forked from GER-Space/Kerbal-Konstructs
-
Notifications
You must be signed in to change notification settings - Fork 11
Variant Switching:
Christian Bronk edited this page Jan 20, 2019
·
5 revisions
You can define in a model .cfg file variants of your model, whithout the need to export different .mu for each variant.
Features:
- Deactivation of sub-meshes of an object (child gameObjects)
- You can retexture parts of the Object with different textures and apply new colors. (Builtin:/ textures are possible)
- You can specify a complete new mesh (.mu) to be used.
Rules:
- The first variant specified is the default
- If no variant is specified, the model will be used as-is.
- Nothing needs to be specified, except for a name.
` STATIC { mesh = KKflagDemo.mu module = Part scale = 1 static = true DefaultLaunchPadTransform = author = Spanner title = Billboard with mission flag category = none cost = 0 manufacturer = SM Marine description = KKflagDemo A billboard featuring your mission flag name = KKflagDemo DefaultFacilityType = none keepConvex = true
VARIANT
{
name = newMesh
newMeshName = threshold6
}
VARIANT
{
name = DisablePartsTest
deactiateTransforms = default
}
VARIANT
{
name = TextureTest
TextureSet
{
transforms = default
texture = BUILTIN:/ksc_exterior_terrain_ground
color = 0.64,0.73,0.171,0.728999972
}
TextureSet
{
transforms = Something_else
texture = newTexture
}
}
} `