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]] | ||
=== See Also === | === See Also === | ||
Revision as of 19:45, 5 July 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
- Setting up Unity
- Configuring the part in Unity (deprecated)
- Parts Pack Production Procedure In Unity
- General info on configuring core part data
- Setting up a custom Part Family
- Configuring the reentry effects
- Creating custom engine plumes
- Configuring the part animation
- Part modding videos (tutorials)