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Shadowmage posted a topic in Add-on ReleasesTextures Unlimited The Textures Unlimited addon brings the Unity 5 Standard shader functions to KSP along with a suite of utilities for loading shader and model asset bundles, and a host of shader and texture-related functions to support them. It does not add any new part or textures by itself, but is intended to be used and distributed by other mods who do not wish to develop their own plugin code or shaders. Features: Asset-Bundle Shader pack loading system Reflection Probe Manager - updates the reflection probes in a fashion that works in KSP, with quality and performance configuration available Reflective textures are fully supported through the PBR shaders Texture Replacement system - replace the textures on any .mu model, in a mesh-by-mesh fashion; complex material arrangements fully supported TextureSwitch module - includes a simple texture-switch module that can be added to parts through MM patches to facilitate in-game user-driven texture switching User-driven 'recoloring' system for parts. Define the pattern on the part through a mask texture, and let the user specify the color scheme. Legacy and PBR versions available. Requires special texture and shader setup. Asset-Bundle Model loading system -- supports loading of BlendShape/ShapKey models compiled as AssetBundles (and/or any other model). Supports loading of models using non-KSP shaders. List of included shaders; all are compatible with KSPs part-highlighting and thermal glow functions: SSTU/PBR/Metallic -- Unity 5 Standard-Metallic workflow, diff/met/nrm/ao/glow SSTU/PBR/MetallicTransparent - Same as above, but with transparency/opacity support. SSTU/PBR/StockMetallicSpecular -- uses stock Diff-spec(a) texture, with user-provided MET maps. Aimed at converting stock parts to PBR rendering. SSTU/PBR/Masked -- PBR-Metallic based 'recolorable' texture system SSTU/PBR/Solar - Subsurface-Scattering based back-lit solar panel shader. Uses a GLOW/thickness map to determine backlight effect, along with several tunable shader parameters. SSTU/Masked -- Legacy Diff/Spec based 'recolorable' texture system SSTU/SolarShader -- Legacy Diff/Spec solar-panel shader. Includes a GLOW map for a view-direction dependent back-lit effect. Scatterer / EVE / SVE fully supported. Any/all of these functions are optional. Use only the features that you want or need. Potential uses Mods wanting to use PBR textures and rendering for their parts Mods needing custom shaders for their parts Mods needing BlendShape/ShapeKey animated models PBR stock-conversion mods Downloads: The latest releases will always be available from: https://github.com/shadowmage45/TexturesUnlimited/releases Dependencies: Requires Module Manager (not yet included) Requirements: TexturesUnlimited currently requires the use of the either the DirectX11 or OpenGL-Core graphics API. This may be activated by using the '-force-glcore' command line option to launch KSP. Other graphics APIs will 'work' (DX9, legacy GL), but will have rendering errors. User-created Configs and Texture Packs: (PM me to be added to the list, not required for use): Used in the following mods: (PM me to be added to the list, not required for use): Legal/Licensing Licensed under GPL 3.0 or later (https://github.com/shadowmage45/TexturesUnlimited/blob/master/LICENSE). Source for the plugin and shaders are provided online at: (https://github.com/shadowmage45/TexturesUnlimited) You are free to use and distribute this mod as long as the terms of the license are followed. Generally speaking this should place no restrictions if an unmodified copy is bundled in full and included in third party mod's releases. Modified copies are subject to further restrictions as are detailed in the license. Examples Examples of some of the capabilities of the shaders (all examples using parts from SSTU) PBR - Reflective and semi-reflective (reflections can range from mirror-sharp to dull based on texture setup) Masked/Recoloring (PBR and legacy versions, require special texture setups) Back-lit Solar Panel Shader + PBR shaders (+EVE + Scatterer) (solar panels still using legacy backlit shader) Reflection of surroundings; colored ambient light handling Technical Support All requests for support must be done through the GitHub issues page: https://github.com/shadowmage45/TexturesUnlimited/issues All issue tickets must be accompanied by a KSP.log file Known Issues DX9 Has cube-map blurring problems with PBR shaders, results in sharp lines in reflections even on non-reflective surfaces -- use OpenGL This is a Unity Engine problem, and not one that can be solved or worked around by plugin code. Unity does not expose the hardware based convolution functions that would be needed (and it may be those functions that have issues with DX9). DX9 Has incorrect faces in cube-maps, resulting in very poor reflections. Kerbals and other vessels are not visible in reflections. Momentary lack of reflections upon scene load. Any other issues listed on the issues tracker: https://github.com/shadowmage45/TexturesUnlimited/issues Future Plans Documentation on shaders properties and texture setup Documentation on configs for shader and texture replacement and texture switch module Shader variant integration -- use keywords to drive shader features. Don't sample/process features that aren't needed (more optimal rendering). More comprehensive texture-replacement methods; skyboxes, kerbal suits, ksc buildings? Possible inclusion of post-processing support, at least bloom Investigation of HDR rendering support in KSP Credits / Contributors @Lilleman for his original work on using PBR shaders in KSP. While I didn't use any of his code directly, I did learn a few things from it. @HaArLiNsH for his updated/maintained TextureReplaceReplaced, which provided valuable insight into the rendering setup used by KSP @shaw for his work on TextureReplacer (legacy), and @rbray89 for his original work on the reflection code. @blackrack for including workarounds in Scatterer that allow for integration with TexturesUnlimited (by using the TR reflection camera naming scheme). @Electrocutor for his work on the Stock conversion patches, and for helping track down issues with the code/configs/shaders.
Malah's Stock configs are configuration for Module Manager to keep a savegame without plugin's parts You can download all of my mods on SpaceDock, on GitHub or some on KerbalCurseForge. All my mods can be installed with CKAN and are KSP-AVC compatible. Released: [1.1.X] StockSCANsat [v1.02 - 2016.04.22]: SCANsat with only stock parts [1.1.X] StockRT [v1.33 - 2016.07.21]: RemoteTech with only stock parts [1.1.X] StockPlugins [v1.22 - 2017.01.14]: No new parts from DeadlyReentry, Graphotron, KerbalEngineer, kOS, MechJeb, Protractor and Telemachus [1.1.X] StockNoContracts [v1.03 - 2017.01.14]: Block all Squad's contracts * Currently, I work on these configs, an update will be released soon. Known bugs: If you like these tiny mods you can consider a little donation... StockSCANsat What is it ? StockSCANsat is a ModuleManager config file which adds the possibility to use the SCANsat mod without the additional parts. This config file requires SCANsat v16.X and ModuleManager v2.6.X. This config file support Asteroid Day mod, the Contract Packs: SCANSat and PartUpgrade mod. Download: SpaceDock Github More informations: StockRT Hello, I couldn't imagine playing Kerbal Space Program without RemoteTech, but I didn't want too many parts on my savegame. I decided to release a Stock RemoteTech as I thought it might help you too, feel free to do whatever you want with this, it is easy to use and easy to edit. What is it? StockRT is a ModuleManager config file which adds the possibility to use the RemoteTech mod without the additional parts. This config file requires RemoteTech v1.7.X and ModuleManager v2.6.X and support Unmanned before Manned. Download: SpaceDock Github More informations: StockPlugins What is it ? StockPlugins is several ModuleManager config files which adds the possibility to use a plugin without the additional parts. StockPlugins support DeadlyReentry, Graphotron, KerbalEngineer, KerbalGPS, kOS, MechJeb, Protractor, RocketWatch and Telemachus. You don't need all these plugins for the use of StockPlugins. If you want that it supports an other mod, you can just make a request here This config file requires ModuleManager v2.6.X. Download: SpaceDock Github More informations: StockNoContracts What is it ? StockNoContracts is a ModuleManager config file which disables all stock contracts types. You can easly edit it to enable the contract type that you want to keep. This config file require ModuleManager v2.6.X. Download: SpaceDock Github More informations: