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Variant Switching:
Christian Bronk edited this page Feb 3, 2019
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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 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
}
}