Ivanlol151

how i make mods?

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what kind?

there are three basic kinds (from simplest to most complex):

  1. Config - this is like Docking Port Descriptions - just supplies ModuleManager patches to do something
  2. Part Only - Supplies parts using either new or recycled models and textures (Restock, RLA Reborn, NearFuture)
  3. Addon - usually a library (.dll) written in either C/C++/C# and adds or changes functionality.

 

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3 hours ago, zer0Kerbal said:
  1. Part Only - Supplies parts using either new or recycled models and textures (Restock, RLA Reborn, NearFuture)
  2. Addon - usually a library (.dll) written in either C/C++/C# and adds or changes functionality.

 

How do you make these?

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Part configs can be put together pretty easily, usually by using an existing config as a template and changing the relevant values. Basing it off an existing part also means it will re-use the model and texture files that already exist, saving you the time and effort of making your own.

Creating a completely new part from scratch is a lot more work and requires both a model (a .mu file), which you'll need some kind of modelling software to create, and a texture ( a .dds file) which gets 'painted' onto the model, which you'll need some kind of image creation/manipulation software to create. There will be guides for both these things within the 'Add-on Development' section of the forums.

If you want to create a .dll add-on, then I hope you know how to code in C#!

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3 hours ago, jimmymcgoochie said:

Part configs can be put together pretty easily, usually by using an existing config as a template and changing the relevant values. Basing it off an existing part also means it will re-use the model and texture files that already exist, saving you the time and effort of making your own.

Creating a completely new part from scratch is a lot more work and requires both a model (a .mu file), which you'll need some kind of modelling software to create, and a texture ( a .dds file) which gets 'painted' onto the model, which you'll need some kind of image creation/manipulation software to create. There will be guides for both these things within the 'Add-on Development' section of the forums.

If you want to create a .dll add-on, then I hope you know how to code in C#!

+1 :rep:

4 hours ago, VoidCosmos said:

How do you make these?

2. two basic routes for parts:

  • reuse existing models and come up with new uses (see KAE below as example)
  • suggest creating new. start in Blender(free) to draw a model; use GIMP(free) to create textures (images); import into Unity(free) with KSP parttools(free) to convert into the .mu/.dds format KSP understands. Write the part.cfg (text file - use NPP or Atom(both free))

Many many many guides and youtube videos for this. see Mod Development sub forums. I will not explain further since it is way to involved and most beyond my abilities.

3. two basic routes for addons.

  • adopt existing - find an existing add on and try to get it to compile. Suggest using Visual Code (free) or VisualStudio  Community (free). Also Use GitHub (Free). Lots of helpful sticky posts and more in the Development subforums.

 

Good Luck!

 

 

 

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11 hours ago, zer0Kerbal said:

+1 :rep:

2. two basic routes for parts:

  • reuse existing models and come up with new uses (see KAE below as example)
  • suggest creating new. start in Blender(free) to draw a model; use GIMP(free) to create textures (images); import into Unity(free) with KSP parttools(free) to convert into the .mu/.dds format KSP understands. Write the part.cfg (text file - use NPP or Atom(both free))

Many many many guides and youtube videos for this. see Mod Development sub forums. I will not explain further since it is way to involved and most beyond my abilities.

3. two basic routes for addons.

  • adopt existing - find an existing add on and try to get it to compile. Suggest using Visual Code (free) or VisualStudio  Community (free). Also Use GitHub (Free). Lots of helpful sticky posts and more in the Development subforums.

 

Good Luck!

 

 

 

Thanks!

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Also the tutorial by  @Beale, using Wings3d instead of Blender.

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