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part stretched


Kamik423

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Looks like you're getting KSP to load a .dae directly, which still kinda works, but hasn't been proper practice for a long time. I'm on mobile, so posting links is tricky, but have a look through the modding links sticky in this forum and you'll find some info on setting Unity up, installing PartTools (which compiles to the new .mu model format), setting up colliders etc, then finally exporting the part. Tiberions youtube on setting up a part is great too. Its not as hard as it sounds :)

Good luck!

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It appears you are using out dated modding information(this is an unfortunate problem with KSP modding). ".dae" hasn't been used since before a ever came here(not that I'm a sage old wise man just that they most definitely are not used now)

The thread (which is stickied to the top of this sub forum) has much more up to date information.

Also I highly recommend you check out the open source part week thread. Its a rather ideal environment for new modders to practice and get feedback and even if you don't participate it'll have plenty of useful tutorials and general advice.

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Yeah, I was using that tutorial for my first part. Apparently, if you "scale" a model, instead of actually changing it's dimensions, KSP doesn't carry that over using scaling, I think it overrides the models scaling and Unity's scaling for it's own. Anyways, unity and Part tools is, from what I can tell, the vastly preferred method (I'm making a part mod right now, and i'm using those)

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