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# Make the file addressable. The name of the addressable must be <part name>_icon.png. | # Make the file addressable. The name of the addressable must be <part name>_icon.png. | ||
# Select the picture in Unity. In the Inspector window, set the value “Sprite” to the “Texture Type” field. Click on “Apply”. | # Select the picture in Unity. In the Inspector window, set the value “Sprite” to the “Texture Type” field. Click on “Apply”. | ||
[[Category:Creating parts]] |
Revision as of 14:14, 28 October 2023
In Blender
- Download the
KSP2_IconGenerator.blend
file from this location: https://github.com/KSP2Community/CommunityPartsPack/tree/main/Parts. - Copy then open the
KSP2_IconGenerator.blend
file. - Click File > Import > FBX and import the part.
- In “Scene Collection” on the right, drag and drop the “KSP2 Paintable material” (present in “ADD YOUR MODEL HERE!”) onto the model.
- In the shader editor, import the part textures.
- Diffuse = Albedo
- Set the “Color Space” field to “Non-Color” for Metallic, Normal, and Ambient Occlusion
- If no occlusion, set the “Occlusion Strength” value to 0.
- Select the camera (press 0 to preview the rendering)
- Resize and move the model if necessary.
- Remove the “ADD MODEL HERE!” item.
- Press F12.
- Save the image (Alt + S) as <part name>_icon.png.
In Unity
- Open the mod's Unity project.
- Move the file to the Asset folder in Unity.
- Make the file addressable. The name of the addressable must be <part name>_icon.png.
- Select the picture in Unity. In the Inspector window, set the value “Sprite” to the “Texture Type” field. Click on “Apply”.