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About pap1723

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  1. I was working with the older stuff for 1.3.1, but then decided that I didn't want to design something for that when we will be moving forward. I just recently updated to the newest version of TU that works for both 1.5 and 1.4.5 for me without conflict.
  2. Thank you once again Shadow! This makes things very clear! Now when I am setting my _DiffuseNorm, _MetalNorm and _SmoothnessNorm I understand that they represent the RGB values? I noticed that for your SSTU Texture Set, you have all of them essentially set at 0.5. What do smaller and larger numbers represent?
  3. OK, so I will preface this by saying I should not be messing with textures because apparently, I have no idea what I am doing... That being said as I do not understand the Alpha layer at all. Can anyone give me a little bit of help on how to best setup a DIFF where I want the Color Mask to fully take over (except for some of the details) and a Metallic Mask that doesn't turn my model into a crazy metal object. I looked at the WIki from TU, but apparently was not smart enough to know what you were talking about. Thanks in advance to help out a NEWB.
  4. Can you elaborate more? I have not had that experience.
  5. Ah, I was testing on 1.4.5 and was using the TU that I thought was for that version. I did not see the new shaders in the config there yet. I will test it out and let you know!
  6. Hey @Jebman82 we just released RP-0 (now called RP-1) and we are trying to tie up the install through CKAN. We had referenced a B9 Procedural Wings Modified that is currently on CKAN, but it is broken. Would you be alright if I added your mod to CKAN and included the 1.3.1 version?
  7. The plan is going to be probably starting a new thread. We don't have access to control the OP on this one.
  8. Hello Shadow, Working on 1.4.4 and having some user errors (PEBKAC for sure) I am getting this error: ERROR: Could not locate texture set for name: procDefault Module KSPTextureSwitch threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at KSPShaderTools.TextureSetContainer.getTextureSetNames () [0x00000] in <filename unknown>:0 at KSPShaderTools.KSPTextureSwitch.initialize () [0x00000] in <filename unknown>:0 at KSPShaderTools.KSPTextureSwitch.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 Here is part of the config, cannot figure out what I am doing wrong. // Add the PartModule for switching textures to all procedural part tanks @PART[proceduralTankLiquid|proceduralTankOre|proceduralTankSRB|proceduralTankXenon|proceduralTanksRealFuels]:FOR[zzzProcUnlimited] { MODULE { name = KSPTextureSwitch sectionName = Procedural Tank currentTextureSet = procDefault // Start with the most basic one // Each textureSet is a specific set of textures that can be selected in the UI textureSet = procDefault textureSet = Stringer-S textureSet = InsulatedPlain textureSet = Metallic } MODULE { name = SSTURecolorGUI } } // This is an individual texture set KSP_TEXTURE_SET { name = procDefault title = Default recolorable = true MATERIAL { //shader = SSTU/PBR/Metallic shader = SSTU/PBR/Masked texture = _MainTex, ProcUnlimited/Textures/Default texture = _BumpMap, ProcUnlimited/Normals/Smooth-NRM texture = _MetallicGlossMap,ProcUnlimited/Metallic/Smooth-M-MET texture = _MaskTex, ProcUnlimited/Masks/Plain-MASK keyword = TU_RECOLOR vector = _DiffuseNorm, 0.5,0.5,0.5 vector = _MetalNorm, 0.5,0.5,0.5 vector = _SmoothnessNorm, 0.5,0.5,0.5 } COLORS { mainColor = white //secondColor = black //detailColor = steel } } As usual, your help is greatly appreciated!
  9. This sounds great @linuxgurugamer and we really appreciate it! Currently we are distributing the. DLL from @Raphaello as a download that needs to be installed separately. This hurts some CKAN ease of installation which is all but necessary with a mod of this complexity.
  10. Makes complete sense. I appreciate the great work you have done (and are doing) on SSTU! You have always been helpful enough to us at RO where you don't natively support it, but you have helped us with questions on how the modules / parts work for our own configs. That has been very good for us!
  11. Thank you, I will! Just out of curiosity, why not support FAR as it is a better representation of real aerodynamics?
  12. Any chance that the Space Shuttle Wings could be made to surface attach instead of Snap node attach? Snap node attached wings do not work with FAR and I wanted to include some configs for this.
  13. Yeah, I was being specific in order to try and best explain the specific use case. Your way is much more flexible and has much better long term use for more people than just us. The area in red are representing Blue Skies Technology: It essentially means there is materials and electronics research that are independent of specific applications, but are necessary for more advanced technologies. We have used them to essentially limit things so players cannot rush engines to the end of the tree.
  14. @ev0 I am wondering how hard the following would be: Add a hook into HETTN that basically does this: IF ParentNode contains "materialsScience*" or "electronics*" { Never remove node } Put that feature in that I can backport to a 1.3.1 release Thanks!