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The KSP community has created many AMAZING graphical mods using EVE(Enviromental Visual Enhancements), and I want to do the same. My question is, how do I use the mod to create a cloud layer? What should I do if I want to add citylights to a specific celestial body? Any help would be greatly appreciated.
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Greetings fellow Kerbal Space Program enthusiasts! I'm currently working on a mod for Kerbal Space Program's vehicle editor, and I'm seeking some guidance on implementing a specific feature. My goal is to create a mod that adds a slider, accessible through a toolbar button, which displays the total amount of each resource (e.g., fuel, ore, oxidizer) available in the SPH or VAB. This slider should allow players to efficiently distribute resources by moving it, removing the same percentage of fuel from all tanks simultaneously, instead of depleting one tank at a time. I would greatly appreciate it if any experienced modders or game developers could lend me their expertise. Here are a few questions I have: How can I code a custom slider within Kerbal Space Program's vehicle editor interface? Where can I find reference code or examples to help me with creating custom UI elements in Kerbal Space Program mods? How can I retrieve the total amount of each resource present in the SPH or VAB using modding techniques? What methods or approaches should I use to link the movement of the slider to the removal of a consistent percentage of fuel from all tanks in Kerbal Space Program? Are there any existing resources, tutorials, or examples available that can provide step-by-step guidance on coding UI elements, resource management, and mod development in Kerbal Space Program(Videos)? Your guidance, suggestions, or even pointing me in the direction of relevant resources would be immensely helpful. Thank you all in advance for your valuable insights and support!
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Hi, My goal with this patch is : - reduce antenna EC consumption on science transmission. Reduce the bandwith to make science transmission take longer. I came with multiple solutions, but it's weird since it never fully works : some antennas have half the patch applied (the ec bit), others the bandwith bits, others none... Here are examples of what I tested, none were better than the other. If some MM wizzards are around, some little help will greatly appreciated ! first attempt : @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:FINAL { @MODULE[ModuleDataTransmitter] { @PacketInterval /= 2 @packetSize /= 2 @packetResourceCost /= 2 } } second attempt : @PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[RELAY]]]:FINAL { @MODULE[ModuleDataTransmitter] { @PacketInterval /= 2 @packetSize /= 2 @packetResourceCost /= 2 } } @PART[*]:HAS[@MODULE[ModuleDataTransmitte*]:HAS[#antennaType[DIRECT]]]:FINAL { @MODULE[ModuleDataTransmitter] { @PacketInterval /= 2 @packetSize /= 2 @packetResourceCost /= 2 } }
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The Great Unofficial Module Manager Help Thread!
SkyFall2489 posted a topic in KSP1 Mods Discussions
IMPORTANT: PAGE UNDER CONSTRUCTION, NOT FINAL Before I begin: 1. This is my own idea, it is in no way official, nor affiliated with any developer of ModuleManager. 2. I thought it would be helpful. 3. No one told me not to. 4. This is for you, @Ooglak Kerman. And all the others who wished to manage their modules, but could not. So, I figured that many KSP players who use a lot of mods may not exactly have the mods just the way the want. Or maybe a budding modder wants to learn some stuff about CFG files. Part 1: What is Module Manager? ModuleManager is a mod created by @ialdabaoth and currently maintained by @sarbian. A large portion of KSP's data are stored in text files with the .cfg extension. This includes resource definitions, part functionality, science flavor text and gains, and much, much, more. Sometimes, a mod may need to change this existing data as well as adding it's own. That is where Module Manager comes in to help. With ModuleManager, the text in CFG files can change what is actually loaded into the game from what is in the other files. For example, Snacks, a life-support mods, adds some life support supplies to all crewed pods using ModuleManager. THIS GUIDE WILL NOT TELL YOU HOW TO INSTALL MODULE MANAGER. Part 2: The Node Structure The CFG files are set up into a hierarchy of nodes. These nodes contain fields, where data is, and other nodes. Let's take a look at the definition of the Liquid Fuel resource. At the top, in caps, we see "RESOURCE_DEFINITION". This is the type of node. As it does not exist within another node, we call it a top-level node. Within it, are some other nodes and fields. First, is the "name" field. This is not what is displayed, it is an internal name. It is very important, however, for selecting that node for later editing. It also has some other functions for things like functionality. You may notice, that in the displayName and abbreviation fields, there is some #autoLOC_<numbers>. This uses the localization system, displaying a different value based on what language is selected for the game. This will be later discussed further. So, we have those fields, but we also have the "RESOURCE_DRAIN_DEFINITION" node, with its own fields inside. There could be other nodes inside that, and you can go on forever. Part 3: Selecting a Node for Editing At the top of the previous example, we saw the line "RESOURCE_DEFINITION". In front of that, we could have put a few thing, and behind it, we could have put a lot more things. If, at the front, we had an "@" character, we could select a RESOURCE_DEFINITION for editing. if we had a "+" character, it would make a copy and let us edit that. the "!" and "-" characters delete the selected node, but you still have to specify a little something. More detail on this later. Finally, the "%" character edits something if it already exists, and if not, creates it. At the back, we could have put some square brackets. Inside those brackets, we could select a name of the specific node to edit, as there are lots of nodes of the same type. The name is the same as the "name" field specified in the initial creation of the node. You can put the "*" character inside the name, and it will represent any number of any characters. So, "abc*" would select "abc1", "abc2", "abcde", but not "ab3". Additionally, the "?" character can be any one random character. If you want to select every part, you can put just the "*" character into the square brackets. After the square brackets, we can put a comma and then a number, or some other selectors. The numbers indicate which node to edit, if the node they are in have multiple with the same name. The selectors are: HAS, NEEDS, FOR, BEFORE, AFTER, FIRST, and FINAL. They will be discussed in more detail later. After each of these words, there is some stuff in square brackets, and then a colon between everything. Here's an example, from the Blueshift thread: Let's look at each line. First, it edits the parts with a specific set of nodes. Curly braces indicate that we are going a level in. Then, we edit a module node with the name "WBIWarpEngine". Again, curly braces. Finally, we edit the warpSpeedSkillMultiplier field to be 0.6. Remember to make sure that each opening curly brace is paired with a closed curly brace. This is one of the most common mistakes! Part 4: Selecting Fields Fields also need to have the selection character at the front, and can have the other selectors or numbers applied to them. Oh, and the number can be the star symbol to select all of them. If there is no number, the first one is used. These go before the new value, like this: @WhatEverThisIs, 3:NEEDS[xyz] = abc Part 5: Other Selectors There are a few things you can put after each selected node or field: 1. HAS HAS will only make the patch apply to parts with some condition. After the word goes a set of square brackets. Inside, you can put: <character><node/fieldType>[<name>]. The character can be @, # or !. If the character is @, then the patch will only run on parts with that node. If the character is !, then the patch will only run on parts without that node. The # character will be covered later, when we get to variables. The node type should be self-explanatory. is it a PART? MODULE? RESOURCE? The name is just the same as the name field when selecting a part. 2. FOR This one's simple, a mod name goes in the box. This lets Module Manager know that the patch is for that mod. 3. NEEDS For this selector, inside the box goes the name of a mod. The patch will only run if that mod is installed. The ! character can be used to make the patch only run if the mod is not installed, and the | character acts like a logical OR gate, so either of two mods can be installed and the patch will run. To determine whether a mod exists: A. if there is a patch, that runs at all, with the FOR selector carrying a name that is the same as what is in the NEEDS box B. Or, if there is a folder in GameData with the name you are looking for. 4-5. BEFORE and AFTER Mod names go in the box. These make the patch run before or after patches with FOR selectors of the mod name. Useful to avoid pouring the drink before getting out a cup, so to speak. 6-7. FIRST and FINAL Simply put, these just make the patches run before or after everything else. No square brackets needed. COMMUNITY UPDATING As it seems others have begun to add things to this, I will quote them here in the OP. Thanks, everyone!- 36 replies
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KSP 2 Modding Wiki We have made a new community wiki for everything related to KSP 2 modding. The goal is for it to become a centralized knowledge base for modders, one that is more accessible and easier to navigate than scattered posts throughout the KSP 2 Modding Society Discord server. I'd like to encourage everyone who has any insight that they feel could be useful to others to share it there - from basic examples on how to create a basic SpaceWarp mod to making part mods with Unity to specific guides on e.g. creating custom Part Modules or solving some common issues. All you need to get started with writing your own articles or helping with existing ones is to make an account! Link: https://wiki.spacewarp.org
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Hello Modders! I'm developing a mod for the game that let's you load reference images directly into the editor so you can build around images, IN-GAME! It makes it really easy to make near-perfect replicas of real life vehicles. Thing is... I really need some help finishing this thing. I've ran into some problems when loading the texture into the game. KSP seems to be able to load the image, but not properly apply the texture to said image. That's where YOU come in! If you have any prior experience in Unity KSP modding I would love your help with loading these textures into the game. Thanks in advance for any help! Below are some screenshots of the mod doing it's thing:
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Hello. I'm trying to create a custom part mod for KSP 2 but I'm not 100% sure how to set everything up so that my custom part will show up in-game without any problems. The images below show what I have so far in Unity. I know there is a creating custom parts section on the SpaceWarp documentation, but some parts of it are a little hard to follow.
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if the modding community make's all the features we don't have yet will the devs still add them in or improve on what the modders did?
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Hello all cosmonauts! This is my first post in the community, I hope to post this in the right place. I'm a graphic designer, and I've worked on some mods for other games. But KSP is my passion and I would like to collaborate with the community. I decided to do some tests for an improved interface in the graphic aspect, without intervening in the size, functions or positions of the elements, just perform in reskin of the interface. (especially for QHD and 4k) Seeking to unify unnecessary colors to decrease unnecessary visual complexity, and also make those long trips to Elo more comfortable. The idea is to use flatter textures, with greater contrast when necessary and greater clarity in the shapes. This is a very easy redesign job to apply to the game if the configuration and texture files can be easily modified. With KSP I am a little confused on how to start the work so I decided to ask the community for help to form a team and work on the aspects that I do not know about the game. I have always worked alone, without sharing many of the mods I made, but I think that should change, and the KSP community is one of the best to start learning and sharing experiences.
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How do you all think the modding scene will look in KSP 2? Which of the current master modders will be the ones to start to port over the old mods?
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If you don't develop, test or translate the KSP mods, then you may stop reading now. These mods have no value for a regular KSP player. For those who do develop or translate the mods, some of these mods may have some value: KSPDev LogConsole. A mod that intercepts stock game logging output and presents it a bit more friendly. It also can persist it to disk so what you don't loose logs from the previous runs. Also, logs are persisted into three files: INFO, WARNING, and ERROR (configurable via settings file). This allows quick navigation between key events in the game. See more information here. Some screenshots are here. Also, read the Log Console Wiki. KSPDev Utils. An assembly with a bunch of useful methods that may make your life easier (or harder, you never know). Basically, it's a constantly extending library of the best practices and common task implementations. It's distributed under the Public Domain license, so you don't need to bring the whole binary into your project: you may just copy/paste the code you need right into your code base. See more information here. Also, see the API documentation. If you want to use this library, then you really need to read the documentation! KSPDev ReleaseTools. A bulk of handy Python scripts that helps building and releasing a mod. The scripts can build, automatically update MinIAVC version files basing on the data from AssemblyInfo.cs, and actually uploading the archives to the major KSP mods hosting platforms (GitHub, Curseforge, Spacedock)!. The release project can be configured either via a JSON settings file or directly from the Python code. See Release Builder Wiki for more information. KSPDev_LocalizationTool . A mod that can help you managing the mod localization. It's useful for both: the authors, and for the translators. The best resource on learning the mod abilities, is reading the Localization Tool Wiki. I did my best to describe the most useful use cases, but feel free to ask here, in the thread. IMPORTANT NOTE! The tool is not able to merge ModuleManager patches or account the runtime part changes. So, if you do localization, it's better to disable such heavy mods as ReStock/ReStock+. How to install KSPDev LogConsole. From CKAN (highly recommended): Install and run CKAN. Search for "LogConsole" or "KSPDev", then install the mod. Occasionally run CKAN client to update LogConsole to the latest version. Manually (discouraged): Download the release ZIP from: GitHub. Spacedock. Ensure all existing files are deleted. Do not just copy over! Unzip the contents. By default console is activated via ` (back quote) key. It's configurable via KSPDev.settings file (sorry, I didn't put comments there). KSPDev Utils. If you like reusing code via copy/paste then: Read the docs, find the module, copy the code, have fun, and add a Like to this post. If you prefer using pre-built assemblies then: Get latest DLL and docs XML from Github (note that releases are usually a bit behind the trunk). Add the assembly into your project as a reference. If you use a modern IDE then IntelliSense and help topics should become available. Always put the DLL into the same folder as your mod, this way you'll never get hit by a versions hell. KSPDev ReleaseBuilder. Download latest release archive from Github. Copy the Python script into your repository and setup the project settings. See Wiki for the help and examples. KSPDev LocalizationTool. Read the installation instructions in Wiki. Mods that use KSPDev Utils: Kerbal Attachment System (KAS) Kerbal Inventory System (KIS) Easy Vessel Switch (EVS) KSPDev Localization Tool ...here can be your mod... License All code and binaries are distributed under Public Domain license. You're absolutely not restricted! Source code location LogConsole Github repository. Utils Github repository. ReleaseBuilder Github repository. LocalizationTool Github repository.
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I've wanted to make a variant of the Mk 1-3 Command Pod to carry 5 Kerbals instead of just 3, but I'm not quite sure how to approach this. Ideally it would be another part using the same model but Mk 1-5 instead of Mk 1-3. I'm not sure how exactly to do this, and was wondering if maybe there are better alternatives out there. Thanks.
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Pls send help
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Version of the game: 1.12.3 Description: Tweak Scale doesnt changing size of construction part, no plugin Icon at the toolbar at the right bottom - only small text about TweakScale and slide for changing sizes, but it doesn't working. Chatterer - installed, reinstalled, but no any sounds in the game, as no plugin icon at the toolbar. Mods Installed: Logs: ModuleManager.log Player.log
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Ok, so I grabbed ASET props to put together a custom IVA for the new MK1 pod, but I cant find any unity files or tutorials on the subject. Could someone nudge me towards the answer?
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Hello Mod Community! I'm currently developing a mod which requires the selection of an or several image(s) by the player. Preferably I would like to do using the Windows File Explorer. I've tried two methods, using UnityEngine and another one using System.Windows.Forms. None of them worked and I've heard that apparently people have had issues with the file explorer when modding before... UnityEditor method EditorUtility.OpenFilePanel("Select reference image!", "", "png"); Which gave me this error: I heard the apparently KSP doesn't use UnityEditor so I added the UnityEditor.dll file into the plugins folder which changed the error from the beforementioned one to this one: Anyone have any experience with UnityEditor and KSP modding, please let me know! System Windows Forms method string refImgPath = ""; OpenFileDialog fileDialog_ = new OpenFileDialog(); fileDialog_.InitialDirectory = @"c:\"; fileDialog_.Filter = "png"; fileDialog_.RestoreDirectory = false; if (fileDialog_.ShowDialog() == DialogResult.OK) { refImgPath = fileDialog_.FileName; } Debug.Log(refImgPath); Which gave me this error: I didn't know where to continue from here, anyone know what's wrong? Basically I need help with getting an file (image) explorer window working to get the path to any given image. Thank you in advance for any help!
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Hello! How do I generate custom atmosphere colors with Scatterer? None of the variables in the atmo.cfg seem to adjust color, and I can't figure out how to generate new scattering tables using the config tool. I read through the documentation and searched the forum, but I couldn't find an answer. Any help would be appreciated.
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To all new budding planet modders, and perhaps older ones, this is a tutorial on how to create a decent looking texture for a rocky planet. Requirements: GIMP GIMP is a free plugin you can download that is my platform of choice for texturing, and it's what I will be using in this tutorial: Firstly, after you've opened up GIMP, click File > New, and create a new page. The Dimensions are VERY IMPORTANT if you want the texture to work. Use a 2*1 texture, which comes in 1024-512, 2048-1024, and 4096-2048 sizes, you can continue going up if you want, but I would recommend 2048-1024 textures for rocky planets and 4096-2048 for gas giants. In this tutorial, I will be demonstrating a smaller rocky planet. Next, choose a color to fill the page with after you have created it. This will be your theme color. It can be pretty much anything, but I would recommend staying away from purple/pink colors due to it being unrealistic, but it's your texture! In this tutorial I'm using a blue theme color, but the method works for a lot of other colors. Switch the brush to Acrylic 01 and cover most of the texture in variations of the base color. Don't sweat if it's not seamless, we'll worry about that later. Now, using the smudge tool, blend all the various patches together. If you were to export that into a texture for your planet, it would work, but would probably have a horrible looking seam as you are about to see. Go to Layer > Transform > Offset and click. In the X field, put in half the length, or the width of your image, in this case it being 1024. This is what the texture would look like if you wrapped it around a sphere, note the obvious seam cutting through the image. How do we remedy this? Using the smudge tool, blend the two sides of the texture together until the seam is no longer visible. Repeat Layer > Transformation > Offset once more by putting the width of the image in the X field, and you will go right back to where it was before. Now, go to the Filter's tab, click distorts and click of the Polar Coordinates. This is what the planet would look like from the north pole. Look at all that polar distortion! Use the smudge tool once more, and blend the poles to your satisfaction. Now, click on Polar Coordinates once more, to turn back to it's original format, then use Polar Coordinates once more, but disable (or enable) Map from top. This is now the opposite pole. Use the smudge tool again to your liking on the top pole to rid the texture of the polar distortions. Congratulations, you now have a texture! Now, before you save the image, click on the Filters Tab, go to Map, and open the Map Object tab. Change Map To: to Sphere, disable the wireframe, enable transparent background and enable Updating Live. If you go to the orientation tab, and change the y axis, you can look at a mini preview of your planet! Now, you can leave the texture as it is, or you can add surface features, such as craters, canyons, and mountains. Remember to export, not save the image, and make sure to save it as a .png and .dds file (either one works), and place it in the folder of choice. Other resources that might help creating planets: The Kopernicus Wiki: A pretty good documentation of the basics of Kopernicus @OhioBob's Atmosphere Calculator: If you want to create an atmosphere @Poodmund's Planet Texturing Guide Repository: For more fancy tips and tricks on making planet textures. In game examples: (From my Mod, Japris Stellar Neighborhood)
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A magnetic sail or magsail is a proposed method of spacecraft propulsion which would use a static magnetic field to deflect charged radiated by the Sun as a plasma wind, and thus impart momentum to accelerate the spacecraft. A magnetic sail could also thrust directly against planetary and solar magnetospheres. UPDATE 1.2: - Realplume compatibility - Interstellarfuelswitch as a main fuel (Krypton Gas) SOON: - Impulse Magnetoplasmic Propulsion - Engine Textures SpaceDock This work is licensed under the Creative Commons Attribution-NonCommercial 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/3.0/
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Hi everyone , I've got a little story to tell you that will end with a couple of questions on how the configuration of engines with multiple nozzles works. But before I start, here is a... TLDR: How can I configure an engine with multiple nozzles in KSP? And is it possible to tamper with the multi-nozzle configurations of stock engines by modifying their config file? If yes, how does it work? Okay, so I have been a little dissatisfied with the stock Launch Escape System for quite some time. It does its job when aborting mid-flight, even although in many such occasions it would also be sufficient to simply shut down all engines and decouple the command pod; but the LES's miniscule amount of propellant gives it far too little burn time to be useful for an abort on the launch pad. Instead, if it had more fuel, it could really be used in those situations where one builds a far too big and too unstable rocket that spontaneously disassembles itself right on the pad, to pull the capsule to a height large enough to deploy the parachutes and land safely back on the ground. Thus, in my KSP 1.8.1 install, I decided to give a look at the LES's config file and see what I could do to "improve" it. I have little to no experience with KSP modding, but still, increasing the amount of fuel in the LES was simple enough for me to manage that. However it then turned out that there is a problem created by the fact that the net thrust generated by the LES is angled with respect to its vertical axis. Once the burn time of the LES is more than fractions of a second, this will lead to the capsule spinning out of control quickly and stop it from gaining height after a pad abort. Therefore, I gave the config another look to figure out what I could do to reduce the amount of torque the LES induces. Unfortunately, I haven't been able to find anything that I can do to modify the center of thrust or the angle of the thrust the LES generates. My feeling is that the direction of the thrust the LES generates is computed internally by adding up the thrust of all its five nozzles, and therefore there is no single variable that determines the direction of the net thrust. Then, I'd only have to modify the configuration of the LES's off-center nozzle at the top to make it less off-center. Unfortunately, I haven't been able to find anything in the config file that seems to configure the multiple nozzles, their position, rotation, etc. and moreover, I also haven't been able to find any information on that anywhere else. So, in case someone reads this who knows how to configure multi-nozzle engines, I'd be very happy if you could explain it to me. Maybe it is configured somewhere else than in the LES's config file? Maybe it is not even possible to tamper with the multi-nozzle configurations of stock engines? Or maybe I'm just blind ? I just don't know and I'd appreciate any hints that you can give me. At least I am pretty sure that multiple nozzles have to be configured somewhere. I have RealPlume with stock configs in my install and for the LES it only configures a single plume which is automatically attached to each of the five nozzles. And here is a second issue that I am having: I find the plumes way to underwhelming for the thrust the LES generates, and I would like to make them much larger and longer. However, increasing the size of the plume also increases the size of the plume emerging from the little nozzle at the top, which I don't want. So I am guessing that what I could do, is to remove the top nozzle from the config and then manually add a small plume to it in a similar way it is done, for instance, with the turbopump exhaust plumes of various engines (like the ones in the ReStock mod for example). But before I can do that, again, I have to know where the multiple nozzles are configured. So, if you have any answers to my questions or any other suggestions you can give me on those problems, I'd love to hear them!
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Disclaimer: I'm asking something that may be beyond my current understanding But let's boldly go ... Is there any sort of guideline or requirement or standard for a part that will contain ModuleScienceContainer? Asked in another way ... if I was dreaming of a part mod that would have that module in it, are there physics-types of constraints on the part design that I should keep in mind?
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Here you will find all the necessary tools as well as tutorials, guides and snippets of info relevant to KSP modding. If you come across any information that you think should be added to this thread please post a reply here. Before you start: 1. Please visit the General Add-on Affairs forum and check out member requests. It's better if you make something that people actually want. 2. Read all links marked as "Important" ================ Table of Contents ================ 1. List of Free and Open Source Tools 1.1 Modding Tools 1.2 Other Tools 2. Not-So-Free Tools 3. Modding Reference Material 4. Modding Information Links 4.1 Common Problems and Solutions 4.2 General Information 4.3 Modelling 4.4 Texturing 4.5 Licensing 4.6 Video Tutorials 4.7 Text Tutorials 4.8 Miscellaneous 4.9 Unity/Configs 4.10 Addons For Modders 4.11 Plugin Development =============================== List of Free and Open Source Tools =============================== MODDING TOOLS Unity - Game engine This is where you rig, animate, and otherwise set up and compile the part files. Important - YOU MUST USE UNITY 4.2.2 or earlier. Newer Unity versions do not support legacy animation which are still used by KSP.Part tools: 0.23 Part Tools thread Other FloatCurve Editor - A unity package for visualising and designing FloatCurves for your configuration files. Also read the KSP floatCurves guide MBM to PNG texture converter - Unity script. Can convert whole folders including subfolders I recommend you read the 0.23 and 0.20 Part Tools posts by Mu, they are very informative. If you're having trouble unzipping on a Mac, look here. Blender - Full featured 3D editor. Used for creating the 3D assets and animating. Can also be used for texturing, rendering stills and video. Blender Plugins: Taniwha's mu Import/Export MultiEdit - Allows you to edit a group of separate objects as a single object. Very useful for unwrapping multiple models on a single texture. KSPBlender - Blender addon for importing .craft files. Blender Bundled Plugins: You might need to enable these in Preferences. Print3D - Calculates volume (useful for judging resource capacity) and surface area of mesh objects, as well as does other things useful if you're making models for 3D printing. GIMP - Raster graphics editor The best free program for creating textures and other graphics. GIMP Plugins: NormalMap plugin - Generate normal maps from greyscale bump maps. Krita - Raster graphics editor Includes some very useful tools not found in GIMP. Check out the features page .MaPZone - Procedural texture generator Very powerful texture generator with a compositing interface DDS4KSP - KSP to DDS texture converter Use this to allow KSP to load textures faster. Inkscape - Vector graphics editor UV layouts exported from Blender can be edited with this. It's also useful as a secondary program for textures if you need to create precision curves. xNormal - Texture generator You can generate normals maps, and various masks for your textures. NVidia Melody - Normal map baking program Bake normal maps from high-poly models. NormalMap-Online Online tool for generating Normal, Displacement, Ambient Occlusion and Specular maps Meshlab - Mesh editor You can use this to convert various mesh types. Notepad++ - Text editor Use this for editing configuration files. Change language to python to identify bracket pairs and collapse/extend modules. Hexplorer - Hex editor You can use this to spec the components of compiled mu files. DO NOT EDIT FILES unless you know what you're doing. OTHER TOOLS Open Broadcaster Software- Video capture / Streaming Self explanatory. You can use it to showcase your mod. Lightworks - Full featured video editing program Edit and add effects to your videos. Requires registration, however it really is the best free editor out there. ================ Not-So-Free Tools ================ Quixel dDo - Procedural texture generator that adapts to the shape of your model. The old legacy version is free but it requires Photoshop, which is not free. Link is at the bottom. Direct link ======================== Modding Reference Material ======================== Blender Model Donation - Donate or download unused models started by other forum members. NASA 3D Resources - Copyright-free models and textures. Important. The models are too high poly to use directly. Linear aerospike MiG-105 Spiral photos Dragon RCS in action Kennedy Space Center - Lots of great photos of NASA vehicles. Shuttle flight deck and Shuttle lower deck interactive high-res 360 panoramas. Launch Photography - Various space- and spacehip-related photos. Air and Space Museum's Udvar-Hazy Center Nasa audio - For sound editors. Scroll down for links to huge archives of mission transmissions, rocket and shuttle sounds, and "sounds" of space phenomena. ======================== Modding Information Links ======================== COMMON PROBLEMS AND SOLUTIONS Invisible mesh / Models not updating Invisible mesh / Models too small Stack nodes not attaching Part with animation not loading Empty Resource containers have negative cost Rescaled models revert to original size Cannot edit/create emissive animations - Unity downgrade tutorial Infinite resource usage Curved geometry boolean operations and shader issues / Vertex normals issues - Whole thread is very worth the read. GENERAL INFORMATION Stock Parts List Part Modelling Guidelines - Out of date / almost never updated. CFG File Documention on the wiki Modding information page from before the forum wipe - Download of the old page MODELLING Kerbal EVA model hierarchy - useful for people who want to modify the Kerbal EVA model / animation itself Part orientations in the VAB, SPH, and Unity - Image Part scaling with rescaleFactor A rough model of a Kerbal for modelling reference Basic Blender tutorial for making a propellent tank - by Technical ben Triangle count for parts snippet Cylinder face numbers Lots of snippets, read the entire thread Kerbal stair-climbing ability: staircase step height KSP vs. Blender coordinate systems - by orson / MKSheppard; in essence, Blender uses Z+/Z- for up/down, but Unity uses Y+ and Y- instead TEXTURING MBM to PNG texture converter - Unity script. Can convert whole folders including subfolders MBMUtilities - Standalone converter. For single or groups of files. MBM to PNG or TGA; TGA or PNG back to MBM Intermediate Texturing Guide Intermediate Texturing Guide - Panels and Edge Damage Texture Format Information - Worth giving the whole thread a read. Important DDS Quick Guide - Important Please use DDS! Fixing texture seams (gaps in the texture on the model) Memory usage of textures Creating a normal map Normal map file naming - Very important with relation to memory usage Importing models, Generating UV's, Editing and Exporting to .DDS in Photoshop CS6 ext LICENSING All addons posted on any official Squad website must have a license - Forum Rule 4.2 License Selection Guide VIDEO TUTORIALS Twitch Broadcasts by RoverDude - Lots of videos showing the workflow for part modding from start to finish: Model and Art concept, modelling, animating, UV unwrapping, map baking, texturing stockalike style. Good comments + voiced thoughts. Tutorial: Unity and Part Tools Setup + Model/Texture Import, Setup and Export to KSP - video by Tiberion Series by Nifty255 - This covers the very basics. Vol. 1 Ep. 2 - Game Models and Textures - This covers proper model and texture setup in Blender, setup and exporting through Unity, and even goes into setting up animations. and - These two cover things on the programming side: modules, plugins, .dlls, etc. - How KSP saves and loads its data, from part configs, to ship designs, to entire game saves. Tutorials by nli2work Discussion thread for the following tutorials. - Exterior/Interior Unity setup; export to KSP; slight config error near the end. ~1hr - Error corrected and explained; External/Internal basic function checks ~15min - Spawning IVA in Unity; populating IVA with Props and Light ~35m - Internal Props; ~16min - Basic Engine setup; with Emissive, Gimbal, and Fairing - Engine setup with EFFECT{} Plugin Tutorials by Cybutek TEXT TUTORIALS Making a simple engine in Wings 3D, from start to finish. MISCELLANEOUS Official Unity tutorials Unity Layers and Tags KSP floatCurves guide - Important for many Part Modules Important A snippet on ISP and fuel density Creating a new resource Stock Parts Costs and Balance Spreadsheet for 0.24 FlagDecal, Docking port IDs, PNG Unity import bug Unofficial 0.25 modding info UNITY/CONFIGS Getting started Unity to KSP: A Detail Tutorial - written by Kerbtrek Part Tools 0.20, Blender, Unity and KSP - written by Cheebsta Example Config file for loading a .Mu file into the game - written by Tiberion TUTORIAL: Getting Started With Unity - written by Nutt007, includes a video for 0.15 Tutorial:Making and asset from start to finish Air Intakes Intakes for jet engines Intake area explanation Airlock (Actually a hatch, but it's called an airlock in KSP) Adding airlocks and ladders to parts - Airlock collider must extend beyond the ladder collider to allow the click menu. Airlock positioning 1 Airlock positioning 2 Airlock positioning 3 Animation Blender to Unity animation tutorial - written by Xellith Exporting an Animation from Blender Looped animation Anim Switch details for repeating animation in reverse Repeating animation in reverse - Old Start point in animation for VAB snippet Attach nodes (Radial attachment) Transform-based NODE{} - New better way. Requires srFix .Radial attach coordinates - Old way Tweaking attach nodes snippets - Old way Collision meshes Collision Mesh snippets Normal mesh use Exploding Kerbals Cargo Bays NoAttach tag - Prevents surface attachment for specific colliders. Contract Testing ModuleTestSubject Control Surfaces Creating a control surface Decouplers Decoupler modules Docking Ports Adding a docking node in Unity Stock Docking Port in Unity - Image Docking port IDs "Control from here" for docking ports - Useful if your part alignment is different from your docking port direction. Emissive textures Emissive tutorial - new thread - written by CardBoardBoxProcessor Emissive tutorial - old thread - written by CardBoardBoxProcessor Setting up an emissive on a light - Big pictures Stopping toggleable emissives showing up lit in VAB/SPH thumbnails Looping an emissive Throttle-response emissive snippet If you have problems with the latest Unity version Engines See Video Tutorials above first. [HOWTO] Airbreathing Engines in KSP 1.0 Quick how-to on setting up a thrustTransform for an Engine Snippet on thrustTransforms Unity hierarchy for Gimballing nozzles ModuleGimbal and ModuleJettison - config settings. Trouble shooting why an engine might not work Multiple nozzles Example - Unity package and compiled part with config. Engine Fairings See Video Tutorials above first. To make fairings in VAB/SPH thumbnail invisible, set the fairing objects tag to Icon_Hidden. You will need to create a new tag to do this. Example image of the tag Removing the fairings from stock engines See above for an example engine. Flag Decal Flag decal module Positioning the decal GameDatabase 0.20+ specific config extras IVA See Video Tutorials above first. IVA Tutorial - written by TouhouTorpedo - old? 0.17 IVA tutorial - I have no idea if this is still relevant, I've not tried to do any IVA's Alternate camera for IVA portraits Stock IVA orientation reference Ladders Adding airlocks and ladders to parts Landing gear Discussion of a WIP landing gear. Lots of useful information Stock Landing Gear in Unity - Image Landing gear snippets - Spread out through the thread Landing legs Animated Landing leg w/ suspension tutorial 0.22 Landing Leg module in Unity - Image Launch stability enhancer / Launch tower Launch Clamp How-To (Tutorial) FASA Launch Tower tutorial Lights Some tips for setting up lights Model definition Replacing "mesh" with "MODEL{}" Scaling attach nodes with MODEL{} Parachutes Stock Parachute in Unity - Image Components of a parachute RCS RCS Tutorial Rover wheels Wheel rigging, setup and fault finding - Video tutorial. Guide with Unity scene example Stock Rover Wheel in Unity - Image Changing wheel torque Science Science and mods! Solar Panels Stock Folding Solar Panels in Unity- Image Setting up suntracking solar panels Powercurve explanation Sounds Using EFFECTS nodes to play custom sounds How to get custom sounds to play without a plugin - Pre-0.23 info Stack nodes Transform-based NODE{} - Allows you to easily add nodes with transforms. Makes angled nodes easier to implement. Temperature Quick guide to temperature rules Textures and Shaders Adding a normal map Faking detail with a normal map Fixing unwanted texture transparency Unwanted transparent faces Potential fixes for incorrect shading PNG versus TGA loading time Welding Example of using 0.20+ MODEL{} modules to combine parts MODEL{} tutorial - Learn How to Weld! - written by johnsonwax - GONE! MODEL{} tutorial - Intermediate Welding and Part Scaling - written by johnsonwax Wings Wing creation mini tutorial ADDONS FOR MODDERS These addons extend the functionality available for mod creators and help with mod development Tools DevHelper - Bypass main menu to automatically load any saved game LoadOnDemand - Important. Loads textures as needed, reducing the memory footprint and speeding up load times without loss of quality. Not actively developed but community fix is available. ModuleMirror - Mirror symmetry for asymmetrical parts Part Icon Fixer & Tweaks - Rescales part icons in the VAB and SPH to more appropriate sizes. RCS Build Aid - Provides visual clues about ship movement under thrust from RCS or engines. Great for if you're making replica ships srFix - Important. A fix for the currently non-functioning NODE{} HINGE_JOINTs. Mods Adaptive Docking Node - Create non-androgynous docking ports or ones that attach to more than one port size/type. BDArmoury - Includes a .50 cal turret unity package as an example if you want to make your own weapons Community Resource Pack - Community-defined resources. Check in here before defining a new resource. Connected Living Space / Config How-To - API for inhabitable areas and passable/impassable parts. DMagic Module Science Animate - versatile plugin for science experiments Ferram Aerospace Research / Deriving FAR values for a wing using Blender Firespitter / Firespitter Module Documentation - various aircraft-related modules as lots of others. HotRockets! - Particle FX Replacement Infernal Robotics / How to make robotic parts - Create controllable robotic parts that rotate or translate. JSIPartUtilities - Let's you toggle meshes and colliders on and off, and other things Kerbaloons / How to make your own balloon part using KerBalloons - Create baloons Kethane - Majir restricts the use of some modules Modular Fuel Tanks - Create user-configurable resource tanks. Module Manager - allows patching of configs at runtime without overwriting OpenParticleEmitter - Kethane-derived alternate particles module. Source code only Open Resource System - Karbonite (An open Kethane alternative) uses this. Also see Community Resource Pack Raster Prop Monitor - Configure aircraft and spaceship monitors in IVA Real Fuels - Makes resources and their measurements based on real science. SmokeScreen - Extended FX plugin Texture Animation Util - Scrolls textures on a mesh randomly or smoothly. Toolbar - Add a visible toollbar button to your plugin PLUGIN DEVELOPMENT I would love someone with Plugin experience to point out helpful threads for this Add-on Posting Rules CompatibilityChecker - Source code for plugin authors to implement a checker that shows a message if their mod is incompatible with the user's version of KSP and/or Unity KSP API Documentation Official PartModule Documentation Starting out on Plugins KSP Plugin Framework - Plugin Examples and Structure - by TriggerAu, very recent and up to date Example plugin projects to help you get started - by TaranisElsu The official unoffical help a fellow plugin developer thread Wiki page on Plugins Creating your first module - on the Wiki Info on spawning objects and applying gravity - Includes example code, links to more examples, and some useful hints. How to animate a part with multiple animations? Great info on Kerbal transforms, bones, rig, FSM, states (ragdoll, idle, sumble, run etc) Some really good info on writing Unity CG shaders. Even if you're not going to write a custom shader yourself, it still gives you a great insight into what the various bits of the KSP shaders actually control and output. Info on loading and using custom shaders into KSP Misc Plugin Information Kethane Code Snippet for an incorrect installation warning. Public domain license.
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