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CodeFantastic

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Posts posted by CodeFantastic

  1. Having an issue, but not sure which mod is causing it. Hard to see in the screenshot, but when on the night side of certain planets or moons, the cloud layer becomes a black shell. Though it might have been scatter an installed an older version but that didn't fix the issue. Any ideas? I would really like to keep the white glow over the Mun but if not its not a deal breaker. https://imgur.com/a/5g1vG6H

  2. 2 hours ago, CobaltWolf said:

    What do you mean 'align with the background grid'? I'd check your UV export options and make sure there's nothing weird (exporting at a non-square resolution for example, maybe). I don't use either of those programs but I'll see what I can do.

    Can I see what your model looks like right now?

    This is what I have so far

    https://imgur.com/a/EdpPBuZ

    So I made a texture for one side of the tank tank, as I thought I could just put the image in the UV map, but  the rectangles in the UV map not in order. the UV map split the outside surface into 4 sides,  and two of the sides are upsidedown in the UV map. Not only that, but when using the UV map as an overlay in paint.net, the overlay lines are just slightly off the pixel grid, meaning I can't align the textures properly.

  3. 7 hours ago, CobaltWolf said:

    Neat image! Here's advice from the man himself (KSP's former head artist who pretty much codified what consistency there is to the game's style)

    As for the foam insulation, basically you just need some subtle noise in your normal map - hopefully that gives you some keywords to follow up on :)

    EDIT: Some more thoughts... learn how to bake AO (Ambient Occlusion) to give your parts a less 'flat' look, and definitely download open up the textures on some of the stock parts. I wouldn't base my UV unwrapping techniques off them, but the more detailed parts like the Mk3/Mk2 spaceplane parts are good for reference on style.

    Thanks for the link! It was definitely helpful, but now I've hit another stag.

    When exported the UV map, the "guide lines" don't align with the background grid, which has made it impossible to get my textures to align properly with the mesh. Any ideas on how to fix that? I'm using Blender and paint.net

  4. So I'm trying out modding for the first time, and at the moment I'm just trying to model a fuel tank, but I'm having trouble with texturing. What is the best way to make a texture that doesn't just look flat? I'm trying to go for a orange tank based off this image but I don't know how to go about giving the tank that insulated texture look.

  5. 44 minutes ago, Kerbas_ad_astra said:

    The texture file for the RT20 (shared with the RT10, RT5, Kickback, and BACC boosters) has a proper 'cap' texture; it's just not applied to the RT-20 for some reason.  Similarly, the Kickback S1 booster has little rectangles where the "Loaded" text should go.  (Literally unplayable, @Ven pls)

    Since the escape cover obstructs the Mk1-3 hatch even when it's turned properly and the hatch is open, I don't plan to change it.  I've added Ven's textures as an option to the Making History fairings.

    That's been fixed in development.

    The VSR heat-shield textures are in VenStockRevamp\Squad\Parts\Heatshields.

    ----

    I'm feeling close to ready to make a pull request to Ven for a proper KSP 1.4.x release.  (Those interested in testing can grab the "KSP_1.4" branch from my fork of the VSR repo on GitHub.)  Quite a bit has changed, so I think it's best called 1.10 rather than 1.9.7.  Here's the changelog to date:

    • Adjusted capacity of CryoX and soft tanks so that capacity does not exceed physical volume, and rebalanced masses to 1 kg of tank per 9 kg fuel for CryoX and 1/10.5 for soft tanks.
      • Adjusted LH2 balance patch accordingly, and also to adapt to changes to CryoTanks' balance.
    • Added support for "VSRExclude" flag that parts can add in a patch so that their references to Squad models don't get replaced with Ven's.
    • Added support for new part variant system.
      • New Rockomax tanks (including the X200-48 tank from VSR), FL-R1 monopropellant tank, and fairings (stock and Making History) now have Ven's models and textures added as variants.
        • Updated to ModuleManager 3.0.7, which includes a bug fix that enables those patches.
      • Engines with "tankbutts" now supported as part variants, rather than "fairings".
      • Several node positions adjusted, most notably the Poodle (the top node now matches the stock position, to make it easier to "upgrade" saves) and Bollard (nudged over very slightly, to reduce torque).
    • Engine FX fixed.
    • Ven's aerospike engine model restored.
    • Inflatable crew parts now use the stock system for changing crew capacity.
      • USI and CLS patches updated.
    • Localized all new parts.
      • Broke out "+PART" patches into full PART nodes, so that e.g. FilterExtensions recognizes new parts as coming from VSR.
    • @EmbersArc fixed wheel steering.

    How do I go about downloading your patch? Do I just copy your code into one of the configs? Also, do I need a special program to edit the texture files? Because when I open them in a program like Paint.net, the textures are transparent. 

  6. 30 minutes ago, Shadowmage said:

    Looks like you are missing the dependencies for SSTU, at least TexturesUnlimited is missing (which would cause all textures to fail to load).

    Try installing this release of TU (I think it was the last one for KSP 1.3 -- https://github.com/shadowmage45/TexturesUnlimited/releases/tag/1.0.0.8 )

    Generally though you should have installed everything that was included in the SSTU release -- I made sure to include all of the dependencies, and they were all intended to be installed as they are required.

     

    Edit:  That log actually doesn't even show SSTU as being installed.  Are you sure you got the right log file?  It should be the KSP.log file located in the same directory as the KSP executable (the file is named 'KSP.log').

    Sorry, didn't see your edit. Here's the KSP.log https://www.dropbox.com/s/a5eplh8sjraogjf/KSP.log?dl=0 

     

  7. Not surprised that's the problem, I've had it installed for a week and have been unable to get the mod to work even though I have the launch options in steam set to force open GL. I'll try re-installing it 

     

    Edit: I've installed all the dependcies and re-installed TU. In the steam launch options I have "-force-opengl" (without the quotes), and the models still are not appearing 

  8. 8 hours ago, 4x4cheesecake said:

    Well, thats also a way to change the texture :D Maybe keep an backup of the modified file to replace it again after a KSP update.

    Unfortunately, this is not compatible with Ven's SR, which is unfortunate. 

  9. 18 hours ago, 4x4cheesecake said:

    You can also use TextureReplacer with an self modified version of the original texture file. Just tried it and its actually pretty simple:

    DfLfhph.png

    You don't even need programs like photoshop...I did this with paint.NET^^

     

    That's exactly what I wanted, thanks for the advice

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