hoojiwana Posted April 20, 2013 Share Posted April 20, 2013 (edited) Moderator edit, by request:Try the new thread here.First of all, let me preface this all by saying I'm not all that good at making mod parts. I've only been doing it for a few weeks now, and I had to learn from all information spread out all over the place, with much of that being outdated or incomplete. The aim of this thread is to help gather up-to-date information into one place to help people who may be struggling with starting to make mods, or with some specific problem they may have. I would greatly appreciate input and help from those with more experience than me in order to make this the best it can be. If you come across any information that you think might be useful to be added to this thread please post a reply here or drop me a quick PM. Thanks!Starting outYou're going to need Unity, which you can download here.You will also need to use only one of the Part Tools Unity plugins to export your Unity set-up into a .mu file:0.23 Part Tools thread and download0.20 Part Tools thread and download0.18 Part Tools downloadI recommend you read the 0.23 and 0.20 Part Tools posts by Mu, they are very informative.If you're having trouble unzipping on a Mac, look here.Modding Information LinksGENERAL INFORMATIONStock Parts ListPart Modelling GuidelinesCFG File Documention on the wikiModding information page from before the forum wipe - Download of the old pageMODELLINGPart sizes in KSP and 3D modelling programsBasic Blender tutorial for making a propellent tank - by Technical benTriangle count for parts snippetCylinder face numbersLots of snippets, read the entire threadTEXTURINGTexture Format Information - Worth giving the whole thread a read.Fixing texture seams (gaps in the texture on the model)Memory usage of texturesCreating a normal mapNormal map file naming - Very important with relation to memory usageLICENSINGAll addons posted on any official Squad website must have a license - Forum Rule 4.2License Selection GuideUNITY/CONFIGSGetting startedTutorial: Unity and Part Tools Setup + Model/Texture Import, Setup and Export to KSP - video by TiberionUnity to KSP: A Detail Tutorial - written by KerbtrekPart Tools 0.20, Blender, Unity and KSP - written by CheebstaExample Config file for loading a .Mu file into the game - written by TiberionTUTORIAL: Getting Started With Unity - written by Nutt007, includes a video for 0.15Tutorial:Making and asset from start to finishCollision meshesCollision Mesh snippetsNormal mesh useExploding KerbalsAttach nodesRadial attach coordinatesTweaking attach nodes snippetsScienceScience and mods!GameDatabase0.20+ specific config extrasExample of using 0.20+ MODEL{} modules to combine partsMODEL{} tutorial - Learn How to Weld! - written by johnsonwaxMODEL{} tutorial - Intermediate Welding and Part Scaling - written by johnsonwaxScaling attach nodes with MODEL{}Unity defined attach nodesUnity defined attach nodes 2Flag decal moduleEnginesQuick how-to on setting up a thrustTransform for an EngineThrust Transform example - ImageSnippet on thrustTransformsBrief explanation of atmosphereCurve and velocityCurveUnity hierarchy for Gimballing nozzlesTrouble shooting why an engine might not workFairingsTo make fairings in VAB/SPH thumbnail invisible, set the fairing objects tag to Icon_Hidden. You will need to create a new tag to do this.Example image of the tagRemoving the fairings from stock enginesDecouplersDecoupler modulesRCSEmpty GameObjects with Y axis (green arrow) pointing in the direction of thrust, with one for each direction.Air IntakesIntakes for jet enginesLaddersAdding airlocks and ladders to partsAirlockAdding airlocks and ladders to partsDocking PortAdding a docking node in UnityStock Docking Port in Unity - ImageDocking port IDsParachutesStock Parachute in Unity - ImageComponents of a parachuteSolar PanelsStock Folding Solar Panels in Unity - ImageSetting up suntracking solar panelsPowercurve explanationLanding legs0.22 Landing Leg module in Unity - ImageQuick landing leg how-to - written by Tiberion - out of dateAnimated landing leg tutorial - written by vegany - out of dateLanding leg animation snippits - out of dateLanding gearStock Landing Gear in Unity - ImageLanding gear snippets - Spread out through the threadRover wheelsStock Rover Wheel in Unity - ImageChanging wheel torqueLightsSome tips for setting up lightsWingsCorrect orientation to produce liftControl SurfacesCreating a control surfaceIVAIVA Tutorial - written by TouhouTorpedo0.17 IVA tutorial - I have no idea if this is still relevant, I've not tried to do any IVA'sTextures and ShadersAdding a normal mapFaking detail with a normal mapFixing unwanted texture transparencyUnwanted transparent facesPotential fixes for incorrect shadingPNG versus TGA loading timeEmissive texturesEmissive tutorial - new thread - written by CardBoardBoxProcessorEmissive tutorial - old thread - written by CardBoardBoxProcessorSetting up an emissive on a light - Big picturesStopping toggleable emissives showing up lit in VAB/SPH thumbnailsLooping an emissiveThrottle-response emissive snippetAnimationBlender to Unity animation tutorial - written by XellithExporting an Animation from BlenderLooped animationAnim Switch details for repeating animation in reverseRepeating animation in reverse - OldStart point in animation for VAB snippetSoundsUsing EFFECTS nodes to play custom soundsHow to get custom sounds to play without a plugin - Pre-0.23 infoPLUGINS - would love someone with Plugin experience to point out helpful threads for thisStarting out on PluginsKSP Plugin Framework - Plugin Examples and Structure - by TriggerAu, very recent and up to dateExample plugin projects to help you get started - by TaranisElsuThe official unoffical help a fellow plugin developer threadMu's code-update PartModuleKSPField, KSPEvent, ConfigNode and PartResource - from May 2012Wiki page on PluginsCreating your first module - on the WikiPart API - on the WikiAnatid's KSP API documentation - mostly a year old by nowMisc Plugin InformationKethane Code Snippet for an incorrect installation warning. Public domain license.MISCELLANEOUSA snippit on ISP and fuel densityCreating a new resource Edited April 29, 2015 by Master Tao Link to comment Share on other sites More sharing options...
EndlessWaves Posted April 20, 2013 Share Posted April 20, 2013 Unity supports a variety of import formats, not just dae:http://docs.unity3d.com/Documentation/Manual/HOWTO-importObject.htmlAlso, it's not normal for a part to be rotated after import. It's likely an artefact of the particular modelling process you're using. It won't do any harm, but it is slightly easier when it comes to making certain plugins if you export from your modelling program in the correct orientation. Link to comment Share on other sites More sharing options...
Devo Posted April 20, 2013 Share Posted April 20, 2013 As Endless said, many other formats to use , I use .FBX personally as it retains the animation information well I find.and yah, Before exporting ensure all parts are rotated and scaled correctly. I actually don't even use an empty game object anymorein unity, I use the parent from my blender project as its scaled and centered already, adding it to an empty object is just doubling up.Convex Colliders are not the be all and end all. You can mix convex with normal mesh colliders, just be aware that things can possibly fall through a normal mesh collider and also they will fall through the floor, but they are solid most of the time. It's good for small things or for objects that are odd shapes. also landing gear is easy, its the wheels I havent gotten around to yet. I'm going to do a landing leg video tomorrow i think, i've made a couple dozen legs now, I wish the new wheel and suspensions system was as easy Link to comment Share on other sites More sharing options...
hoojiwana Posted April 20, 2013 Author Share Posted April 20, 2013 Alright, sounds good. I think I might reduce this topic down into a collection of modding information, since I'm probably too inexperienced to be making tutorials like this. Don't want to be passing on my bad habits from having to figure some things out for myself! And there's a perfectly usable tutorial over here by kerbtrek, and that seems to be better than mine. Link to comment Share on other sites More sharing options...
nothke Posted April 20, 2013 Share Posted April 20, 2013 Is there an animation tutorial? I need to make a toggle animation, and I managed to create the toggle button but the animation doesn't work in game (it works in Unity) and I could be wrong about anything.. Link to comment Share on other sites More sharing options...
hoojiwana Posted April 20, 2013 Author Share Posted April 20, 2013 Hmm, I just had a quick look and found a few old ones, and added them to the OP.Start point in animation for VAB snippetAnimated landing leg tutorial - written by vegany, possibly out of date?Landing leg animation snippits - possibly out of date?I've still not tried any animation myself so I can't really give any tips or anything there unfortunately. Link to comment Share on other sites More sharing options...
Devo Posted April 20, 2013 Share Posted April 20, 2013 Hmm, I just had a quick look and found a few old ones, and added them to the OP.Start point in animation for VAB snippetAnimated landing leg tutorial - written by vegany, possibly out of date?Landing leg animation snippits - possibly out of date?I've still not tried any animation myself so I can't really give any tips or anything there unfortunately.As long as they look for tiberions tips, they will be ok. Im really bummed all his posts are gone, he posted so much help.ie"The animated version of the landinggear must be named 'HLandingGear' not just landing gearyou\'ll also need to name the animation 'Retract' and set the 1st and last frame; to do that click on your imported object in the project, scroll down to the box where you can click 'split' animation. Click the + sign and it adds one animation named idle; click on the name and rename it to Retract. then set the 1st and last frame to whatever they are in your 3d software (Mine was 1 to 72) and click apply. Should work when you hit G now. And you\'ll want 'automatically play' to be off(If you can\'t tell, I have been wrestling with Unity the past few days )" Link to comment Share on other sites More sharing options...
nothke Posted April 20, 2013 Share Posted April 20, 2013 Thanks you guys very much for quick reply!However, none of the links show the solution to the simplest possible toggle animation. I've set up everything correctly, but the problem is that I don't know the "magic word", as in the case of landing gear it's "retract" and object name is "HLandingGear".. Who would've guessed that? xD There must be a list of all the magic words, but it's either wiped out or hard to find.I guess I'll ask Tiberion directly =) Link to comment Share on other sites More sharing options...
hoojiwana Posted April 20, 2013 Author Share Posted April 20, 2013 If you look in part CFGs similar to what you are trying to create, you can usually find some good clues to how things might work. For instance, in the stock satellite dish part CFG, is this:MODULE{ name = ModuleAnimateGeneric animationName = dish isOneShot = true}I've no idea what you're trying to do and as I've said already, I've not made any animations myself so I can only really guess at things, but that might set you down the right path. Link to comment Share on other sites More sharing options...
Tiberion Posted April 20, 2013 Share Posted April 20, 2013 Yeah there's a lot of stuff I had described here and there in various topics thats gone. I always meant to make a info thread but never did. I can't even arrange what needs to be redone in my head right now.Here's the info-graphic from C7 for the new rover wheels:And a couple of others I had stored for Parachutes and Solar Panels: Link to comment Share on other sites More sharing options...
Tiberion Posted April 21, 2013 Share Posted April 21, 2013 Also note:HLandingLeg was a part type we used to animate things before they added the part modules, especially AnimateGeneric. That is want you want to use now; using it, the objects do not need to be named anything specifically. You might see some old parts still using HLandingLeg part type (like the old animated legs in NovaPunch which have not been updated.) So to use the ModuleAnimateGeneric you should set "module = Part" at the top of your config file, and use the animation module later at the bottom.Here's some basic info on using Animate Generic's module:1st: the parameter list:---- ModuleAnimateGenericpublic string animationName = "default";public string status = "Locked";public bool animSwitch = true;public bool isOneShot = false;public string startEventGUIName = "toggle";public string endEventGUIName = "toggle";The animationName is what you name the animation when you import it into Unity. The name must match what you put into the config file, including caps. When you import into Unity you mustmake sure to set the animation rig "type" to legacy in the Rig tab, and then set your animationName and the starting and ending frames from your animation in the 3d software. Click on the DAE/Blend/FBX file you imported in the project list, you should see some tabs, like this:http://i.imgur.com/wgTt5aN.pngOn the Rig tab, make sure its set to Legacy. Then on the Animations tab (as seen on the smaller inset image) I named the animation "Retract" and set it to look from frame 0 to frame 90On this 2nd image, it shows how the component should look on your object in the scene; make sure there are no other "Animation" or "Animator" components in the tree structure for this part. Make sure to uncheck Animate Automatically!http://i.imgur.com/tE0upVK.pngThen all that is left is exporting the part normally, and setting up the config. for the example, this would go in the config:MODULE {name = ModuleAnimateGenericanimationName = RetractstartEventGUIName = "Open Leg"endEventGUIName = "Close Leg"animSwitch = TrueisOneShot = False}For the other parameters:startEventGUIName and endEventGUIName lets your over-ride the "toggle" text on the click-menu in game.animSwitch = true would make it reverse its starting position, starting in what is normally the "open" position. in the example the leg would start in the extended/open position (which probably isn't how you'd want it if yo plan to launch it on a rocket, its just an example)isOneShot means it can never be re-closed, it only ever opens once. Link to comment Share on other sites More sharing options...
Devo Posted April 21, 2013 Share Posted April 21, 2013 Good to see you adding them back Tib, so many posts of yours I miss, so much helpful info lost ah well it will take some time but it will be back to it's old self in no time. Link to comment Share on other sites More sharing options...
hoojiwana Posted April 21, 2013 Author Share Posted April 21, 2013 That's brilliant Tiberion! Though there is currently a bug with isOneShot that I've noticed with some of the stock parts. If you bind the animation to an action key, for example toggling the stock antenna to deploy, you can then re-trigger the animation to play in reverse with the action key after causing the vessel to reload by going to the Spacecenter and back. Link to comment Share on other sites More sharing options...
Tiberion Posted April 21, 2013 Share Posted April 21, 2013 yeah I wrote most of that up to help nothke and decided I better publicize it again to make it easier to find. Its not really comprehensive, there are certainly many more things you can do animation-wise (including doing it directly in Unity) but I'll leave that for later edit: hoojiwana - Yeah a lot of that vessel specific stuff isn't persistent properly yet, its just not getting saved I think. Link to comment Share on other sites More sharing options...
nothke Posted April 21, 2013 Share Posted April 21, 2013 (edited) IT'S ALIIIIVE!!!THANK YOU VERY MUCH TIBERION!!!Got it working, it was the "legacy" type that was the MAIN problem (cause most tutorials show unity when the legacy was the only one), but still it didn't work even after that.. Weirdly enough, I just had to nudge the length frames slider and it worked! And I got it that it MUST show if you check "play automatically" and preview it in game screen (it didn't before nudging). Just you need to remember to uncheck "play automatically" before export Start and end GUI text work perfectly, as well =) I will post a video when I finish the mod =) Edited April 21, 2013 by nothke Link to comment Share on other sites More sharing options...
Deltafee Posted April 21, 2013 Share Posted April 21, 2013 Hey Could you make one about lights? Link to comment Share on other sites More sharing options...
Tiberion Posted April 21, 2013 Share Posted April 21, 2013 I actually have never set up a light, so I'd have to find all the info myself first. Someone who is more familiar with them can probably do a better tutorial on that. Link to comment Share on other sites More sharing options...
Athlonic Posted April 21, 2013 Share Posted April 21, 2013 Hi,There was a mod called "Part reloader", is has been whipped by the unfamous server crash.I am about to do some parts, this mod should be handy because it let you reload parts without restarting the game every time you need to test some modifications.Do anyone here have a link to this mod ?Thanks. Link to comment Share on other sites More sharing options...
ahappydude Posted April 21, 2013 Share Posted April 21, 2013 Thanks for this! Esp the animation stuff ,now i understand why ksp didnt like some of my animations haha cheers Link to comment Share on other sites More sharing options...
Blargeddy Posted April 22, 2013 Share Posted April 22, 2013 Does anyone know how to make crew hatches for kerbals? I think it is related to an object on the model that you give a certain name to that makes it a crew hatch. If anyone could answer I would greatly appreciate it(I use Blender BTW). Link to comment Share on other sites More sharing options...
Devo Posted April 22, 2013 Share Posted April 22, 2013 Does anyone know how to make crew hatches for kerbals? I think it is related to an object on the model that you give a certain name to that makes it a crew hatch. If anyone could answer I would greatly appreciate it(I use Blender BTW).http://wiki.kerbalspaceprogram.com/wiki/Adding_Airlocks_and_Ladders_to_Parts Link to comment Share on other sites More sharing options...
hoojiwana Posted April 23, 2013 Author Share Posted April 23, 2013 I've reformatted the original post and split the links into sections, with plenty of room for future links.Is the formatting okay? Link to comment Share on other sites More sharing options...
Bugbear Posted April 23, 2013 Share Posted April 23, 2013 Why is this not stickied yet?The format looks good, although there is a minor font issue under landinggear where a couple of entries are in a smaller font.A few links you can add under plugins:Creating your first modulePart APIAnatid's KSP API documentation The official unoffical help a fellow plugin developer threadMu's code-update PartModuleKSPField KSPEvent ConfigNode and PartResourceHandy link to add under generalStock Parts List Link to comment Share on other sites More sharing options...
hoojiwana Posted April 23, 2013 Author Share Posted April 23, 2013 The format looks good, although there is a minor font issue under landinggear where a couple of entries are in a smaller font.I was trying out formatting for out of date links, changed it back to default size now.Thanks a bunch for those plugin links! Link to comment Share on other sites More sharing options...
ummwut Posted April 23, 2013 Share Posted April 23, 2013 Thanks, hooji! Link to comment Share on other sites More sharing options...
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