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The COMPLETE KSP Blender Tutorial! [Video Back!]


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  • 2 weeks later...

QuantumFlux, many distro's version of Blender lack the collada exporter, and the exporter is often not available in the repo's.

If you download the Linux version from the Blender website though, it should have all the importers and exporters in place.

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  • 2 weeks later...
I'm not sure if it is necessary to, but should someone make an up to date Blender tutorial? Including the Part Tools and Unity 3D explanations? Would that be useful?

Yes, it would be incredibly helpful. I tried using this tutorial as learning material, but it's horribly put together and nothing is really explained. I looked at the video and it doesn't help at all, either. I appreciate the attempt at help, but this fails horribly in explaining anything at all for someone with no experience with any of the software involved in this process. I ended up going to youtube tutorials to figure out most of the stuff I have now.

This tutorial is also incredibly out of date and I'm not sure how accurate it is with the changes that have been made to KSP, Unity, and Blender since it was created.

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  • 2 weeks later...
  • 3 weeks later...

Make sure the testcube works for you Xellith, the files and instructions you need are there in the original post to make it and get it into KSP.

By applying the same steps to your own part you should be successful :)

Also, if it fails to load, delete the mesh folder that KSP creates so it is forced to rebuild it.

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The test cube loaded just fine.

To be honest I am having issues with the whole node and UV mesh thing (seriously most of this stuff is just whooshing on me and im using brute force attacks with my brain to figure it out).

I think I know what the problem is but not entirely certain. My model in blender is 3 pieces that have not been joined. They are just textured from within blender. I did the node thing... least I think I did (no idea really..) This guide needs a few more screenshots of what to do ><

I know I prolly messed up in like 3 places due to my intellegence being lower than required.

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I'm not the best on this subject at all but I'll share what little I know.

Textures have to be loaded from outside Blender, you'll want a .png or a .jpg that you can load it into Blender and use it to set up the UV co-ords, Blender can show you the texture with the UV map overlayed, just drag the points around, don't forget to do a smart UV unwrap first though.

All parts have to have a Material assigned, but they don't also have to have a texture.

3 Pieces is okay, one has to be the collision mesh for the whole part and it has to be called node_collider in Blender.

Attachment nodes are handled in the part.cfg, if you have a vertex of your model in the right place, you can use the co-ordinates of that to set the node in the cfg, as long as your mesh is centered in Blender.

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  • 2 weeks later...
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