Later versions do not support certain features (such as the animation type that KSP uses), so you're in for a world of pain if you don't stick to Unity 4.2.2. PartTools will work with later Unity version, but 4.2.2 is the correct version to use. blend are commonly used), set things up in Unity (which will be explained in detail later), then, using PartTools, export the compiled. The process now is to export the model from your 3D program to a format that Unity understands (DAE, FBX and. This changed a long time ago with the release of the PartTools scripts for Unity. You may have seen reference to models being loaded into KSP as. This can be called anything you like, though steer clear of spaces and special characters just to be on the safe side DAE importer/exporter)Ĭinema4D (Doesn't auto unwrap by powers of 2 exports do not function)īy convention, mods now create their own directory inside the GameData folder. Proceed at your own discretion.ĭespite popular belief, this is not an important step. This tutorial is not for the faint of heart. This is a step by step guide to creating the cool mods you see in game. You can use this at any time during your asset creation to refer to and to troubleshoot with. Template:Empty section Creating a game ready asset 3.12 Step 12 - The Last Checkup and the preparation.3.11 Step 11 - Preliminary configuration.3.8 Step 8 - Creating The Collision Mesh.3.6 Step 6 - Adding Your Model Into Unity.3.4 Step 4 - Unwrapping and texturing Your Asset.3.2 Step 2 - Understanding Folder Design.
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