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Trying to make my first part mod, any help is appreciated


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Ok, so here’s my aim.

I just want to get into modding. Don’t have any intention of actually releasing any mods unless, I don’t know.

I’m so far just trying to put some 3D models I’ve found online into ksp for fun, e.g single piece parts/hulls that have no use whatsoever apart from being a structural part.

So what I know so far is basically only how to load the models into the unity editor, and that I have to add parttools(?) into the editor. I’ve added it into the editor but don’t know how to add it to a part. Any help is appreciated, and I might even be releasing my first mod in the near future.

Oh yeah, and also, I’m using blender but don’t know how to use it (ironic)

Edited by έķ νίĻĻάίή
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39 minutes ago, έķ νίĻĻάίή said:

Oh yeah, and also, I’m using blender but don’t know how to use it (ironic)

Thats normal... Blender has a very steep learning curve. Especially problematic now, as current Blender version is 2.8+, and they *completely* redid most of the interface since 2.79+, among big changes under the hood, so that means any KSP-specific Blender tutes you find, may be evn harder to follow... tho will still work

Just make sure to stay away from high-polygon models that you come across on the innerwebs. I've found (and repeatedly and ignorantly ignored the advice of some very top-level famous KSP mod devs about this point, much to my chagrin), that importing high-poly models into KSP is not really worth it, since you have to generally modify/simplify them for KSP. With all the work that takes, its generally just quicker and easier to start from scratch with your making your own. By all means, maybe use them as general "templates" to create your own models from, but yeah, its generally best to make your own from scratch.

And DONT use mesh colliders if you can absolutely avoid it. Try to stick with basic box colliders, even if you have to create multiples, rather than a single mesh collider.

Edited by Stone Blue
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4 minutes ago, Stone Blue said:

just make sure to stay away from high-polygon models that you come across. I've found (and ignored the advice of some very top-level famous KSP mod devs), that importing high-poly models into KSP is not really worth it, since you have to generally modify/simplify them for KSP. With all the work that takes, its generally just quicker and easier to start from scratch with your making your own. By all means, maybe use them as general "templates" to create your own models from, but yeah, its generally best to make your own from scratch.

So I might as well make my own models? 
Makes sense 

Edited by έķ νίĻĻάίή
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56 minutes ago, έķ νίĻĻάίή said:

Ok, so here’s my aim.

I just want to get into modding. Don’t have any intention of actually releasing any mods unless, I don’t know.

I’m so far just trying to put some 3D models I’ve found online into ksp for fun, e.g single piece parts/hulls that have no use whatsoever apart from being a structural part.

So what I know so far is basically only how to load the models into the unity editor, and that I have to add parttools(?) into the editor. I’ve added it into the editor but don’t know how to add it to a part. Any help is appreciated, and I might even be releasing my first mod in the near future.

Oh yeah, and also, I’m using blender but don’t know how to use it (ironic)

I understand totally where you are at in this process. I am still working on a solar system add-on and have been working on for quite a while. My biggest problem is I am still learning the basics and have limited time to devote to the project. But I have a goal for 2020! :)

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