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programming 3ds max parts


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There are many, many, many, threads all across the dev forums on this subject. A little searching and peeking around and you'll probably have all you need to start developing addons.

But basically you need to have an addon folder in the proper format with your models in DAE or OBJ with your power of 2 textures, and part.cfg. You can also check the wiki for even more information.

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I wrote a guide up for 3ds max, Hopefully this will help.

http://kerbalspaceprogram.com/forum/index.php?topic=2706.0

If you need information on the cfg files themselves refer to this document. If you have any questions, just send me a message and I\'ll see if I can help you.

http://kerbalspaceprogram.com/~kerbalsp/wiki/index.php?title=CFG_File_Documentation

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