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Hello, 

I'll start with the normal "Hello I'm new here!" 

I have spent some time trying to create my own mods (parts, configs, and plumes mostly) and I must say it was easier than expected to pick up on. It all started when Bob was killed... so I began snooping in the save files to resurrect him (I was succesful!) and then procceeded into re-working engines and thermal limits and physics and generally mucking about. 

I have a good grasp on .cfg files and how to make/edit/rework them to get all sorts of cool effects and outcomes (custom fuels/isps/thermal effects/ ect) but now I want to model my own engine.

I tried the .mu converter addon for blender.... to no avail. (perhaps I'm doing it wrong?) I need some guidance. 

What should I be using to model? How do I impliment a collision mesh on whatever recommended program? Are attachment nodes only defined in the .cfg files? I am using paint.net for the dss files.  How do I make sure KSP applies the textures? does the .mu converter work or am I wasting my time and need to take an alternate route? 

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  • 2 weeks later...

I haven't used the .mu add-on myself so can't speak to how to use it or how well it works but I have seen some comments from some modder's stating they prefer using it over Unity. I think (big grain of salt here) you need pay careful attention to the .mu add-on version and Blender version - any .mu add-on does not work for all Blender versions.

As far as making your own models there are lots of details and they vary depending on what you're making. I made some notes for my self here - includes notes, blender file and Unity file (Uses Unity instead of the .mu add-on). I would recommend you start with a fuel tank just to figure out the flow and to make sure you have the steps correct.

Collision meshes are just a simplified mesh (usually) - using the fuel tank for an example I create the fuel tank mesh and when I'm happy with it I duplicate it, remove any small details and convexities (is that a word? Is now!) and reduce the number of sides from 24 (the standard # of sides for a round part) to 12. Later in Unity I set the collider mesh to a mesh collider and then remove the actual mes - otherwise the collider will be visible.

Happy modding!

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