Difference between revisions of "Tutorial: Adding Airlocks and Ladders to Parts"
m (Blanked the page) |
m (ArnePeirs moved page Adding Airlocks and Ladders to Parts to Tutorial: Adding Airlocks and Ladders to Parts) |
||
(One intermediate revision by one other user not shown) | |||
Line 1: | Line 1: | ||
+ | This [[tutorials|tutorial]] will teach you how to add airlocks for your [[Kerbonaut]]s to access, and [[ladder]]s for them to climb, directly to parts like how it is done with the current [[command module]]s. | ||
+ | This will work for any part, not just command pods. | ||
+ | ===Specifications=== | ||
+ | *'''Length:''' 10–15 minutes | ||
+ | *'''Difficulty:''' Moderate | ||
+ | *'''For version:''' 0.16 and above | ||
+ | |||
+ | ==Steps== | ||
+ | ===Step 1 - Create Ladder and Airlock Boxes=== | ||
+ | Add a simple box for your Ladders and/or airlocks in a modeling software of your choice. | ||
+ | |||
+ | ===Step 2 - Set up Unity=== | ||
+ | [[File:Import parttools.jpg|550px|thumb|center|Importing the new 0.16 parttools]] | ||
+ | |||
+ | Load up the unity editor and import the new parttools, then import your model and textures. | ||
+ | After this, parent your model to a Gameobject with the KSP parttools components. | ||
+ | |||
+ | An important thing to remember with your model once imported, is that the origin of the model MUST be inside the model area that acts as a physics collider, ideally in its center. If this isn't so, you will find later on a problem ingame of "Hatch Obstructed, Cannot exit" Fiddling the center generally fixes this. | ||
+ | |||
+ | ===Step 3 - Identifying airlocks and ladders=== | ||
+ | [[File:identify airlockladders.jpg|550px|thumb|center|Adding new tags]] | ||
+ | |||
+ | Select your ladder or airlock mesh and add new tags by going into the TagManager and choosing "Ladder" and "Airlock" tags. In the same menu name one of the User Layers "Part Triggers". | ||
+ | |||
+ | ====Note on ladders==== | ||
+ | It seems that ''"Part Triggers"'' name '''must''' be given to the '''layer #21''' (as shown in the picture). Otherwise ladders don't work. | ||
+ | |||
+ | Also, when placing ladders in ''Unity Editor'', keep in mind that Kerbal climbs up the ladder's <span style="color:green">'''local Y'''</span> (green) axis, facing <span style="color:blue">'''local Z'''</span> (blue). Note that ''Unity's'' "green" and "blue" axes may differ from those in your 3D modelling program. | ||
+ | |||
+ | ===Step 4 - Adding airlocks and ladders=== | ||
+ | [[File:Unity Layereditor.png|300px|thumb|right|Setting tags]] | ||
+ | |||
+ | Select your airlock/ladder mesh and set the Tag to Airlock/Ladder and Layer to Part Triggers. Afterwards, delete the meshrender and make it a mesh collider, just like you would make a node_collider. Remember: airlock and ladder pivots must have same coordinates! And they should have some intersect with main collider. | ||
+ | |||
+ | [[File:IsTrigger.jpg|400px|thumb|center|Setting tags]] | ||
+ | |||
+ | Tick the "Is Trigger" tickbox, and write with the parttools component as usual. | ||
+ | |||
+ | ===Step 5 - Final Touches=== | ||
+ | Add "CrewCapacity = # to your .cfg to define the total number of crew members that may enter. | ||
+ | |||
+ | ==And all done!== | ||
+ | Now you should be able to use your ladders and airlocks in-game! | ||
+ | |||
+ | Tutorial created by DYJ. | ||
+ | [[Category:Modding Tutorials]] |
Latest revision as of 11:00, 13 March 2020
This tutorial will teach you how to add airlocks for your Kerbonauts to access, and ladders for them to climb, directly to parts like how it is done with the current command modules. This will work for any part, not just command pods.
Contents
Specifications
- Length: 10–15 minutes
- Difficulty: Moderate
- For version: 0.16 and above
Steps
Step 1 - Create Ladder and Airlock Boxes
Add a simple box for your Ladders and/or airlocks in a modeling software of your choice.
Step 2 - Set up Unity
Load up the unity editor and import the new parttools, then import your model and textures. After this, parent your model to a Gameobject with the KSP parttools components.
An important thing to remember with your model once imported, is that the origin of the model MUST be inside the model area that acts as a physics collider, ideally in its center. If this isn't so, you will find later on a problem ingame of "Hatch Obstructed, Cannot exit" Fiddling the center generally fixes this.
Step 3 - Identifying airlocks and ladders
Select your ladder or airlock mesh and add new tags by going into the TagManager and choosing "Ladder" and "Airlock" tags. In the same menu name one of the User Layers "Part Triggers".
Note on ladders
It seems that "Part Triggers" name must be given to the layer #21 (as shown in the picture). Otherwise ladders don't work.
Also, when placing ladders in Unity Editor, keep in mind that Kerbal climbs up the ladder's local Y (green) axis, facing local Z (blue). Note that Unity's "green" and "blue" axes may differ from those in your 3D modelling program.
Step 4 - Adding airlocks and ladders
Select your airlock/ladder mesh and set the Tag to Airlock/Ladder and Layer to Part Triggers. Afterwards, delete the meshrender and make it a mesh collider, just like you would make a node_collider. Remember: airlock and ladder pivots must have same coordinates! And they should have some intersect with main collider.
Tick the "Is Trigger" tickbox, and write with the parttools component as usual.
Step 5 - Final Touches
Add "CrewCapacity = # to your .cfg to define the total number of crew members that may enter.
And all done!
Now you should be able to use your ladders and airlocks in-game!
Tutorial created by DYJ.