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were to start?


Martonaut

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hello, im new to KSP but i love the mods, all the custom parts, plugins, even sounds id love to make some of my own. but i havent done something like this.

im not sure were to start, i know how to model on blender ¿can i use that? , what programing lenguage do i need to know to do plugins? can i do moded parts with no programing? . do i have to do it on a pc? or can i work on a mac?

well im realy lost here so any help is welocme!

Xd ty

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Blender works fine, it\'s what most people use; the plugins use C#; you have to do any programming, if you aren\'t making a plugin; and there\'s nothing stopping you developing on a mac. Good luck!

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what programs do i need

You\'ll need Blender, or any 3d modeling program, as well as knowledge of how to use it (Google is your best friend).

You also need the aforementioned tutorial on cart modeling.

If you are interested in developing plugins yourself at all, you might want to consider Visual C# Express or Monodevelop (IDE programs). Both require knowledge of programming, which is all available through Google.

Also, the part you make needs textures (reading into development will mention this). Any image editing program will do. I personally recommend Paint.net, Inkscape, and GIMP. All of those are free. If you have Photoshop that\'s great too.

That really should be all the programs you need for making a part of any kind.

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Whould be more complicated. Try to make the rolling platform with a static arm first, publish it, then loook how to make the arm move.

note im 13 and at boarding school witch blockes nealy everythink >:(

ps here is my idea to start

a big slow moving cart and a radial decuplar witch ataches to the cart(fixed) and the side of a craft(detachable)

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what i want but dont know what to code:

goes slowely along a line without toppling over

holding arm to hold spacecraft

You don\'t even need to code (and to model either) ;). See this topic: http://kerbalspaceprogram.com/forum/index.php?topic=12788.0

And BTW this one: http://kerbalspaceprogram.com/forum/index.php?topic=9713.msg187438#msg187438

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wow, amazing ,i didnt spect to have so much help in so little time!, i think i got more than enough to get started, seams like i dont have to go to heavy on programing to do parts as tanks, wings, decuplers, and stuff that are in the game, dam i can even do carts cuz somebody allready made a plug in for that.

i just didnt understand well something, to do animated parts, do i need to program? and blender still good for that?

so i will use; blender for modeling, photoshop for textues, c+ if i wanted to do plugins, and logic pro to do audio, and this makes another question; Custom audio? do i need to do programing for this? and one last questin is .. whats the utility thing? is it needed to do parts? cuz thats only a windows program.

ty again for the help. i will start the pre-production of some parts till i got all the basics to actualy import them to the game.

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i just didnt understand well something, to do animated parts, do i need to program? and blender still good for that?
Most likely you\'ll need to program. New PartTools pack allows to create animations in Blender and import them into the game; but you\'ll need something to trigger these animations. E.g. v0.15 airplane landing gear is retracted/deployed in response to a key press; game code (or plugin) detects that user pressed a key, and launches an animation.

So, most likely, you\'ll need to learn C# programming language.

and one last questin is .. whats the utility thing? is it needed to do parts? cuz thats only a windows program.
Unity is the universal game engine on which KSP is built upon. Using KSP PartTools for Unity gives a full access to new v0.15 features like different materials, animations created in 3D modelling program, and such.

But you still can create parts without Unity, and implement all the animations programmatically, in C# plugin code (that\'s how all the existing plugins were made). BTW Unity goes bundled with C# IDE aka MonoDevelop; that\'s quite convenient ;)

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@Tosh: You don\'t need to program anything if a plugin supporting animations already exists (MuMechLib seems to allow a lot of things that have never been completely used).

@Popeter: now model both parts in Blender and follow the Cart Guidelines for the vehicle part. SketchUp sucks for making game models...

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@Tosh: You don\'t need to program anything if a plugin supporting animations already exists (MuMechLib seems to allow a lot of things that have never been completely used).

@Popeter: now model both parts in Blender and follow the Cart Guidelines for the vehicle part. SketchUp sucks for making game models...

cant get blender as school blocks the site so have to go home this weekend

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