Those are handled by Unity and the game itself. In Unity, you add a thrustTransform vector to indicate where the thrust is pointing, and then in the config file for the part, you tell KSP what kind of plume you want.
Wow! Im trying to make a KSP mod for RO, cos i feel like the engines i have arent that great tbh Can you make a vid which tells us how to make a modded engine? Thanks
Thanks. I was one of people who asked for this so very kind of you to do it. I've used blender a little but I learnt a lot of new tricks from this video that will really help. So glad you gave the hot keys used, they are crucial to understanding what you are doing. I'm using an old version too. v2.8 looks like a major improvement in clarity of the interface.
Any chance of a video about how to make multi-port RCS thrusters? I've never been able to get my custom RCS pod to have all the thrusters firing, I can only do a single direction
Hello Raiz Space, i need help about that, i did everything proeprly, removed N-gons, i have thrusttransform, gameobject, collider and a model. but when i export it to .mu and then import it to blender, only collider loads up. Is this a problem of blender or i did something wrong?
I don't understand why you're importing the .mu into Blender. Don't you have the original model file (.blend or .fbx) in Blender? The .mu is produced by Unity for KSP.
If you're talking about the Extreme PBR texture, that's an image already and I usually just go into the folder and grab the appropriate one. There is a way to bake textures using nodes, and is more often used with procedurally generated stuff in Blender, but I don't remember how that works since I don't use it much.
not really the extreme PBR, just getting different meshes different materials on the same texture sheet, because if I want one mesh a shiny metal pipe, and another one matte, well i'm not sure how to do that
Shininess is a special subject, since in KSP that's applied by the shader rather than the material, so you would write a Textures Unlimited patch and tell it which meshes you wanted how shiny. As far as just getting different materials on the same texture sheet, I sort of showed an example at 44:14. I normally do that by arranging a palette of materials I want to use for the object in Photoshop, then import that single sheet into Blender. You can also export the UV map from Blender and then use that to apply materials to in an image editing program.
Can't imagine what I could say about an SRB that hasn't been covered already - it's just a tube with a nozzle at the end, and a thrustTransform vector in Unity. If you want thrust curves, you'll have to take a look at how SRBs in Realism Overhaul do those. But yeah, I don't know what to add if you can't model an SRB after watching this video.
This channel is one of the most underrated on UA-cam.
tyup
I just can't find a reason why this is a fake comment
@@theboneguy8253 Which one?
@@MrHichammohsen1 huh???
What about flames and plumes?
Those are handled by Unity and the game itself. In Unity, you add a thrustTransform vector to indicate where the thrust is pointing, and then in the config file for the part, you tell KSP what kind of plume you want.
Raiz Space oh, thanks 😊
I am an indie gamedev and is making a game similar to KSP. Thanks for this tuts bro
Awesome! How's it going?
Wow! Im trying to make a KSP mod for RO, cos i feel like the engines i have arent that great tbh
Can you make a vid which tells us how to make a modded engine? Thanks
I would love that.
check his video on making RO Configs for engines
Was just looking for something like this.
What i'm searching for! At last!
Ay thank you man you’re a saint 🙏🏻
Thanks. I was one of people who asked for this so very kind of you to do it. I've used blender a little but I learnt a lot of new tricks from this video that will really help. So glad you gave the hot keys used, they are crucial to understanding what you are doing. I'm using an old version too. v2.8 looks like a major improvement in clarity of the interface.
Amazing tutorial. Just one thing, you can enable auto smooth instead of edge split for the same effect (edge split is an old school way of doing it)
I find that edge split is a lot more effective.
Ok, I love you! It would be wonderful if you're going to do another video like this, but for lifting body parts (like your Shinkansen).
Love your vids
Any chance of a video about how to make multi-port RCS thrusters? I've never been able to get my custom RCS pod to have all the thrusters firing, I can only do a single direction
That's awesome now How do you we get our blender model to show up in KSP as a part with the wricks physics? Unity might be involved.
This was an awesome video, I am trying to make some KSP 2 mods, this helped me a lot.
Glad to hear it.
Could you potentially do this with something like solid works or fusion?
Thanks for this
Splendid vid.!!👍👍
Thanks for this video
You can avoid the vertical scaling by pressing shift+axis during the transformation
This helps me with making rockets on Roblox thanks man
thanks raiz
Oh yes!!!!!
Thanks for this! I was wondering how to do this. This is perfect
I’m modelling Falcon 9 and I spent like one day modelling detailed engine that won’t be even visible in the first place (it’s second stage engine)
Thank you so much! Can you make a tutorial on also how to import them into ksp? Thanks :D
Shift Right-Click
Hi! When I reset unwrap It gets me all white the unwrap panel
Hello Raiz Space, i need help about that, i did everything proeprly, removed N-gons, i have thrusttransform, gameobject, collider and a model. but when i export it to .mu and then import it to blender, only collider loads up. Is this a problem of blender or i did something wrong?
I don't understand why you're importing the .mu into Blender. Don't you have the original model file (.blend or .fbx) in Blender? The .mu is produced by Unity for KSP.
@@RaizSpace Hello, sorry for wasting the time. I already figured it out. But thanks :D
How do you import your lap ships into blender? (Modded ships)
Is there any way to export the metal material you made in blender as an image?
If you're talking about the Extreme PBR texture, that's an image already and I usually just go into the folder and grab the appropriate one. There is a way to bake textures using nodes, and is more often used with procedurally generated stuff in Blender, but I don't remember how that works since I don't use it much.
not really the extreme PBR, just getting different meshes different materials on the same texture sheet, because if I want one mesh a shiny metal pipe, and another one matte, well i'm not sure how to do that
Shininess is a special subject, since in KSP that's applied by the shader rather than the material, so you would write a Textures Unlimited patch and tell it which meshes you wanted how shiny. As far as just getting different materials on the same texture sheet, I sort of showed an example at 44:14. I normally do that by arranging a palette of materials I want to use for the object in Photoshop, then import that single sheet into Blender. You can also export the UV map from Blender and then use that to apply materials to in an image editing program.
Make tutorial for maked solid rocket boosters and engines please. For make Long March 11, Ariane 6, GSLV MK III and Vega C rockets.
Can't imagine what I could say about an SRB that hasn't been covered already - it's just a tube with a nozzle at the end, and a thrustTransform vector in Unity. If you want thrust curves, you'll have to take a look at how SRBs in Realism Overhaul do those. But yeah, I don't know what to add if you can't model an SRB after watching this video.
Can i just put put it into paint 3d?
to paint it?
Possibly - haven't tried. Technically you can paint it in Blender itself, too.
@@RaizSpace Sry im new to Blender, should I do the material thing you did in the video, or is there another way?
How about unity
I have multiple tutorials for importing things through Unity such as this one: ua-cam.com/video/DDqNH8KAFpk/v-deo.html
So bad, nothing made sense.