Difference between revisions of "Tutorial:Making an asset from start to finish"

From Kerbal Space Program Wiki
Jump to: navigation, search
(Step 2 - Understanding Folder Design)
Line 38: Line 38:
 
To get your part in game you must set up a part folder accordingly;
 
To get your part in game you must set up a part folder accordingly;
  
[http://kerbalspaceprogram.com/forum/index.php?topic=997.0]{Folder=Partname}-{Folder=Textures};{Part.DAE];{Part.CFG}]
+
{Folder=Partname}-{Folder=Textures};{Part.DAE];{Part.CFG}
 +
 
 +
More information here: [http://kerbalspaceprogram.com/forum/index.php?topic=997.0]
 
---------------------
 
---------------------
 
Things to keep in mind:
 
Things to keep in mind:

Revision as of 18:31, 3 August 2011

Currently in Progress

Creating a game ready asset

You can use this at any time during your asset creation to refer; and to troubleshoot. This is a step by step guide to creating the cool mods you see in game. This tutorial, is not for the faint of heart. Proceed at your own discretion.

Specifications

  • Length: Varies by user
  • Difficulty: Intermediate
  • For version: Every version

Steps

Step 1 - Choosing the program

Despite popular belief, this is not an important step. Any old program will work. The main ones:

3ds Max (Good to go)

Maya (Good to go)

Blender (Steep learning curve, needs .DAE importer/exporter)

Wings 3D (Cannot import .DAE models nor texture)

Sketchup (Needs a .DAE importer/exporter)

Cinema4D (Doesn't auto unwrap by powers of 2; exports do not function)


Step 2 - Understanding Folder Design

File:FolderLayoutTemplate.png
General Folder Layout


Creating your part is nothing if it isn't set up correctly.

To get your part in game you must set up a part folder accordingly;

{Folder=Partname}-{Folder=Textures};{Part.DAE];{Part.CFG}

More information here: [1]


Things to keep in mind:

Your texture must be in the folder labeled Textures. That "s" is important, tiny things like that will corrupt your part.

Your part.DAE is simply your exported mesh and it's collision.

And your Part.CFG is your text file correlating all of your names (case sensitive) so the game can run from the locations.

Step 3 - Creating The Asset

Exactly, this isn't any weird at all!


Step 4 - Creating The Collision Mesh

Exactly, this isn't any weird at all!

Step 5 - Unwrapping Your Asset

Exactly, this isn't any weird at all!

Step 6 - Texturing your Asset

Exactly, this isn't any weird at all!

Step 7 - Exporting Your Asset

Exactly, this isn't any weird at all!

Step 8 - Getting it in game

Exactly, this isn't any weird at all!

Step 9 - Creating Nodes

Exactly, this isn't any weird at all!

Step 10 - Showing Off Your Piece

Exactly, this isn't any weird at all!

Step 11 - Troubleshooting

Exactly, this isn't any weird at all!