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Variant Switching:

Christian Bronk edited this page Feb 3, 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:

  1. The first variant specified is the default
  2. If no variant is specified, the model will be used as-is.
  3. 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 with variants
category = none
cost = 0
manufacturer = SM Marine
description = A billboard featuring your mission flag
name = KKVariantsDemo
DefaultFacilityType = none
keepConvex =  true
// first one is the default 
VARIANT 
{
	name = DisableTest
	deactivateTransforms = default    // , seperated list of transforms to disable
}

// Variant with everathing enabled and no fancy stuff happening
VARIANT 
{
	name = AllOn
	
}

// Mesh switching... be warned all static modules will try to apply thier config
VARIANT 
{
	name = SwtichTest
	newMeshName = threshold6    // name of the .mu what to spawn instead
}

// Texture replacing Demo
VARIANT 
{
	name = TextureTest
	// There can be many texture sets
	TextureSet   
	{		
		transforms = default                             // , seperated list of transforms to alter
		texture = BUILTIN:/ksc_exterior_terrain_ground   // Optional new texture
		color = 0.64,0.73,0.171,0.728999972				// Optional new base color
	}
}