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Saugerknaut

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Everything posted by Saugerknaut

  1. 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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