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  1. Procedural Parts and its supporting texture packs include a number of interesting textures that are unique in color or styling, or are simply different enough from the others that it can be difficult to use them seamlessly on your craft designs. This texture pack attempts to build sets of related textures around the unique ones, or fill in some gaps in the existing sets. Have you ever wished for more dark red textures to go with the default Mu texture? Or how about the set of assorted black & white blocks and stripes, except in navy blue and white, or soyuz green and white instead? Well, here they are. All textures are derived and edited from default Procedural Parts textures or other texture packages with permissive licenses. Credits for original artwork are as follows: Corestar - MainSailor Skylab - MainSailor Vanguard - MainSailor Charcoal - MainSailor Delphi - MainSailor SoyuzGreen - Chestburster GreySide - Chestburster RedstoneStripes - Chestburster TitanStripes - Chestburster PlainWhite - Chestburster Mu - Dante80 CryogenicOrange - blackheart612 StockEnd - Ancient Gammoner This texture pack is compatible with all versions of KSP that are supported by the Procedural Parts mod. Download from SpaceDock Installation: Merge the included GameData folder with the GameData folder in your KSP folder. These textures require Procedural Parts to function. MainSailor and blackheart612 texture packs are recommended. License: Creative Commons -- Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
  2. So I´ve downloaded this material here: https://www.blendswap.com/blends/view/68707 and I tried to apply it to a project I’m making, I am a beginner on blender, and the material is not even close to what it is supposed to look like. at first, everytimei rendered it just showed up brown with no texture on, then i read on a forum to activate UV maping, and so i did, there wasn’t anything there so i clicked the plus button to create one and now it stays like this: http://prntscr.com/n2b90h I dont know what to dooo ;-; Help!
  3. So, I've been playing ksp for some time and one day most of the textures decided to glitch and stretch out for miles and I wanted to know if this was a fixable problem or common and if it might be my graphics card thats too old to run ksp properly.
  4. Dear Reader, Please could you advise me how or where to change the settings for kerbal helmets. It is just that I want to make them wear their IVA helmets during launch or decent. Kind Regards, Rover 6428
  5. For example, I set orange-grey textures for 1.8 tanks in in the VAB-list, and I want them to stay that way after reloading the game
  6. Hello, how to create textures like stock ones? Textures that match the style and brightness. Stock textures have some alpha channel or sth in it that makes them less shiny and bright. Is there some way to recreate this?
  7. Hello everyone. Some days ago i reinstalled mods and find out some problem with parts miniatures. Steam consistensy check was failed, one file (26kb) was re-downloaded. It didn't resolved this issue. I performed a clear install, but got the same. Check always fails on this 26kb file, if i launched the game after previous check. Installation to another hdd does not help too. I'm not alone in this situation, one man in steam community replied in my topic about same issue.
  8. I'd like to gauge if there is interest in creating a community curated list of VARIANTTHEMEs, which would serve a function similar to Community Tech Tree, Comm. Resource Pack, Comm. Category Kit. The aims would be to prevent redundancy, avoid name collisions, ensure that different mods play well together, and present an overall consistent, well-organized categorization of modded variant themes to players, to achieve a better user experience. What are variant themes? With 1.4+ KSP has gained texture switching as part of the stock game, and the new VARIANTTHEME config node to go with that. Variant themes serve to group together the part variants of different parts, that have the same design theme (i.e. "look-and-feel"). This makes it convenient and user friendly for players to switch multiple parts at the same time, to achieve a particular look-and-feel for the craft they are building. With one click in the "Variant Themes" tab in advanced mode in the editor, the player can apply a theme to all applicable parts on the craft currently being edited, or to set that theme as the default for applicable parts when picked out from in the part palette -- rather than have to adjust each part one by one. These are variant themes. They can be accessed in advanced mode in the editor. The variant themes that are built-into stock KSP are defined in GameData/Squad/Parts/VariantThemes.cfg As an example: these panel parts from the Making History expansion each have three part variants. The part variants are defined in ModulePartVariants of the respective part's cfg files. Using the part action window in the editor, you can switch a part between its variants, but doing it this way only works for one individual part at a time. But each of the available part variants are also associated with a variant theme -- this is themeName or baseThemeName value in ModulePartVariants in the part cfg. Being associated with variant themes allows you to click on these icons: And it will "apply" the selected theme -- all the parts on the craft that have such a variant will be switched to that variant. It is optional to associate a part variant with a variant theme. But doing so is useful and user friendly when multiple parts have variants of the same "theme" (hence the name). Why should I care? If you reskin existing parts from stock or other mods. e.g. Back In Black You would obviously like to have a VARIANTTHEME that corresponds to the look-and-feel that you are creating in your mod. So, you set that up. Great! But wait, you're not done yet! What about the original look of the parts that you have modified? When you added your version, a "base" part variant was also automatically created for the original version of the part. You could just leave that as-is , but then the player won't have an easy way to revert multiple parts en masse to their original design. Okay, so let's create a VARIANTTHEME for that... what should it be called? Reasonable choices might include: "stock", "default", "original", etc. If different mods use different names/themes for the same purpose, it could result in a clutter of redundant themes in the UI, messy and potentially confusing. We should standardize. Furthermore, due to a technical limitation of Module Manager we cannot use a clever MM patch that will "add the 'default' VARIANTTHEME if it doesn't already exist". So, for multiple mods to be able to use the same "default" VARIANTTHEME for resetting parts to the original version, we need that to be defined in a community standardized config that gets included by the various mods as a dependency. Additionally, from a technical standpoint, how to ensure that your mod plays well with other mods? In particular, what if someone else also makes a reskin mod that touches the same parts? How can we prevent "Back In Black" and "Racy Red" from stomping on one another's MM patches? We should explore and develop best practices for how to do this. Electrocutor's guide is a good starting point. If you make (a) part(s) that have different textures to choose from. e.g. Hawkspeed Airstairs You might have different textures that are designed to fit in with stock parts, or various other mods. What should you name the different variants? For starters, do we say "stockalike", "stock-alike", or "stock-like"? Standardizing on a common set of VARIANTTHEMEs would avoid redundancy and confusion. Even if your mod has just one part -- since you don't have a natural "collection" of multiple parts to group together, it might seem pointless to set up your part config to use themes. But that's not true -- it is useful to be part of a standard set of themes, that groups different parts from different mods together if they offer the same "look" -- it enables easy texture switching by the player. And when it comes to textures for matching with other mods, there are further considerations. Consider my airstair part -- in addition to stockalike option, it comes with an alternate texture that matches the unique look of Firespitter bomber parts. Those parts aren't shipped with any variants, so okay, I go ahead and label my texture "Firespitter". ... but what if a reskin mod comes along and adds a new variant on top of the original Firespitter parts? They can call their new variant whatever they want, but if they file the original Firespitter look under "default", then we have one theme (the "look") split into two different themes (VARIANTTHEME) -- a player would have to pick "default" to reset the Firespitter parts back from the reskinned version, whereas for the airstair it is the "Firespitter" option. Not very intuitive. If you make parts that don't have alternative textures, but come "in a set" -- stockalike, or your own unique design. You might think this is none of your business, but hang on. If other modders create additional textures to reskin your parts, wouldn't you like to have a say over what the original look of your parts should be filed under? For instance, stockalike mods (e.g. Airplane Plus) may prefer to be grouped with other mods' parts under "stockalike" rather than a meaningless, generic "default". Whereas in the case of a mod whose parts have a unique aesthetic (e.g. keptin's original KAX textures) it may be appropriate to specify its own VARIANTTHEME. Although the mod itself doesn't ship with any variants, and thus doesn't initially have any use for the theme, it provides: a) a target theme for other mods to group their "compatible" variants under, and b) if someone else makes a reskin, then the original look can be placed under this theme, along with those from (a). - * - * - * - To kick things off, pinging a few people that this might be relevant or interesting to (based on threads/conversations I've seen elsewhere in the forum) @Electrocutor @XLjedi @Rodger Please discuss, etc etc.
  9. As you can see, the part texture on left column is missing, how to fix it?
  10. It seems KSP 1.4 is not prepared to use the ForceDx11 or D12 options. I have been using the force dx11 on previous versions of KSP without issues. DX11 helps a lot with memory consumption
  11. In the last days I have been running around the forums searching for a way to add textures to the module TextureSwitch2 (Firespitter) to the fairings from Procedural Fairings parts.I found a very old mod from 1.1.x called Procedural Fairings for Everything, which main objective was to collect and merge different texture mods for fairings into one.I gave a look inside of the folder and it was quite a mess.I am trying to make a more polished version of it for myself but I can't get around a thing that is quite anoying: Some fairings have the "Payload Fairings - [...] [Procedural]" and some don't.Anyone has any idea where I can find the file that adds this thing?(So I can remove it and rebuild it to be more specific). On another side I would like this to become a thread on where to discuss the problem of textures for Procedural Fairings and to make a standard guide on how to make and plug them into KSP.
  12. I'm trying to make a mod pack but surprise i suck at making textures so I'm looking for some stock or stock alike textures i can use as references. Does any one have any stock alike textures they are willing to allow me to use as REFERENCES on how to make stock alike textures?
  13. Hammer Tech's Skybox v1.1 Bring Kerbin to the Andromeda galaxy! Original work by @Hammer Tech. v1.1 Updated for Texture Replacer Replaced 0.5.1. This breaks compatibility with Texture Replacer 2.4.13. Dependencies Texture Replacer Replaced Downloads SpaceDock License Considering legalities. So, it's finished, but I want to be sure I have the right to do this under licensing and such. Seeing as many textures were just posted with a link to a download, I'm not sure if a license is automatically assumed, or applied at all.
  14. Is it possible to use animated textures for the planets? I'm sorry for my English!
  15. How do people generally make dds textures? I use the GIMP-dds plugin, but my dds textures never work. I would like to know if I'm doing something wrong, or am I just using the wrong thing. Just to clarify, this is about planet textures so I'm tagging @Thomas P., @Sigma88, and @Gameslinx. Also tagging @The White Guardian, because he uses GIMP for his textures.
  16. Hi! I'm not quite sure if this is the right place to ask this questions but anyway (: I'm writing a random planetary system generator for KSP. It is an app written in C++ and designed to randomly generate a whole solar system with all necessary configuration and textures. For importing everything into a game, it uses Copernicus. The whole idea is to make it as simple as writing configuration for a generator, launching an app and copying results into gameData. So obviously I can't use any external editor to generate textures for the system. So far I've managed to generate random properties and terrain without major problems. But I've encountered two major issues with : 1. Normal map generation. 2. Creating simple Copernicus configuration that just adds planets with all necessary properties and PQS mods. Problem with normalmap is quite weird : My generator uses LibNoise library to create random terrain and then lodePNG library to convert results (BMP file) into PNG. Example generator output : Heightmap : Colormap : Normalmap : Unfortunately, the map view is broken (Planet looks like ideal sphere without any mesh) : Also, something is not right with the planet shadow : It is probably caused by a wrong normal map. But I have no idea how to fix that. The second problem is connected with Copernicus configuration . Generated copernicus cfg looks like this: @Kopernicus:AFTER[KOPERNICUS] { Body { name = Cyran Template { name = Moho removeAllPQSMods = true } Properties { description = This planet was randomly generated radius = 370000 geeASL = 0.6 rotationPeriod = 525178.380846 rotates = true tidallyLocked = true initialRotation = 0 isHomeWorld = false timewarpAltitudeLimits = 0 30000 30000 60000 300000 300000 400000 700000 ScienceValues { landedDataValue = 2.484671 splashedDataValue = 2.757956 flyingLowDataValue = 2.402657 flyingHighDataValue = 2.481151 inSpaceLowDataValue = 2.797260 inSpaceHighDataValue = 2.140740 recoveryValue = 2.842828 flyingAltitudeThreshold = 12000 spaceAltitudeThreshold = 2.289556 } } Orbit { referenceBody = Sun color = 0.415686,0.352941,0.803922,1 inclination = 1.27 eccentricity = 0.0127567 semiMajorAxis = 409355191706 longitudeOfAscendingNode = 259 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 2.27167344093323 epoch = 99.6799999999973 } ScaledVersion { Material { texture = randomSystem/Cyran/Cyran_color.png normals = randomSystem/Cyran/Cyran_normal.png } } PQS { Mods { VertexHeightMap { map = randomSystem/Cyran/Cyran_height.png offset = 0 deformity = 12000 scaleDeformityByRadius = false order = 20 enabled = true } VertexColorMap { map = randomSystem/Cyran/Cyran_color.png order = 20 enabled = true } } } } } Configuration structure is defined in generator source code. Only parameters are changing (they are randomly generated). Problem is that heightmap looks quite nice but resulting terrain does not. It is surprisingly boring and flat. My question is: What kind of Copernicus configuration structure I should use to get nice terrain out of heightmap? Please excuse bad english (:
  17. Hello, Could someone please help me create planet textures?
  18. Taking a step back from the "Basic Parts" tutorial which makes the assumption that I wish to add new parts... Is anyone else doing anything with just painting the existing parts by modifying the .dde texture files? It seems apparent to me that I'm coloring something (a texture file) maybe not meant to be colored? ...and wondering if I'm taking the wrong approach or if this is frowned upon as infringing on other people's work? I like to work with the stock parts... but had this idea for a cute Green Cherubs flight team and just had to paint them accordingly. I would like to release a mod for my Green Cherubs flight team which is basically just repainting the stock parts, but I also don't want to offend the Squad devs and/or original authors (PorkJet, NovaSilisko) by releasing a mod that is just their parts with a painted .dde file. Any thoughts? I have not tried to reverse-engineer my way back thru Unity by attempting to reload a .mu file, not even sure if that's possible? Anyone know if the underlying parts already allow for a base color layer? ...if I could get the mesh outline of the part file that would be wonderful. My preference would be to have a clean color map layer for livery and leave the texture file either untouched or maybe polished up a bit for a glossier airshow finish. This is basically what I'm doing:
  19. Dear people, The tutorial @Poodmund suggest me to watch really helped but now I got another problem. I made a texture for the gas giant but there is something I'm missing. It's hard to explain so I'll just show you: https://postimg.org/image/p9kulykod/ The texture has this line. I mean, it doesn't blend well. I don't know how to explain it but I'm guessing you can see it for yourself. Hopefully somebody can help me with this! Thanks for taking a look
  20. Created a new mod to save graphics memory! Without sacrificing parts or texture quality, this mod unloads and loads textures on the fly! Increase texture resolution to max again! Now with updating loading while textures/parts load, IVA texture handling, and caching the full-sized textures! No duplicate textures are loaded into memory! Fixed certain parts, now unloads only once new textures are loaded. DTL disables ATM now, as there are conflicts. On DirectX 9 with tons of parts, the system memory went from 3205MB down to 2520MB! DX11 and OpenGL use graphics memory first, and system memory for spillover, so if you use these graphics platforms, this will not likely show anything on system memory unless you use LOTS of part mods with big textures, or have small available graphics memory. Side effects include: increased loading times at start Slight lag when adding new parts when building craft Increased loading times when launching new crafts VAB/SPH low res "icons". Adding many more mods and/or maxing texture resolution Download Here: https://github.com/rbray89/DynamicTextureLoader/releases/tag/DTL-1.1-1 Currently broken due to unity bug. Working on fix/workaround. This is done in my spare time, and any contribution helps! Source: https://github.com/rbray89/DynamicTextureLoader License (MIT): https://github.com/rbray89/DynamicTextureLoader/blob/master/README.md
  21. I am not sure if there is anyone out there who is as OCD as myself. I really want to see a texture where the underbelly of a space plane has black tiling for it's heat shield. There are a bunch of mods that exist for space planes like MK2,3 expansions and the MK4 system. However none of them have the option to have a texture like this. Is there anyone out there in the forums who feels the way I do on this or has any desire/plans to implement some sort of a change like this?
  22. Hey guys, I am trying to get the atmosphere on Kerbin looking good but I am getting blocky clouds with sharp edges and bugger all atmosphere glow from orbit... I have EnvironmentalVisualEnhancements, Scatterer and TextureReplacer installed. I am wondering if there are settings that can be adjusted for these mods or is it possibly limitations of my Graphics card? I have a GTX 960 with 2GB ram on it (my system has 24gig ram). I am trying to attach a screen shot but I can't see a button anywhere to attach a pic (only a url link) Any help would be greatly appreciated
  23. Creating Procedural Planet Textures (Heightmap & Colour) using Adobe After Effects Abstract To create an Adobe After Effects template that will allow for the generation of Planet/Moon Heightmap and Colour Maps for use with KSP by utilizing fractal noise layering to allow for ease of use by those that may not understand noise generation or subsequently, PQSMods/libnoise functions. The Adobe After Effects project can be download and used from here: https://www.dropbox.com/s/zss8ydp80zm6h7b/Planet Textures.aep?dl=0 ----- I recently rediscovered the power and effectiveness of After Effect's Fractal Noise libraries whilst working on unrelated projects and considered that it would be a powerful tool when used to create base textures for planetoids in KSP; if utilised correctly. Due to the way After Effects generates the noise, most noise created would be generated outside of the -180 to 180 degrees phase and therefore would not be seamless in the workspace and also the noise is created in a rectangular image space and therefore there would be significant 'pinching' distortion at the poles. To rectify this, the noise image space can be distorted using polar deformation to remove this issue and finally some manual seam blending can be introduced using a small mask to cover any inconsistencies that blends in with its surrounding environment. Finally, the resulting greyscale heightmap can be colourized depending on the lightness using a custom gradient scale to create a coloured ScaledSpace texture that varies with colour proportional to altitude. These textures can be rendered out of After Effects (at 8192x4096 in the attached project) for further use within KSP or for additional image manipulation work. The greyscale heightmap can be passed through a normal map generator to give you the bump map to be used in-game (remember that KSP uses inverted Red to the Alpha channel and the Green channel duplicated to RGB). Anyway, I have done some quick and dirty previews as to what can be achieved with not a terrible amount of effort, as you can see, bodies with complex and noisy terrain can be generated alongside those with mostly flat, rounded slopes: The above planetoids have all been generated using textures rendered straight from After Effects with the normal maps used being from the http://cpetry.github.io/NormalMap-Online/ tool by utilizing the greyscale heightmap. Above is a preview of one of the example bodies shown from Front, Left, Back, Right, Top & Bottom respectively to show the total lack of polar 'pinching'. Mini-guide Below I will list the respective stages of the process within After Effects to allow for the easy use of the attached project above. Panel 1: Noise Layers In this panel, you are required to generate the main features of the terrain by using multiple layers of fractal noise to build up a greyscale, rectangular base for your heightmap. As you can see, in the example above I have layered 6 noise layers to create the shown effect. The parameters listed against the Fractal Noise effect can be changed to alter the generated noise to your liking with a dynamic preview being shown in the composition work space. Ensure to layer blend your multiple noise layers to obtain the result you desire. Panel 2: Polar Distortion This panel requires no input by the user and simply takes the generated image from Panel 1 and applies the polar distortion required to create an even and consistent terrain distribution at the poles. Panel 3: Seam Blend for Heightmap The source image from Panel 2 is shifted horizontally by half a phase to show the seam error in the center of the image space. The mask in this composition can be resized, the feather adjusted and the opacity altered etc. to try and completely remove the seam whilst maintaining a good transition in the terrain on either side. This process can be seen below: This finalizes the greyscale heightmap for your body. Panel 4: Colourization The Colorama effect is applied to the source image from Panel 3 that allows you to create a gradient map that is directly proportional to the brightness of the texture. Many effects can be created here in the way that LUTs are used to colour terrain maps, realistically or not and even to reflect habitable Earth-like worlds. In the example below a simple rocky style gradient has been applied. Panel 5: Spherical Preview In this panel, you can rotate the colour map on the X, Y and Z axis (Y axis being the most useful) to give a real time preview of the body as a sphere. ---------- Once you are happy with your terrain maps, simply add Panel 3 and 4's composition frame to the render queue and generate your heightmap and colour map textures respectively. Ultimately, a Kopernicus config will be required to be written to use your textures to create the body within KSP. ---------- Disclaimer: I appreciate the fact this may not be a desirable way to generate terrain for use within KSP as basing your terrain of a heightmap texture can cause some rough, pixel'y terrain at the pixel boundaries... especially on larger bodies. Nonetheless, PQSMods still remain a confusing matter to many people and this method may be "good enough" for some to achieve the results they require. I post this up as a fleshed out proof of concept and nothing more.
  24. What mods should I use to make KSP as beautiful and realistic looking as possible.
  25. Basically, as the title says. The normal textures are OK and the graphics are kinda meh. Gameplay is fine at the moment but I'd like to see something more appealing so are there any mods for this?
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