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Manwith Noname

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Everything posted by Manwith Noname

  1. I think you are over complicating matters. Simply edit the config found in the BoulderCo/Clouds directory.
  2. As the creator of the masks that cover the new SPP wing styles, I will tell you it was a design choice on my part. Due to the nature of how the shader is applied and the manner in which the models are rendered, when I made the mask cover the black edges, the result was a muted colour change. It did not magically recolour the black. As a result, I found the most aesthetically pleasing option was to create a mask that left these areas as they were. This is likely the same choice with the nose cone, though I am not responsible for that mask. Edit: You likely missed the advanced options where you can alter the transparency of the shader.
  3. You have my approval to include any of the stock parts I have covered. This is basically the stockified SP+ parts and the small landing gear. I do have plans to revisit them at some point but that will not be in the near future. I'm kind of waiting to see if any changes get made over the coming updates. As far as the packs for mods, I feel mod packs are best left as seperate installs as not all kerbpainters may be using the same collection of mods. I would however approve linking to the post from the opening thread. This will allow me (or others) to update packs without hassling you to update the link in the OP. I guess there is some crossover with the Procedural Wings I painted and configured as you already included support. I have updated my own files to include the Proc SP+ wings but can't remember if I uploaded the new pack. If you feel you want to include mod support from the base pack, I'm not saying you cannot include them, just that I personally feel the base pack should cover stock and mods be covered by additional downloads. In regard to permissions and licenses, to me this is a bit of a grey area. Technically, there is nothing in any of the packs I uploaded that belongs to a mod author. I did however use a given mods textures as a reference to paint over. Nevertheless, with any mod I covered and uploaded packs, I did seek approval from the mods author to do so if their license required it.
  4. One already exists within this addon along with a stockified version of it in 0.25.
  5. Appreciate the effort but I think in this case it might be a bad idea for a number of reasons. For example, people might not want all the packs, keeping track of what needs updating could be problematic and time consuming. There's also the legalities of following licences, all these packs are bound by the original KerbPaint Licence aswell as the mod for which they apply, as far as I am aware. The best solution I think is for links to each pack be put in the opening post of this thread, failing that a new thread that contains links in the opening post and is maintained as new packs come about (hopefully). I've been meaning to do this, I'm just unsure about where to post it really. These are not really new mods and the concept for the thread would be partly about developing new packs for the multitude of mods out there. I posted about this a while back in this thread. I guess the best place is actually in the Addon Releases. Anyway, here is a link to the current StockSP+ pack which I've updated. See above. Edit: Though the original pack could do with an update in terms of it's config and modulemanager.dll.
  6. No problem, sorry I couldn't work it out but I'll have another look if it has not been resolved when I have some more free time to do so. I only tried some quick ideas out. The above parts are not related to SP+. If you take a look in the Squad folder within GameData you'll find a folder called SPP. This contains the Spaceplane Plus additions to stock. Everything in there should be covered with limitations in some cases. That's not to say I won't look at other stock parts that need attention but getting the old SP+ pack compatible with the new stockified versions is my current priority. There's packs for Procedural Fairing and Wings too. I'll find the link in a sec. Yep, this could be a potential issue. I've not had any problems so far but I did think they may crop up depending on how ModuleManager handles conflicting data. I'm not 100% sure how things stand with distributing a modified replacement for the KerbPaint.cfg. It's easy to correct in your own install if you know what you are looking for (which you obviously do), though it would be nice if the original files/download could be updated. Edit: Here is the original post for SP+ and the Procedural parts. The wings will need an update soon as they now contain SP+ style procedurals apparently. Another Edit: Forgot this post. Another config for more procedural parts.
  7. Yeah, I had a quick look at this and didn't work it out. I don't have blender or any other modelling software so I couldn't check for specific flags to use. I did try things like 000 and 001 but no joy. I'd be inclined to say that's what you want to be trying, the specific flag that is, though don't mix it with deepreplace, incase you missed that in the kerpaint config. Deepreplace just seemed to cover the entire spaceport when all I'd painted was the door.
  8. Alright peeps. Here is a pack that will allow you to paint the new stockified SP+ parts in 0.25. I had the day off so it seemed to be worth spending a few hours adapting the old SP+ pack. StockSP+ It's not completely finished. All parts are paintable. Some changes were simple, others not so simple. If you tried using the old pack with the new stock parts you'd probably have laughed like I did....okay, maybe not. Main areas still needing attention are the new models for the inline cockpit and crew cabin. I'm also considering some adaptation of other parts but we'll have to see how that goes when I've next got a reasonable amount of time to play with it. Hopefully, tidying up and finishing off missing layers will be done early next week once I'm back from my work travels. Also, I should point out, this pack worked for me but the way the parts have been implimented in to stock KSP means some of the models use old stock part names. If you get problems with the short MK2 adapter and a couple of control surfaces (off the top of my head, oh, the Delta Wing too), you might need to find the entry in the original KerbPaint.cfg and delete it. Another also, you might want to delete the old SP+KerbPaint config and shader maps since they are pretty much redundant. The files will stay up as a legacy for those who may wish to continue playing older versions of KSP. Enjoy. P.S. Let me know if I've been completely dumb and missed something really obvious....I've had a few sherberts.
  9. It depends how the mod handles it. SP+ has 2 textures for it's radial intakes, one shader map covers both textures without any complications or extra config entries.
  10. Actually, you make a fair point about module manager, I helped someone get KerbPaint working recently and they didn't quite understand how to install it. I also think the fact they had two MM.dll's might have been a big problem had I not checked my original KerbPaint.zip and found it in there, prompting me to point them to a new version of MM and instructions to delete the old one. I've been meaning to start a KerbPaint Addon thread but was kind of holding out until I had some more shader maps to upload. Been travelling away with work a lot so making maps has been on the back burner.
  11. "This mod is released, for the time being, for no external distribution or revision except where otherwise listed (The paint masks)" That effectively sums up the licence, it's at the bottom of the opening post. Everyone is free to make shader maps, distribution of those shader maps needs to be in agreement with the KerbPaint and the according mod(s) licence. Technically, you are not redistributing any part of the mod though it is most likely you used the mods texture files to derive the shader maps. In terms of the packs I put together thus far, I read their licences and simply PM'd the corresponding authors of the mods asking if they had any objections where it was appropriate. I also offered them the chance to view the files before agreeing should they wish. Some mods come with pretty much free rein to do what you like while others are more restricive, such as the KerbPaint plugin itself. At this point, the KerbPaint plugin does not need any updates because it still works so for now, the fact Texel has not been around is not a big issue. If the mod ceases to function with future versions of KSP then that could be a problem for those of us that enjoy its functionality. Being optimistic, I would hope that Texel checks KerbPaint compatability with each patch, or at least checks this thread to see if anyone has issues that mean the code needs looking at.
  12. When 0.25 hits I will do my best to ensure the SP+ parts put into the game are still paintable in a timely manner.
  13. I agree, seeing a mod you love effectively die through abandonment is a little depressing but the reality of the situation is all mods are worked on through peoples passion in their own free time. Sometimes, strange as it may seem, things beyond the realm of the computer and the internet take precendence. It would be nice to have a notice if things such as this are the case but we should not expect it. Hopefully, Texel will one day return with an awesome overhaul of KerbPaint with a shiney new GUI and features we never dreamed of. It would also be nice if Squad implimented a similar feature in the stock game. Something I have pondered on, maybe if Part makers were more aware of KerbPaint's appeal, they would themselves create their own shader maps? Maybe if it was a feature of the stock game this would happen? Anyway, until then, as and when I have freetime to persue shader map creation, I will. The sad thing is, until the end of November, free time is something I am going to be quite short of.
  14. Well, really, there is no need for the KerbPaint mod to be updated, it still works, although I have an issue with copy/paste sets where it fails to paste the layer setting for whatever is selected (primary, secondary or tertiary). The only thing I would like to see is for the interface to not click through (and it's not alone in that respect, other mods do this too) and maybe some ability to paint all parts at once. I don't think Texel has abandoned the project, it just doesn't need anything done to it in terms of it being functional with current KSP builds. As far as adding support for mods, it's just a mammoth task requiring so many man hours one person could not possibly do this and so they have openly said they would appreciate community efforts in that regard.
  15. No, I am just a guy that wanted to be able to paint mods I use so spent a week learning and making things to do just that. It seemed silly to keep the files to myself when it could benefit the KerbPaint project and users. I do have intention to create further files for other mods (I started working on KAX) but as is always the case, real life gets in the way.
  16. Just to be clear, I did not make the KerbPaint mod, that is far beyond my knowledge of being able to do. What I did was knock together some .png files and a config that can be read by the mod so some other parts can be painted.
  17. I think that's one of the stock adaptors. The Spaceplane Plus ones should work.
  18. I actually did this at the time of creating the SP+ configs but did not upload them because I was unsure of how to check for permission to share them. Texel wrote something that for me was a little vague on whether we needed to seek permission from Squad. Given that this game is designed to be modded and these shader maps do not really contain any of the original textures, though they are derived from them, I have uploaded them. Stock Gear Bay If anyone from Squad or the mods here think that further permission is required feel free to edit this post and remove the link. As for the SP+ pack, hopefully most people are aware this is going to get integrated as part of the stock game (the SP+ mod that is, not KerbPaint and the shader maps). When this happens I will look into checking it still works. To anyone asking about creating shader maps for mods if you browse the pics in the opening post you will find descriptions of what is required. It's not difficult, though it can be time consuming if you are not familiar with graphics packages such as GIMP or Photoshop.
  19. I know the feeling, been having some first world problems myself (Changing ISP has been a nightmare, no internet for over 2 weeks so I am hijacking a friends and got heat issues with my laptop due to age I think). I had considered starting a dedicated thread titled, Kerbpaint Repository for Addons Project, AKA, K.R.A.P. Sue me for my sense of humour The idea would be that people could post which addons they would like covered and those working on them would be able to tell everyone so that the workload would get spread out. All completed projects would get added to the opening post so people would not have to trawl the entire thread. To answer your question, yes, all of the Spaceplane Plus 1.3 parts are paintable with that pack. I had started to work on KAX part before my temp issues became serious enough for me to stop loading intensive graphical programs. Not sure my lappy will like longterm exposure to 100C. Also to note, the SP+ pack has been updated to V1.1 so as to restore cabin light functionality. Thanks to Gaalidas for pointing that out.
  20. Love your fairings but wish you could paint them with KerbPaint? I did some tinkering and made some shader maps with a config. If you have a need for adding some colour, the links are in the KerbPaint thread, here, along with some others you may find interesting.
  21. After wondering why I could only paint some of this modpack with KerbPaint, I fixed the problem and made some shader maps that followed the design scheme of the parts I could. I've posted links to this and a couple of other packs in the KerbPaint thread, here. I'm not Scott Manley, but fly safe anyway.
  22. As a fond user of Spaceplane Plus I created some KerbPaint shader maps for added enjoyment. I've posted links in the KerbPaint thread which can be found here. Cheers for the plane parts Porkjet.
  23. I started playing with making shader maps about a week ago, in the process I had to learn how to GIMP....erm...how to use GIMP. It's been fun! Having seeked approval where necessary here are the fruits of my labour. Procedural Fairings Procedural Wings Spaceplane Plus There's some touching up I might do but there at a point where others may appreciate the added decorative abilities. Enjoy.
  24. I reported this earlier in the week, a couple of pages back in 2.2.0. While the message seems alarming, if you check your logs you'll find it is related to "savegamefixer" which, based on the explanation given for it's function, appears to be nothing major to worry about....hopefully.
  25. I don't know if it is KAS capable by default. I was thinking more along the lines of using MM to create a new seperatron with remote functionality, based on how that remote control part works. Maybe it's not that simple.
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