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Part Modding: Difference between revisions

From Kerbal Space Program 2 Modding Wiki
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* [[Setting up Unity]]
* [[Setting up Unity]]
* [[Configuring the part in Unity]]
* [[Configuring the part in Unity|Configuring the part in Unity (deprecated)]]
* [[Parts Pack Production Procedure|Parts Pack Production Procedure In Unity]]
* [[Configuring parts|General info on configuring core part data]]
* [[Configuring parts|General info on configuring core part data]]
* [[Family|Setting up a custom Part Family]]
* [[Family|Setting up a custom Part Family]]
* [[Configuring the reentry effects]]
* [[Configuring the reentry effects]]
* [[Creating custom engine plumes]]
* [[Sounds for parts with Wwise and Unity]]
* [[Creating a part icon]]
* [[Creating a part icon]]
* [[Part modding videos (tutorials)]]
* [[Part modding videos (tutorials)]]
===== See Also =====
* [[Part Modules]]
* [[Stage Type|Stage Types]]
* [[Staging Icon Asset Address]]
* [[Category|Part Category]]
* [[Resources]]

Latest revision as of 17:20, 14 January 2025

So, you want to make a custom part for KSP2. Great! But where do you start? What tools do you need?

The pages below contain all the information you need to create your very own parts mod. The first step to any modded part is modelling it; most modders use Blender for this. KSP2 uses some standard part sizes you will need to keep in mind while making your model. Next, you will learn how to properly texture your model, including how to make it repaintable in the VAB, using a program like Adobe Substance Painter or similar. Finally, you will set up your part pack mod in Unity, and you will at last have your very own custom part in KSP2. Go wild!

Modelling[edit | edit source]

Texturing[edit | edit source]

Setting up a part for KSP2[edit | edit source]

See Also[edit | edit source]