Tutorial:Making an asset from start to finish

From Kerbal Space Program Wiki
Revision as of 13:25, 30 July 2011 by Darrknox (talk) (Created page with "==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 ...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

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)

Currently in Progress


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;

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


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 - This is no weird?!

Exactly, this isn't any weird at all!

Finishing word

Tada! Now you've read a full tutorial. Congratulations!