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- Kerbal space program kis make parts install#
- Kerbal space program kis make parts mod#
- Kerbal space program kis make parts mods#
- Kerbal space program kis make parts trial#
You may use the PartLab, available on the download page, to check the progress/if it's right.ĭownload and install Unity 4.2.2 here and install it.
Kerbal space program kis make parts trial#
Trial and error is quite often used here. Again, here, there is only experience which will make you good - although a quick tip: premade textures are quite handy to have (such as metal textures and such) if you're feeling lazy/unambitious/unskilled. Save it the same format, but try not overwriting the UV - it's always handy to have. Get artistic, following the lines of the UV map so it actually shows on your model. Open your UV render in your image editing program of choice (I personally recommend Gimp or Photoshop, but MSPaint is fine too). 1024x1024 is beginning to be a bit large.) Once you have distributed the faces around the UV plan, make sure to make a render/snapshot of the UV position, saving the resulting image in a PNG file that has a format in powers of two (128x128 or 256x256 is ideal, 512x512 for high-detail meshes. There really isn't much to be said about this experience is what makes good unwraps. Essentially, this part binds the faces of your model to a specific spot in your texture file. Refer to your program's documentation to make sure. This step varies from program to program. Step 4 - Unwrapping and texturing Your Asset Don't feel bad if you aren't quite satisfied with your model: remember that what gives a soul to the model really is the texture. When modeling one can get lost in adding detail, and whilst finishing up its important to give your model a twice over.
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You want to have the lowest tricount possible, without taking away from the integrity of the model's silhouette. When assessing your tris count it's necessarily to keep in mind you want an optimized number. The triscount for most of the stock pieces are around 300 tris for small pieces like the TT-38K Radial Decoupler, and 2000 tris for pieces like the LV-T30 Liquid Fuel Engine and a general 1000 tris count for the boosters, fuel tanks, and pods.
Kerbal space program kis make parts mod#
The vanilla, or stock parts, default pieces issued with the game are the best judge for what the KSP is built for, and the mod packs on the forums are the best judge for what the limit is. This should be your unit of measure when judging the complexity of a model. No matter what program you use a game engine will split your model into the smallest geometric shape a triangle. Tris are what every model is made out of in any 3D game to date. Some things to keep in your mind while creating an asset(s) Everyone will make different assets depending on their program fluency, desires, and expectations. Anything that you can dream up, with feasibility in the Kerbal world is acceptable. There appears to be information somewhere that Unity 4.6 should be used for KSP modding. Later versions do not support certain features (such as the animation type that KSP uses), so you're in for a world of pain if you don't stick to Unity 4.2.2. PartTools will work with later Unity version, but 4.2.2 is the correct version to use. blend are commonly used), set things up in Unity (which will be explained in detail later), then, using PartTools, export the compiled. The process now is to export the model from your 3D program to a format that Unity understands (DAE, FBX and. This changed a long time ago with the release of the PartTools scripts for Unity. You may have seen reference to models being loaded into KSP as. This can be called anything you like, though steer clear of spaces and special characters just to be on the safe side
Kerbal space program kis make parts mods#
DAE importer/exporter)Ĭinema4D (Doesn't auto unwrap by powers of 2 exports do not function)īy convention, mods now create their own directory inside the GameData folder. Proceed at your own discretion.ĭespite popular belief, this is not an important step. This tutorial is not for the faint of heart. This is a step by step guide to creating the cool mods you see in game. You can use this at any time during your asset creation to refer to and to troubleshoot with. Template:Empty section Creating a game ready asset
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