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Found 20 results

  1. Hey guys. Quick question. What font did they use for the big red "USA" on the S-IC and S-IVB and "United States" on the S-II stages of the Saturn V? Google searches turn up the possibility of Armadillo and Helvetica fonts being used on the S-II stage, but nothing on the other stages. I'm just curious so I can do a quick texture edit for the FASA Saturn V parts and replace the KSP and Kerbal States with their real-life conterparts.
  2. Please complain about mismatched textures here! It's the only way for me to find and fix them. SPC - Spaceplane Corrections Hello everyone. Personally I've been pretty annoyed that the spaceplane pieces (and a number of other parts) don't all have matching colors or textures. They have a base white coat which is used for all splaceplane parts, but there are about five different shades that are used for wing trims. SO..... rather then complaining about it, I'm going to try and solve it. This mod is dependent on the Firespitter plugin maintained by RoverDude, ModuleManager maintained by Sarbian, and TextureReplacer currently maintained by RangeMachine. Thank you all so much for making this mod work. Images: FULL ALBUM Download: SPC v0.14 (Spacedock) License: This mod is published under the MIT lisense. View it here. Things to do *Tell people to keep compaining about things! It's the only way for me to find things to "fix". *??? Change logs Well, this is it for now folks. Thanks for the read, and see you all later. - Avera9eJoe
  3. For some reason, in the VAB (or SPH), some of the part thumbnails show a white quad in the location of where the flag decal would normally be placed. This isn't happening for all parts (most of them don't show the flag in the preview thumbnail, as expected). This is happening in a fresh, un-modded install. What's causing this? Here's a screenshot exhibiting the behavior:
  4. I'm trying to be clever with asset use (trying to be clever is how most issues start). I have a set of parts that all use the same mesh, and mostly the same texture, so I'm trying to use all the same model, except for different versions, apply a different transparent texture as a label. This should be stock behaviour when using the MODEL{model=, texture=} mesh references. And for the life of me, I cannot spot why it's not working for me. Example part snippet; PART { name = USAFOrionMag012kt920kN module = OrionMagazine author = WinchellChung MODEL { model = USAFOrionTD/Parts/Orion/Magazines/USAFStackable/Magazine scale = 1.0,1.0,1.0 texture = baselabel, USAFOrionTD/Parts/Orion/Magazines/Labels/r1ktlabels } The intention being that I change the texture = line to point at a new label for each new edition of the part. So far I'm just messing with two of them. Dir listings; Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\USAFStackable 2017-03-18 11:33 AM <DIR> . 2017-03-18 11:33 AM <DIR> .. 2017-03-18 11:33 AM 16,512 2017-03-18 11:30 AM 42,598 2017-03-18 11:15 AM 1,398,256 2017-03-18 11:15 AM 1,398,256 2017-03-18 11:41 AM 5,466 part.cfg 5 File(s) 2,861,088 bytes 2 Dir(s) 447,172,456,448 bytes free Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\Labels 2017-03-18 11:46 AM <DIR> . 2017-03-18 11:46 AM <DIR> .. 2017-03-18 11:46 AM 87,486 r09ktlabels.tga 2017-03-18 10:55 AM 87,568 2 File(s) 175,054 bytes 2 Dir(s) 447,172,456,448 bytes free I've copy/pasted the paths, switching \ for /, copy pasted file names without extensions. I've moved the replacement textures to a different folder, converted their names to all lower-case, starting with a letter, tried square textures (it started as 512x128), tried dds vs tga vs png. If the place-holder texture is dds, game loads, no errors in the output_log. But the part just has a blank texture where the replacement should be; If the placeholder isn't dds, then I get errors about null references; PartLoader: Compiling Part 'USAFOrionTD/Parts/Orion/Magazines/USAFStackable/part/USAFOrionMag012kt920kN' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator65.MoveNext () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot compile part And the part doesn't load (Cannot compile part seems fairly clear on that). If I skip the texture = (or comment it out) then the part loads with the placeholder texture. If I apply one of the label textures in unity and compile the mu that way, it also loads fine. Or just substitute the placeholder with one of the actual textures, it also loads fine. So, what I know is it's definitely reading the texture = line, and doing something with the named texture. That bit is working. It just never seems to find the replacement texture. Which suggests there's something wrong in the paths. But I've checked that so many times I can't see there being any typos or what have you there. I'm at the "try stupid things" stage. One thing I do like to do for sticky issues, is write a big long post about the issue so I have to get it clear in my head, on the hope that the process of explaining it, solves the issue. And so far that hasn't helped, except I ran a few extra tests to get the post more complete, but with no greater success than my other attempts. So, gonna step away from the 'puter for a bit. Clean my head with a wee bit of dilute WWII German rocket fuel, and come back to this later.
  5. I'm pretty sure I can change the texture on an asteroid, and I know how to dynamically change textures in KSP, but does anybody know the name of the transform for the asteroid model itself? Basically I need the name of the mesh so I can call SetTexture on the Renderer. Also, what is the name of the texture file for the rocky asteroid texture (and for that matter, magic boulder)? Anybody know? @JPLRepo, can you shed some light on this? Thanks for your help.
  6. Suit set now finished up, will probably add onto it in the future when I have time, files are currently jpgs but if somebody could convert to DDS then that would be a great help! Will update to png again when I have time. There's 3 tiers of suits, with a custom IVA and EVA and 3 diff variants for each, also includes a range of male/female head variations. Based on real space suits such as the Sokol Enjoy! Download link: (WORKING) Curseforge download link: (NOT WORKING) And a couple pics to show off some detailing
  7. For some reason i've started noticing that the orbit ground texture of Kerbin seems to be flipped upside down when i zoom out far enough from a flight in progress. I see the normal terrain fade out into the upside-down orbit texture =/ I do have quite a few mods but never had this issue until yesterday, and i havent really changed anything in terms of the mods or settings, tried without a few of them and the problem still persists. I'm stumped. Running with, among others, Scatterer, TextureReplacer, SVE, EVE, Kopernicus, OPM. But as i said, i ran all these without this issue a few days ago. Only today this problem occured, the only change i can remember doing was updating Scatterer to the latest 0.0300 version, but even removing Scatterer from GameData doesnt resolve it so i doubt it had anything to do with that. Tried removing TextureReplacer, no change. As for SVE, EVE, Kopernicus and OPM, no changes to those mods, no updates. Anyone got any ideas? Cheers. Edit: Solved. Sigma-Binary was the mod that caused the issues.
  8. Problem 1 I use a DialogGUIButton and an image (weird target sight) to create an image button (code). However, the resulting button is not quite what I desire. The default state of the button is missing the button texture while the highlighted state is missing the image. It acts as if the button texture is changed instead of overlaying multiple textures. Can anyone figure out why it does this? Problem 2 This image is explicitly set to 32 in both width and height (code) but the resulting image is stubbornly more than 32 in width as shown in the above picture (the green borders are drawn by DebugStuff). I do not understand why this particular image is stretched despite its width is locked to 32. The interface engine has a free reign to how to draw bunch of GUI components. So I edited the DialogGUILabel object next to the DialogGUIImage to be excessive in its width so that it "steals" all the free space, leaving the image no space to expand in width.
  9. I've recently begun developing a planet pack and I'm running into some texture issues so far, if someone could let me know what's wrong here, I'd appreciate it: Code for moon: The image below is the Color map (upper left), the Normal map (lower left), and the VertexColor (right) map. Once I launch the game, the in-game moon looks like this:
  10. On Vall and Minimus (so far) I have noticed the textures go multicolured and flicker. I thought it was the biomes bleeding through but I think it is something more Version: 1.2.1 64-bit Linux (Manjaro Linux running AMD CPU and GPU) What happens: When below 5000 meters or so the landscape of the planets go rainbow Steps to Replication: 1) Set orbit over Vall/Minimus 2) Get below 3000 meters (the effect starts being the most visible around there) 3) Watch the descent into the rainbow Result: The planets texture will go like the image below Log:
  11. Hello. I am having problems with this one dds texture. It is a texture for a simple structural part that uses Interstellar Fuel Switch to change between textures. It doesn't work however and the log simply states: [LOG 19:36:58.743] Load(Texture): Benji13sStructuralDisks/Parts/StructuralDisks/textureGreen [WRN 19:36:58.753] Texture load error in 'C:\Users\Benji\Documents\KSP 1.2\GameData\Benji13sStructuralDisks\Parts\StructuralDisks\' As far as I can tell, it is exactly the same as my other (working) texture, except that it is 3mb in size. The working one is 683kb. Is this the problem? How do I fix it if it is? Link to the texture's are below. The broken texture is the green one. Thanks to any help, I'm sure it's a simple fix, I just don't know much about how KSP manages textures. Thanks, Benji13. Working texture: Broken texture:
  12. So today I was launching a few satellites and completing a few contracts. So I decided to then launch a tourist mission to LKO, and had a glance at those amazing new textures that squad has been hiding from us for years! Those textures are magnificent, they are SEE THROUGH ! That's right you heard me, see-through! How can anyone complain? I think this should have been an update by itself. A bonus is that you can now see through the launchpad!!! I am sure that will make a lot of players happy to finally know when to launch their missions based on what is exactly opposite of their location! Anyway, I think this is a great feature that I cannot wait to see fully implemented! A few pics to rest your eyes upon Hope you will all find this new feature amazing like I did!
  13. Hello. So i was playing KSP and desided to load more mods on it. so i downloaded 3 new mods and then, this happened somehow i got 2 textures on my SpaceY 5M fuel tanks. this happened after i loaded these three mods: Cormorant Aeronology NASA CountDown OPT Space Plane Parts This is my Gamedata folder. i hope there is someone better then me who could find a way to fix this problem
  14. I can't seem to find a corona texture generator. I need it for a blue star.
  15. Is there no mod around yet to let you change the textures of the stock fairings? Seems a real shame when there are so many good textures around for procedural parts and fairings! The search function seems a bit buggy, but I did some googling and couldn't find anything. Have I missed something?
  16. Ok so I'm a bit new to the whole modding thing with the new unity 5 engine and I need a bit of help. I'm having a few issues with the texture of my part, it's normal/bump/depth map thingy and how the game won't highlight the part in the editor and in flight. Here is a rundown of how I created the part. I created the original model in google sketchup, exported the dae file into Blender, exported the Blender dae and uv map, put the dae and part tools into unity, opened the uv map in photoshop, created both the texture and normal map and put them into unity, created new game object and made the model a child of it, then placed the textures into their proper slots, i kept the normal map png as a texture with alpha as transparency because otherwise the (limited as is) bumps would not appear on the model, exported the part into the game and this is the result while the model appears blank in the unity editor, the detail is all on the inside faces (material_0), although it shows in the game with the detail on the outside (refer to above gallery) but i can't find any distortions, weird eh? I am using these versions of the programs: Google Sketchup: 15.3.329, Blender: 2.76, Unity: 5.3.5f1 personal, KSP: Can someone help me with this? Should I rebuild the model and try making the part again? Do I need to provide anymore information?
  17. I've been working on an engine for the KSPtoMars project, but I'm having a few issues with transferring the textures over to Unity. I UV unwrapped the different parts of the model onto a single UV map for simplicities sake. It looks fine in Blender (see here). The textures aren't finished, but somebody else is going to do them so these are simply for testing. I then try to export the model as a .dae for import into Unity. When I import into Blender, the model is untextured, and I must drag the texture onto the material. Because the model is separate parts, Unity simply wraps the texture around the model, disregarding the way I set it up in Blender. (See here) I've played around with changing the materials on each section, from making them all the same material to all being separate, but none of that seems to change the way it displays on my model. I feel like I'm being really dumb as I've never had this issue before, but I've got no idea how to fix it so it would be great if someone more experienced could give me some tips. Let me know if I can provide any more info.
  18. I want to spend a moment talking about command pods. There are currently two in the game... and that's it. The most popular and reliable method of getting into and leaving space for the past 50 years and the forseeable future, and it's represented in KSP by a mere 2 parts. There are 3 cockpits for crying out loud, and this is Kerbal SPACE Program. This needs to change (at least on my install) So I thought,"Ok, no problem. I'll just go over to the forums and find the mod pack of only Command Pods that surely exists!" ...and now I'm here. My request is simple: More Command Pods! Preferably stockalike with IVAs at some point. I'm not looking for suggestion for currently existing mods as I've seen "most" of them already, though I won't turn any down. Some Ideas Bellow: "Advanced" mk1 pod. It always seemed odd to me that when I building a vessel destined for Eeloo, the breadbox with the tiny window and mis-matched paint job is still one of the better options. This pod would be essentially a mk1 pod with a white paint job and better (more Gemini?) window. Simple mk 1-2 redesign. Put the door in a nice place, clean up the textures, etc. Long 2 crew pod. This would be a 1.25 meter capsule that's extra long so it can seat 2 kerbals in a row, F-4/F-14 style. Wide 2 crew pod. This would be a 2.5 meter part with 2 kerbals sitting in it side by side, like in the top seats of the mk 1-2. There's already a mod that does this well, so that's not really a priority. 4 crew Pod 5 crew Pod Many crew pod Round pods Uniquely shaped pods etc.
  19. Hey all, I don't know the first thing into converting a part's texture, nor fixing it (bottom attachment node is starting to glitch), so I humbly ask assistance from our modding community. The part is the old FTmN280 2,5m nuclear engine from the old "kommit_nucleonics". - First, it still uses a TGA texture that needs to be converted to the new type (sometime it'll glitch and I'll get a white part, without texture) - Second, the bottom attachment node seems to be not working, or rather seems inverted (you attach on top of the bottom of the engine instead of below it. Kommit Nucleonics has been taken over by another author but before he original one decided to let go, he replaced the model of that part by a new one I liked less, hence me hanging on onto the old part. If anyone wants to help me, please send me a PM and I can e-mail you the current part so it can be fixed. I really no not know how long this would take to fix, but I figured I'd ask. Thank you.
  20. I freely admit I like a bit of eye candy. No matter how many mods I install, the frame rate won't go below 60fps even with my old GPU. So I'm looking to pimp it up some more. I wondered what other people are using. Here's my list: Environmental Visual Enhancements Endraxial's Planets and Moons KSP Real Skybox Astronomers Visual Pack Interstellar V2 Planetshine Distant Object Enhancement WindowShine CollisionFX Engine Lighting Scatterer (with waves disabled, too buggy so far)