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Starting a Mod


Tweeker

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I've been thinking about doing a mod for some time now, and this weekend I sat down and hacked up some .cfg files and a new resource. Basically I'm doing (yet another) engine parts pack. I've got it working fairly well, and I think balanced too. But it seems that new models and textures will be the real hang-up. If anyone is interested in lending a hand I wouldn't turn them away.....

What I really need is a re-paint of 2 fuel tanks, and at least a re-paint of 3 engines or some guidance in getting the files into GIMP and back out.

Or, if someone can point me to a guide on how to combine 2 or more stock meshes and textures in the .cfg. I have had some luck in making some more distinctive engines in-game by putting multiple parts together. If I could find a way to do this in the .cfg it would probably serve for the short term.

Thanks in advance for any help you might provide.

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Several months ago, I read this tutorial on making parts with Wings3D written by Beale. Prior to that, I only had experience making graphics with a paint program. I barely knew what a vector was.

Just over 3 months ago I had a brainstorm much like yours and wanted to make some parts. I began designing a few parts, learning how to texture them, make animations and write my own .cfg files. Now, my parts pack has over 40 parts and is well over 20,000 downloads and it's still going.

While I still consider myself a noob at modding, I look back at the first parts I released and realize just how far I've come and just how patient the fans of this game are. They've tolerated some really horrible parts, some bad designs, some ugly textures and still... encouraged me throughout my learning process and continue to do so.

The best advice I can give you is... dive in. Make your own parts, your own .cfg and when you're ready, which is the stage I'm at now, your own plugins.

But I'll warn you, it's not easy. Documentation is almost non-existant and you'll be digging for every scrap of info you can get. Search engines will become your friend and this forum your mentor. And, if your mod becomes popular, you'll be juggling lots of balls trying to balance what you do know, what you want to learn, what your audience wants and a forum thread full of comments, questions and ideas. Your free time will become engulfed with modding. I haven't fired up my 'game' copy of KSP since I started this journey. You will give up a lot.

But I can safely tell you that once you see your parts in someone else's YouTube video or other modders begin making parts based around your parts and your ideas... all the labor, effort, pain, aggravation and disgust... suddenly vanish and you realize that you have become a KSP modder. It's a good feeling. A really good feeling.

I wish you luck gents. If I can be of any assistance, feel free to PM me.

Fair winds and following seas.

Edited by Fengist
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I used "florine", my version of a fluorine analogue. So nasty stuff..... I'm having the engine will heat quickly, and I am toying with the idea of adding "nozzle" to the engine as a resource, that will represent the life limit of the engine.

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Thanks for the well wishes. I think I have the mod roughed out. I've reconfigured existing parts to make 3 new engines and 2 new fuel tanks, added a new propellant resource. Only 2 of the engines are tri-propellant, the other is a gap-filler intended to fill what I see as a gap in the stock thrust range. I'm considering pushing out the mod as just .cfg files for now, as it seems like it will take me quite a while to learn to even re-paint existing models, let alone build new ones.....

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