MelancholyFlapper

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About MelancholyFlapper

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  1. Is there a realism overhaul patch for this? I'd love to make room for Hermes in my program plan. Maybe on top of a Saturn I derivative... If there isn't, I might get to work on one. I did a personal one with Cormorant Aeronology and it works pretty well.
  2. I'm saving it as a DDS as the windowshine tut recommends, I have a DDS plugin.
  3. I have it so that the windows are white in the alpha channel and the other stuff is black, like the textures that come with Windowshine and its mod support packs. Compare: https://pastebin.com/NTsVRMxB
  4. I have a Cormorant Aeronology patch I homemade to RO-ize the parts, and the cockpit has got an FSTextureSwitch module. I'm not sure if that's the problem (it swaps the cockpit textures between stock, shuttle-like and buran-like) but when I set up the windowshine patch up for it using the example patches as a base, and following the style of the alpha channel editing that windowshine does on the correct textures, the entire cockpit is shiny instead of just the windows and the shadows on it are all screwy. Any idea why this might be? Crossposting this in the relevant threads, this is driving me nuts. I can post the relevant patch on pastebin; here it is. https://pastebin.com/NTsVRMxB
  5. I have a Cormorant Aeronology patch I homemade to RO-ize the parts, and the cockpit has got an FSTextureSwitch module. I'm not sure if that's the problem (it swaps the cockpit textures between stock, shuttle-like and buran-like) but when I set up the windowshine patch up for it using the example patches as a base, and following the style of the alpha channel editing that windowshine does on the correct textures, the entire cockpit is shiny instead of just the windows and the shadows on it are all screwy. Any idea why this might be? Crossposting this in the relevant threads, this is driving me nuts. I can post the relevant patch on pastebin; here it is. https://pastebin.com/NTsVRMxB
  6. I have a Cormorant Aeronology patch I homemade to RO-ize the parts, and the cockpit has got an FSTextureSwitch module. I'm not sure if that's the problem (it swaps the cockpit textures between stock, shuttle-like and buran-like) but when I set up the windowshine patch up for it using the example patches as a base, and following the style of the alpha channel editing that windowshine does on the correct textures, the entire cockpit is shiny instead of just the windows and the shadows on it are all screwy. Any idea why this might be? Crossposting this in the relevant threads, this is driving me nuts.
  7. I heard you guys like Buran. PATCH SOON. Working out some bugs.
  8. [LOG 15:04:00.142] [TR.TextureReplacer] Error: Shader not found: Reflective/Bumped Diffuse I'm getting this error when I try to apply a compatability patch between Cormorant's texture switching mk3 cockpit and windowshine. Here's the patch, and I edited the alphas of the ddses correctly. What gives with my Mk3 cockpit being pink? https://pastebin.com/vmVTsZAa
  9. Oh hey, guess who's making a mostly-reusable shuttle in RO/RSS with a custom RO/RSS config that's not quite done (as RO is still on 1.2.2 and some of the parts in the 1.2.2 version are subject to change)? It's meeeeeeee. I'll be releasing it once I have the Buran parts properly configured as well as the STME and SRBs
  10. I'm trying to make a windowshine compatibility patch (I already edited the textures to alpha correctly) for the Cormorant and SPT shuttle parts, namely the texture-switching cockpit that uses FSTextureSwitch and the radiator cargo bays. However the textures don't apply correctly - the bay has weird checkerboarding effect going on, and the cockpit is bright featureless pink. What did I heck up? http://i.imgur.com/8WXUuAg.jpg Here's the patch I made: @PART[mk3Cockpit_Shuttle]:FOR[WindowShine]:AFTER[CormorantAeronology] { %MODULE[TRReflection] { %name = TRReflection %shader = Reflective/Bumped Diffuse %colour = 0.7 0.7 0.7 %interval = 2 %meshes = cockpit } @MODULE { @textureRootFolder = TextureReplacerReplaced/Default/Cormorant Aeronology/Assets/mk3_Shuttle/ } } @PART[CRG_100R]:FOR[WindowShine]:AFTER[SPT] { %MODULE[TRReflection] { %name = TRReflection %shader = Reflective/Bumped Diffuse %colour = 0.45 0.45 0.6 %interval = 2 %meshes = Radiator 2.001 Radiator 2.004 Radiator 2.006 Radiator 2.005 } } @PART[CRG_150]:FOR[WindowShine]:AFTER[SPT] { %MODULE[TRReflection] { %name = TRReflection %shader = Reflective/Bumped Diffuse %colour = 0.45 0.45 0.6 %interval = 2 %meshes = Radiator2.001 Radiator2.004 Radiator2.006 Radiator2.005 } }
  11. LRB! LRB! LRB! RSS LRB STS, at that. Nearing initial release quality.
  12. Well if you guys want I can post my RF-Stockalike config when I finish refining it to a point where it has an okay balance. I plan to eventually do my own RO patch based on that, too.
  13. https://www.dropbox.com/s/mvi1k06jc1yzgwn/CARFPatchStockalike.cfg?dl=0 Here's that config. It mayyyyyyy be totally wrong.