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KSP Modding Guide/Tutorial


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KSP Modding Guide & Tutorial

The new community source for mod development and discussion.

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Hello there! Thanks for looking in.

I decided to start this thread because it seems that no where I look, I cannot find a standardized and up-to-date tutorial or guide to modding KSP. I have modded for Minecraft, Rimworld, and TF2. I wanted to go in depth with KSP and began with what I knew:

  • Start with a Blender model at the scale of (1 Blender Unit = 1.25 KSP Units).

  • Add a node_collider object to the Blender model
  • Add a .cfg file to where your model is

Bam, you are done. I was lied to.

This topic's goal is to have the community engage in creating an understandable modding tutorial. Any help that you can afford and give to this topic will be greatly appreciated.

Thanks! And happy modding/flights!

-SkyeRangerDelta :cool:

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Tool chains: If you have your own tools all the better.

Models:

Gimp, Blender, Unity 4.2.2 (for animated textures), KSP Part Tools

Plugins:

Visual studio 2013 express for PC (free). MonoDevelop if you're used to that.

Setting up Visual Studio 2013 express for KSP plugins:

1. Start a new class project in c#.

2. under the references section in the solution explorer right click and choose "Add Reference".

3. Navigate to your KSP install, then to KSP_Data\Managed\

4. Select "Assembly-Csharp.dll" and "UnityEngine.dll", click OK.

5. Your visual studio is setup and ready to go.

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Blender + gimp Texture tutorial (cause i'm bored at work in the mornings :) )

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By the time you're done with this tutorial you'll have 3 textures:

warningStripes.png

PanelBump.png

PanelDiffuse.png

You can use gimp or parttools in unity to change them to a better format. The panel bump and diffuse go together and should be used with the KSP Bumped Diffuse shader. Once you mark the panelbump in unity as a bump map it will show you the final resulting look.

The best part about these textures is that since you made them you own the rights to em and could sell them. They have nothing to do with Kerbal Space Program or its licensing since you don't even touch those parts until the final model is done.

Edited by michaelhester07
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Thanks!

This will help me alot. I'm sure that this tutorial guide for modding will turn out OK. Now, do you know how to setup the proper workspace to mod? I understand that I need a separate instance for KSP with cut out parts(for reduced load time). How do I setup Unity, I know I need PartTools, but that is outdated by way far.

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