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Getting Into Making Mods


mrmoo

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HOW HARD IS IT TO MAKE A GOOD KSP MOD AND ANY TIPS?

I know it is ambitious but I would like to make my own outerplanets mod for the Kerbol System. So, one new gas planet with seven moons (I said ambitious), a pluto like dwarf planet way out, an asteroid belt between Jool and Duna, something else beyond the second gas planet and a dwarf planet really close to the sun, within like 10 billion metres of kerbol (dunno really).

how hard is it to create a planet pack as such, with moons and all that (not using n body physics btw, just on rails). If so, any tips?

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Is it just me or....

does this sound really familiar?

Sarkin-GP2

Asteroid belt? Dres Belt.

Gas giant? Lots of moons? (5, and Tyrant has 2 so 7 in total)

Pluto like? Plad and Chau.

Close planet? Rage in Close Encounters.

Something beyond? Elross, the eighth planet,  and Dakota.

But hey, if it still doesn't sound right, I'm happy to help.

 

1 hour ago, mrmoo said:

HOW HARD IS IT TO MAKE A GOOD KSP MOD AND ANY TIPS?

I know it is ambitious but I would like to make my own outerplanets mod for the Kerbol System. So, one new gas planet with seven moons (I said ambitious), a pluto like dwarf planet way out, an asteroid belt between Jool and Duna, something else beyond the second gas planet and a dwarf planet really close to the sun, within like 10 billion metres of kerbol (dunno really).

how hard is it to create a planet pack as such, with moons and all that (not using n body physics btw, just on rails). If so, any tips?

 

Personally, something I'd like to mention is make it look really good in stock, mods like Silan are great with EVE, but are lacking in stock.

The second hardest part is make the gas giant texture.(For me)

The hard part is the config the first time.

Because, sometimes, really odd side effects occur, even if you follow every thing perfectly.

Example

 

Edited by Mr. Kerbin
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11 minutes ago, Mr. Kerbin said:

does this sound really familiar

Your right, this does sound really familiar, I just can't remember where I found it.

1 hour ago, mrmoo said:

If so, any tips

Do quality over quantity, unless you're making an interstellar mod, which I am

1 hour ago, mrmoo said:

If so, any tips

if you're new to modding I would highly recommend @Sushut's YouTube tutorials

18 minutes ago, Mr. Kerbin said:

Because, sometimes, really odd side effects occur, even if you follow every thing perfectly

Another example, in my planet pack, there was a weird thing with a lot of gas planets where the light is weird, the problem was that I forgot to do the normal map with any resolution, the problem will get fixed in the next update though

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13 minutes ago, Kevin_kerman said:

Do quality over quantity, unless you're making an interstellar mod, which I am

wut

13 minutes ago, Kevin_kerman said:

Another example, in my planet pack, there was a weird thing with a lot of gas planets where the light is weird, the problem was that I forgot to do the normal map with any resolution, the problem will get fixed in the next update though

no that was because you didn't implement that sun-bugfix thing from sushut's tutorial 

 

14 minutes ago, Kevin_kerman said:

Your right, this does sound really familiar, I just can't remember where I found it.

maybe you're thinking about Kerbol Origins?

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Just now, Mr. Kerbin said:

no that was because you didn't implement that sun-bugfix thing from sushut's tutorial 

that to, I had Kcalbeloh installed so I had that sunfix, it was still a problem there

1 minute ago, Mr. Kerbin said:
16 minutes ago, Kevin_kerman said:

Do quality over quantity, unless you're making an interstellar mod, which I am

wut

the textures are a pretty important aspect of a planet and I really didn't give a lot of thought into them, I am redoing them, there not the best textures though.

3 minutes ago, Mr. Kerbin said:

no that was because you didn't implement that sun-bugfix thing from sushut's tutorial 

that will be fixed to

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