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[1.3.1 & 1.4.5] Realism Overhaul v12.5.0 [08 Jan 2019]
pap1723 replied to Theysen's topic in Add-on Releases
@linuxgurugamer They are untested as far as I know, but there is no reason that most of them should not be.- 1,144 replies
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@linuxgurugamer I created a PR for Quick Search. It allows you to right click in the Search bar to delete all of the text. This is a feature that is very popular in Modded Minecraft with the JEI mod and is a nice QoL thing to have.
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[1.6.x] Textures Unlimited - PBR-Shader, Texture Set, and Model Loading API
pap1723 replied to Shadowmage's topic in Add-on Releases
Hey @Shadowmage I have been working on some more textures and applying them to Procedural Parts. Here is a request I have for TU: Can you make it so the Texture Sets can be created (to a degree) in the editor menu? What I am really looking for is the ability to choose a NRM, DIFF and MASK as selectable options. The base MET, SMOOTH and AO would all stay static, but the rest could be built on demand. This is what I am trying to accomplish, you might have a better way to do it... So I have a MASK that I call Checkers. It is a simple 2x2 grid that has a checkered pattern similar to the early V-2 rockets. With the way procedural parts works, I would love if these could be combined with other options. So I want to have the checkered available with a Smooth (no bump) Normal, a Stringers Normal, a Foam Normal, etc. If TU already has this functionality (and can build the texture sets somewhat on demand) then can you point me to the spot in the code I should look at to call externally so I could build this on demand into Procedural Parts? THANKS! Pap -
[1.6.x] Textures Unlimited - PBR-Shader, Texture Set, and Model Loading API
pap1723 replied to Shadowmage's topic in Add-on Releases
Great! Thank you, this will save a lot of memory and work. -
[1.6.x] Textures Unlimited - PBR-Shader, Texture Set, and Model Loading API
pap1723 replied to Shadowmage's topic in Add-on Releases
Probably a strange question @Shadowmage but will TU get angry if I have a normal map that is a different size (different dimensions) from a DIFF and a MASK? -
[1.6.x] Textures Unlimited - PBR-Shader, Texture Set, and Model Loading API
pap1723 replied to Shadowmage's topic in Add-on Releases
Hi @Alioth81 I have been working on creating TU support for Proc Parts as well. I have a repo but will be resuming work on it soon. See here: https://github.com/pap1723/ProcUnlimited -
[1.6.x] Textures Unlimited - PBR-Shader, Texture Set, and Model Loading API
pap1723 replied to Shadowmage's topic in Add-on Releases
Hi Shadow, I have started to look at this again as we near release for 1.4.5+ and I was hoping I could still get your help. I have attached the files I want to use to make up one of the texture sets we will have. Can you let me know how to organize them to work best with TU? I have access to GIMP and Photoshop and I can see the different channels, but as a graphics idiot, I am not positive how to manipulate them properly. For example anytime I put textures into an Alpha channel, it just changes the transparency. Thanks! These are all based on the SSTU ones. I want to essentially simulate what you have with SSTU where the textures do not have any color, the color is all dictated by the Color Switching GUI setup. Mask: https://github.com/pap1723/ProcUnlimited/blob/master/GameData/ProcUnlimited/Masks/Redstone-L-MASK.png Metallic: https://github.com/pap1723/ProcUnlimited/blob/master/GameData/ProcUnlimited/Metallic/Smooth-L-MET.png Normal: https://github.com/pap1723/ProcUnlimited/blob/master/GameData/ProcUnlimited/Normals/Smooth-NRM.png Texture: https://github.com/pap1723/ProcUnlimited/blob/master/GameData/ProcUnlimited/Textures/Default.png -
[WIP][1.6.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]
pap1723 replied to Shadowmage's topic in Add-on Development
Please let me know your results. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
pap1723 replied to Ven's topic in Add-on Development
That would be excellent! -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
pap1723 replied to Ven's topic in Add-on Development
@Kerbas_ad_astra Would it be okay if we fork your 1.4.4(5) version into the Realism Overhaul repo in order to properly release it on CKAN so users can install easier? -
[1.6.x+] Contract Configurator [v1.27.1] [2018-12-28]
pap1723 replied to nightingale's topic in Add-on Releases
Thank You!! And NathanKell says hello!- 4,539 replies
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[1.6.x+] Contract Configurator [v1.27.1] [2018-12-28]
pap1723 replied to nightingale's topic in Add-on Releases
1.27.0 works like a charm on 1.4.5 with no warnings or errors in the log- 4,539 replies
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[1.6.x+] Contract Configurator [v1.27.1] [2018-12-28]
pap1723 replied to nightingale's topic in Add-on Releases
Let me test it out and I will let you know!- 4,539 replies
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[1.6.x+] Contract Configurator [v1.27.1] [2018-12-28]
pap1723 replied to nightingale's topic in Add-on Releases
Thanks @nightingale What are your thoughts on us backporting one of your releases to 1.4.5? We are trying to get it listed on CKAN so we can release RP-1 for that version.- 4,539 replies
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[1.6.x+] Contract Configurator [v1.27.1] [2018-12-28]
pap1723 replied to nightingale's topic in Add-on Releases
We are looking to add some "downrange" missions to the setup we have. Essentially, we want to have the player reach a distance AWAY horizontally from the launch site. My thought was that we could use the Waypoint Generator, but since we have many different launch sites, just setting it as a distance from the KSC would not work great. Ideally I could use the current location to then set a waypoint from that. Is that possible? Or is there a better way to accomplish my goal? Thanks!- 4,539 replies
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