to state, itll default to i think 1, but you can do 0-3, bigger nodes hold stronger :)
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<Talvid>
evening, anyone home?
<xShadowx>
Talvid: nope
<xShadowx>
oh you left before my reply ;3
<xShadowx>
if you mean the attach nodes for parts to connect, its node_stack_whatiwanttonamemynode = X,Y,Z,rotX,royY,rotZ,size use the mk1 podin squad folder as an example, generally nodes are in the cdnter and just change by height, so 0,1,0 or 0,-1,0 for ex, decimals is allowed ofc, then set rotation as nodes act like magnets sort, N connects to S kinda thing, N wont connect to N
<xShadowx>
size dont have to state, itll default to i think 1, but you can do 0-3, bigger nodes hold stronger :)
<i_rinix>
xShadowx, are you on Freenode?
<xShadowx>
nupe
<xShadowx>
this be where the ksp devs go, no need to be anywhere else :)
<xShadowx>
rather ksp modding devs, but ya
<Talvid>
yeah sorry, i switched to a IRC client and forgot how to join another chan
<Talvid>
i get the the XYZ idea, but what is the unit? is it based on the 1.25/2.5... or a % of the part
<xShadowx>
/join #kspistheonlychanthatmatters ;3
<xShadowx>
the former, its coords not %
<Talvid>
It's been years since i've used IRC lol
<Talvid>
ok, sounds better then a % of the part... now if i can figure out why every part is 10000% sized within 3ds max
<xShadowx>
and rotation is vectors, -1 to 1
<xShadowx>
size 0-3
<xShadowx>
wish they didnt hardcode 3 as the limit
<xShadowx>
also wish it was decimal not integer ;\
<i_rinix>
xShadowx, yeah, but espernet is so snowflakey.
<xShadowx>
i_rinix: never had a problem with it, only people i seen with a problem were people who got banned from a channel lol
<Talvid>
another silly question, when exporting parts, i can only get the game to recognize a png texture... would much rather use dds, any sugestions?
<Talvid>
(rather new at this)
<xShadowx>
no clue, thats someone-else and, my model editing / exporting was using blender + mu script
<Talvid>
so you don't use Unity?
<xShadowx>
i do, but not for that
<xShadowx>
and from what i remember game just loads texture of name.* searching dds, jpg, png, i think still tga, so if it works fine by png, converting to dds should prolly work
<xShadowx>
without changing model
<Talvid>
I'll have to try
<xShadowx>
theres a dds conerter floating around somewhere for ksp - but id keep the png as dev copy, convert/test a dds for final release
<i_rinix>
Anyone know how to hook into B9 texture changer?
<xShadowx>
'hook into'? to add more texture choices or ? (never used it)
<Talvid>
have not used B9 texture changer before.. but i have messed around with ... i think its fuel switch's version
<i_rinix>
to use it in a seperate mod to offer texture choices for your parts.
<Talvid>
its finiky though
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<Talvid>
is there a way to add a line break in the description of a part?
<taniwha>
Talvid: re attach nodes, my blender .mu exporter can handle them for you
<taniwha>
(you model them into your model, provide a suitable .cfg.in file, and when you export, a .cfg with the attach nodes inserted is generated)
<Talvid>
Is this different from the one i picked up form some forum post or is it different