Manwith Noname

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About Manwith Noname

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  1. @lk00david Heh, if you're not keen on how it works, why do you want more? The subject of B9 has come up a couple of times and while I suspect it could work, it is likely going to require that the B9 mod itself be rewritten due to it using it's own shaders and recolour system. Given that in the past I had configured some of the original pWings to work with KerbPaint, I took some time to download that and start configuring TU to work with it. There's more to do but it's a start. The curved wing is going to be weird too as I don't think it was ever UV unwrapped, which poses some problems.
  2. It might even be a stock issue. Zooming in I can definitely see clouds and possibly land beneath the haze. Would be interesting to see if Kerbin shows without scatterer or E.V.E installed. Edit: It is a stock problem. Modified the rover probe core shininess and dumped it in a low lunar orbit, you can see Kerbin.
  3. Might be worth mentioning then that I use it all the time and yes, it's amazingly helpful. Certainly beats failing at back porting models in to Blender and trying to export UV. Not that I've done that in KSP but have tried for skinning projects in other games. Usually I end up downloading templates made by others but they can be hit and miss at times.
  4. @Prathtel I had some time to investigate further and it seems using a different version of module manager fixed that problem. So, most likely, the only issue you'll have is with parts that Squad have "revamped". In particular, the old versions of the parts in this image will probably behave strangely (I know the puff does for sure as I found it during the above test)... So, to summarise, current download of the recolour pack, current version of Textures Unlimited (v1.5.8.23) and Module Manager v4.0.3, seemed to work fine in KSP 1.6, part revamp issues aside.
  5. @Prathtel There isn't really a specific version for 1.6.1 as the project just continually evolves with improvements and additions. You can use the latest download which is tested with 1.7.3 and the latest version of Textures Unlimited alongside a suitable version of Module Manager. I've just thrown everything I have, including additions and fixes for 1.8 in a 1.6 install, it caused two problems that I noticed: 1) Certain cone parts have no diffuse textures. This was obviously going to happen as in 1.8 they moved things about which I have adjusted for. You shouldn't need to worry about that with the currently available download as it doesn't contain those changes. 2) Module manager complained about 3 exceptions, these all related to the large stack adapters. Not really sure why on first glance, particularly as I don't think anything has changed here since 1.6 and I don't have this issue in 1.7.3 and 1.8. Now, I'm not saying there are no other issues, just I knew one of these would happen for me and the other was promptly shown by module manager during load. I placed numerous parts in the editor and they all worked, except the large stack adapters. They have variants showing as available but only the stock variants function. I don't really have time to investigate beyond that right now. As a general update, the new 1.8 parts are all done. Textures Unlimited "works" in 1.8 on Windows (there are some issues, though I have not tested it fully, just using it to check new part work) but I'm not too keen on uploading configs until it is officially updated just to prevent people complaining about things that aren't properly supported.
  6. This may have been asked before but regarding the above, is there a limit on the number of sub directories you can specify? As in, is there a reason something like this would be seemingly ignored completely? :NEEDS[ModFolder/Subdir1/Subdir2/Subdir3/Subdir4] I can probably get around it since there is another common element I can use with :HAS but figured I would ask. Edit: Nevermind, coffee kicked in, major brainfart occurred. NEEDS is just checking the folder exists, not specifying to only apply to parts in that folder.
  7. You're welcome. I only really did what I did because I know how much you do. Less time chasing dead ends and all that.
  8. I didn't answer the question because I'm not the person that reported it poorly that you asked. I'm the person that noticed everyone is talking about textures when pink/purple things means shader problems and decided to try and be helpful by saying that, then when it was seemingly glossed over, downloaded the mod, took a screenshot and found the exception. To answer your question though, no, I didn't run the bat file because the folders, model and texture were already in the download. It's not related to the textures or the model being missing. Edit: Oh...Windows.
  9. ....because I think things are being lost in translation... [ERR 16:02:17.952] Module QuantumStrut threw during OnStart: System.ArgumentNullException: Value cannot be null. Parameter name: shader at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader) at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00007] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at QuantumStrut.QuantumStrut.OnStart (PartModule+StartState state) [0x0008b] in <b1aacd4811714817abef10d9efdba621>:0 at Part.ModulesOnStart () [0x00120] in <5b6ca6486e0b47a1bce39cde5a91b986>:0 [LOG 16:02:17.952] [AutoStrut] Material: KSP/Sprite [ERR 16:02:17.953] Module QuantumStrut threw during OnStart: System.ArgumentNullException: Value cannot be null. Parameter name: shader at (wrapper managed-to-native) UnityEngine.Material.CreateWithShader(UnityEngine.Material,UnityEngine.Shader) at UnityEngine.Material..ctor (UnityEngine.Shader shader) [0x00007] in <5aeafee3fea24f37abd1315553f2cfa6>:0 at QuantumStrut.QuantumStrut.OnStart (PartModule+StartState state) [0x0008b] in <b1aacd4811714817abef10d9efdba621>:0 at Part.ModulesOnStart () [0x00120] in <5b6ca6486e0b47a1bce39cde5a91b986>:0
  10. Purple or pink parts usually means a busted shader. Missing textures usually end up just having the model show grey.
  11. I hope this is useful... The wireframe rendering isn't functioning. When flicking through an object, first I get... [ERR 22:19:32.140] minVolume is not supported anymore. Use min-, maxDistance and rolloffMode instead. [ERR 22:19:32.141] maxVolume is not supported anymore. Use min-, maxDistance and rolloffMode instead. [ERR 22:19:32.141] rolloffFactor is not supported anymore. Use min-, maxDistance and rolloffMode instead. ...for thousands of lines, then when it gets to the transform I imagine it tries to render the wireframe for, I get... [EXC 22:19:51.591] ArgumentNullException: Value cannot be null. Parameter name: shader UnityEngine.Material..ctor (UnityEngine.Shader shader) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) KerbalObjectInspector.WireFrame.get_lineMaterial () (at <8977e93cf35e465da3299b06dacf8de8>:0) KerbalObjectInspector.WireFrame.Start () (at <8977e93cf35e465da3299b06dacf8de8>:0) [LOG 22:19:51.596] filter ..which repeats over 40000 lines.
  12. A cheeky grin appears on Bob's face, "Hey guys, we've got plenty of time, that's 8 days".
  13. I thought this was due to the Unity upgrade (as in Unity no longer supports certain formats rather than Squad taking it out of KSP) but it does support more than DXT5 (BC3). It's worth noting, the RGB colour space across DXT1(BC1), 3(BC2) and 5(BC3) is the same. What changes is how alpha channels are handled. In this sense, DXT5 offer the "best" compression method for the alpha channel out of those 3. If you don't need information in the alpha (typically specular data), then you can still use DXT1. I imagine it has got to the point where not many people use DXT3 for the small amount of memory saving and instead just use DXT5 anyway. Also, maybe BC7 is supported now?
  14. @blackheart612 Heads up. The stock nosecones have had a bit of a reshuffle so some of your cones configs are pointing to the wrong place. New path should be... texture = placeholder , Squad/Parts/Aero/cones/Assets/Cones You're just missing the Assets folder. Edit: Oh wow, DXT3 textures too...I hope you have the original artwork so you can just re-export.