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Some modmaking questions from a noob


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I originally posted this on Reddit, but I was suggested to post it here instead.

As you may have guessed, I want to make some mods for KSP. I plan to use Blender for my modeling purposes, and GIMP 2 for texturing purposes. However, I am still a noob at the whole mod making thing, so I've got some questions about the whole thing.

1.) According to the KSP wiki tutorial on making assets (click here for the link to the tutorial), it says I need to install Unity 4.2.2. I installed Unity 2017.3.1 instead. Will it still work, or do I need to install 4.2.2?

2a.) How do I import the adapter models? I'd like the parts in my mod to be able to smoothly attach to the stock parts.

2b.) Once I import said adapter models, how do I ensure it's centered properly? (It's more of a question about Blender, really.)

3.) If someone makes better textures or models for the mod, could I use those textures with their permission? I'm not the best at texturing, in fact I'm kinda bad at drawing.

4.) When creating an engine's configuration files, is the ISP calculated, or do you have to input it manually?

Thanks for the help, the next mod I'm making is gonna be weird, nonsensical, stupid, and yet surprisingly good for space travel.

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1) For KSP 1.3.1 the unity version is 5.4.0p4. I know some modders use an earlier version as the color animation support is better and I think I've seen at least one modder mentioning using a newer version.

2a) Taniwah wrote an importer I've used - I've only used for simple stuff - no animations.

3) With their permission - yes. ZZZ left some very nice models (public domain I believe) that I've seen used in a number of places.

4) In the ModuleEngines section of the config file you enter the atmosphere/ISP curve under atmosphereCurve - first value is atmospheres(Kerbin sea level = 1, Vacuum = 0). There's a plugin for Unity that allows you to graphically create a curve - can't find it at the moment but will update this if I find it.

 

Edited by wasml
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On 3/2/2018 at 1:30 PM, wasml said:

1) For KSP 1.3.1 the unity version is 5.4.0p4. I know some modders use an earlier version as the color animation support is better and I think I've seen at least one modder mentioning using a newer version.

2a) Taniwah wrote an importer I've used - I've only used for simple stuff - no animations.

3) With their permission - yes. ZZZ left some very nice models (public domain I believe) that I've seen used in a number of places.

4) In the ModuleEngines section of the config file you enter the atmosphere/ISP curve under atmosphereCurve - first value is atmospheres(Kerbin sea level = 1, Vacuum = 0). There's a plugin for Unity that allows you to graphically create a curve - can't find it at the moment but will update this if I find it.

 

Thanks a bunch, man.

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1 minute ago, SlimeOfSteel said:

Thanks for the tutorial you linked.

Of course! Sorry I was in a bit of a rush so I just posted the link, but that's a good walkthrough basic engine modeling, texturing, and setup. It's for Wings3D but the ideas/process carry over.

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