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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<Talvid> Afternoon all
<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.
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<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
<taniwha> io_object_mu
<Talvid> NODE
<Talvid> {
<Talvid> transform = node_bottom
<Talvid> size = 1
<Talvid> name = node_stack_bottom
<Talvid> method = FIXED_JOINT
<Talvid> }
<Talvid> does it do it like that or normal
<taniwha> normal
<taniwha> could make it do that style, though
<taniwha> I'd entirely forgotten such existed
<Talvid> I learn best by seeing how others have done things, so i've looked at loads and loads of cfg files lol
<taniwha> yeah :)
<Talvid> (happened to be fixing up some parts I "made" using other mods models) i do not plan on distributing any non-original parts of course
<Talvid> lol thats if i even distribute what i'm trying to make on my own lol.
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<taniwha> yup, can definite make it generate NODE{}s
<taniwha> definitely
<taniwha> good grief, I can't type of late
<Talvid> blender isn't one of those programs i've had much experience with, I'm a 3ds Max guy
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<Talvid> ok... i feel like a real nub for asking but how do i "generate NODE{}s"
<taniwha> in blender? create an empty and name it something starting with node_
<taniwha> then in the empty data panel, you'll get an option for setting the size
<taniwha> I really need to do a tutorial for my exporter
<Talvid> a video one would be great! lol. have trouble learning though reading...
<Talvid> I've taught myself a lot because I really can not learn though 50 pages of text
<Talvid> (fatal flaw)
<taniwha> just added the method/rigid and rigid(?!?) fields
<taniwha> (one is supposed to be crossfeed)
<taniwha> ah, just named incorrectly
<taniwha> Talvid: note that in blender z determines the orientation of the node
<taniwha> er, I think
<taniwha> yes
<Talvid> but once i have it on the model (still trying to find the "Attach Node" part) how do i translate that into the node info in the cfg?
<Talvid> oh.. its dinner time bbl
<taniwha> heh, I need to have breakfast :)