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What does it take to make a mod from scratch?


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I'll quote something from another thread.

On 7/23/2018 at 10:35 PM, Phineas Freak said:

This is an editor for part models:

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1200px-Blender_2.79.png

This is an editor for part textures:

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0.png

And this is an editor for part modules:

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To add some informations:

Depending on the type of mod/plugin you want to create, you will need different tools:

-If you want to create new parts, you will need Blender to create the 3D model and an IDE of your choice (i.e. Visual Studio) to write the code. The code must be written in C#.

-If you want to create new textures, you need a graphics editor like photoshop. AFAIK, you don't need to write some code but a ModuleManager patch.

-If you want to create new game mechanics or modify existing features, you will need an IDE of your choice and the code must be written in C#.

-If you want to modify existing parts, you will need a texteditor and ModuleManager ;) (at least, this should be the easiest solution)

If you already know what kind of mod you want to create, I would suggest to read through the 'Add-on Development' subforum. There are several tutorials, additional tools and people who are willing to help you :)

https://forum.kerbalspaceprogram.com/index.php?/forum/36-add-on-development/

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