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I\'m half decent at GS modeling but I suck more than suckish worse at literally everything else. I would like to begin modeling and making addons for Kerbal, but I cannot because I know nobody will download texture-lacking addons. How do I make 'acceptable' textures without 50 different programs and exports?

I\'m looking at modeling anything from a Jeb Waste Co. Ducttaped Expendable Space Station Waste Rocket through to rocket ships that can land and fly freely around Kerbin and the Mün.

Just a misc. question, will teleportation ever be added? That would enable me to make some jumpgates.

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Its really only 2 steps:

UVMap/Project the surfaces of your mesh in your 3d software and save/generate an image file which will serve as a template for your to paint your textures on.

Use your image editor of choice to paint your textures over the template and save it as a PNG file.

Then you simply plug in the file names in your CFG file (remember the texture PNG goes in the Textures subfolder) and you\'re done.

As for jumpgates: Maybe. Right now, Harvester has only talked about one 'Faster than light' travel - an FTL engine that propels the rocket to high speed, but its way, way down the road.

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Its really only 2 steps:

UVMap/Project the surfaces of your mesh in your 3d software and save/generate an image file which will serve as a template for your to paint your textures on.

Use your image editor of choice to paint your textures over the template and save it as a PNG file.

Then you simply plug in the file names in your CFG file (remember the texture PNG goes in the Textures subfolder) and you\'re done.

As for jumpgates: Maybe. Right now, Harvester has only talked about one 'Faster than light' travel - an FTL engine that propels the rocket to high speed, but its way, way down the road.

Heh, FTL engines are a feasible idea, if our Autopilot (possibly Pilok? X3TC ftw) can shut off the engines in time for us to enter another celestial objects\' gravity well/orbit.

I\'ll see if my texturing is sufficient with paint.net

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If you are using blender it\'s pretty easy to generate an Ambient Occlusion map that you can add to give it some subtle shadowing. I also tend to use normal mapping in blender to help get a more realistic texture for some things. In the end they all need to be added to your final texture. KSP currently only uses one.

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