![]() KSP/GameData/(Your mod folder name)/Parts: KSP/GameData/(Your mod folder name)/sound KSP/GameData/(Your mod folder name)/Parts/(Category)/(Part Name)/: You could rename this as you want, however it's recommended to build your folder structure like so This folder should store all the parts used in your mod. The sound folder is optional as it is used to store sound files that a part will use during the game. Parts like engines usually have sound files with them which must be stored in this folder Modelling a part for KSP is quite simple enough. It's only necessary to follow the specifications and requirements to do so. When KSP imports a model, it searches for certain objects inside it. These objects are defined by their names in the 3D scene (tag name). The tag names define the function of a 3D object. ![]() KSP also uses reference points in the 3D model to calculate coordinates for things like attachment points and the position of visual effects.īefore starting a model, it's very important to consider these points: The scene scale and the model orientation. ![]() So the 3D scene must be configured to use this scale as well. In 3Ds Max, this is done thought the Units Setup Menu (Customize -> Units Setup). In practice, it's not absolutely necessary to use 1 unit = 1 meter scale in the modelling tool. Usually this is not a very convenient scale to work under, since the application is at its lowest precision limit, and problems like camera clipping may occur. ![]()
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