Part Modding: Difference between revisions

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* [[Configuring the reentry effects]]
* [[Configuring the reentry effects]]
* [[Creating custom engine plumes]]
* [[Creating custom engine plumes]]
* [[Sounds for parts with Wwise and Unity]]
* [[Configuring the part animation]]
* [[Part modding videos (tutorials)]]
 
=== Finishing up ===
 
*[[Sounds for parts with Wwise and Unity]]
* [[Creating a part icon]]
* [[Creating a part icon]]
* [[Part modding videos (tutorials)]]


=== See Also ===
=== See Also ===
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* [[Staging Icon Asset Address]]
* [[Staging Icon Asset Address]]
* [[Category|Part Category]]
* [[Category|Part Category]]
* [[Family]]
* [[Resources]]
* [[Resources]]

Latest revision as of 21:40, 1 September 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!

Before you go

Modelling

Texturing

Importing in Unity

Finishing up

See Also