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Found 49 results

  1. I'm experimenting with making my own parts, and reusing the stock textures to reduce memory usage like what SXT does, but I'm getting a NullReferenceExeption when it attempts to compile the part with any external texture references in the MODEL flag. When I uncomment the texture lines it will work, but falls back to the dummy textures. In unity I have a few materials that use the dummy textures I set up. I'm wondering if I need to use specific shaders or something? I'm using the KSP/specular shaders for them Here are the errors I'm getting: [LOG 09:38:07.498] PartLoader: Compiling Part 'KBM/Parts/Rack/KBM_4U_RCS/KBM_4U_RCS' [ERR 09:38:07.498] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 [ERR 09:38:07.498] PartCompiler: Cannot compile part The contents of KBM/Parts/Rack: KBM_4U_RCS.cfg Rack.mbm hex.mbm hexNormal.mbm rcs.mbm my Config file
  2. Shifted my attention over to custom liveries again... Using Module Manager to patch in the VARIANT module seems to be the best approach, I have encountered one minor snag however and wondering if anyone (or perhaps @SQUAD) might provide some guidance here. The issue involves adding a variant to a part that displays a mission flag. The following code applies the new texture to the part, the problem is... it applies it to the flag as well. I'd like to know how to specifically reference the part body and leave the flag as whatever is being displayed in the SPH/VAB. The snippet of code that sets both the part and the flag to the same texture looks like this: VARIANT { . . . TEXTURE { mainTextureURL = Livery/Livery Name/Skins/Mk1Cockpit } } After studying the structure of the Fairings part files, I know there are ways to specify that a texture be applied to an element of the object, such as the FairingIconShell noted below... TEXTURE { materialName=FairingIconShell mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL=Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL=Squad/Parts/Aero/fairings/fairings_normals } I just don't know how to specifically reference the part for Mk1Cockpit and exclude the flag or specifically set the flag to Alpha or the default SPH/VAB flag? ...any assistance here with the correct object model code references would be much appreciated!
  3. So i made my texturing on a mesh directly in unity, without uv mapping in 3d software. And i set my material to ksp shader, and hit write. Unity Part Tools exported the image textures used on materials but in game it didn't work. Could it be done without UV maps or/ with untextured UVs ? And the materials to be an image texture, applied on the mesh in unity?
  4. Problem

    So, i was about to make my own real engine for RSS, but, the KSP.log said: "[ERR 20:01:18.468] Texture 'RealEngines/Parts/Engine/RD180/SSME' not found!" Note: I was using a KS-25 as my example for my new real engine. Can anyone please help me?
  5. Wyleg's Wonderful Workshop Parts for aircrafts. T-10 Air Intake This intake resembles the one used on Sukhoi Su-27 family of fighter jet aircrafts. It also should fit other replicas such as MiG-31 Foxhound and F-14 Tomcat with this distinctive shape with sharp edges and rectangle-ish frame. Intake is designed to fit stock 1.25m cylindrical jet fuel tanks. Imgur album: link Download: Spacedock CAUTION. Versions are not compatible. If you don't want to lose your craft, detach old intake and save it, then delete the old mod folder and install newer version. W3 Fuselage Texture Custom texture for Procedural Parts designed for aircraft fuselages that fits nicely with stock parts and B9 Procedural Wings. Download: Spacedock
  6. As I'm new to modding, modeling and texturing, I need a bit of help with texture size. The texture shown in the image is a .png file 2048 x 2048 pixels, and is about 48 KB (49,569 bytes when I checked the properties). This seems to prove problematic in Blender, as the textures for each of the tank sides are 256 x 128 pixels. This means I can't fit textures on a t-800 sized tank. Can I reduce the size of the textures in the models (and still have the warning label readable)? Or, am I going about this all wrong, and the texture picture itself is too small?
  7. I was following this guide and everything looks amazing, except the space center, which looks like this. Any ideas on how to fix it? I'm using the mods listed in the guide, except for the last page.
  8. Hi, im having a bit of trouble latley.. It all started with the mod bd armory mod starting to mess about (missing some textures, cause lag-spikes) and crash the game. So i figured that I should just remove the mod, but when i restarted KSP, the textures for Kerbin was gone (and the spacesuit for the kerbonauts). So i removed everything from gamedata (exept "squad"). The problem persisted. This was starting to get on my nerves, so i verifed the game-files, which found 1 error (and corrected it, found 0 errors when run again), but the problem persisted. So finally i reinstalled KSP, and the textures were back. The only ploblem now is that no matter which mod I install, the problem reappears (I have tried bd armory, kerbal engineer redux, Mechjeb2), which is a shame. Appreciate any help, since I prefer playing KSP at least with Kerbal Engineer redux.
  9. Hello! I'm having problems with the games textures. So, whats the problem? Well, when i start the game the textures won't show up correctly after it has booted up. Also, for some bizarre reason when i press Shift + O the textures go even weirder. See the pics below Here is a list i have tried to fix the textures: * Verified game cache thru steam * Uninstalled ALL mods * Tried with mods * Reinstalled the game * Updated GPU drivers and tried older drivers * Tried older versions of the game * Updated Windows and downgraded to an older version Still the problem persists. Also here is my PC specs if you wonder if it has any effect: CPU: i5 6500 GPU: GTX 980Ti RAM: 16GB This pic is just after the game has booted up This happens when i press "Shift + O" Any help would be appreciated! Thanks in advance! - Kryostatic
  10. I wanted to borrow a texture from Squad, so as not to violate copyright and IP, I tried using the following: MODEL { model = Eskandare_Heavy_Industries/Ground_Construction_Addon/Parts/WorkShop/WorkMid position = 0, 0, 0 scale = 1.25, 1.25, 1.25 texture = Squad/Parts/Resources/ISRU/Processor_Large } But it doesn't work. Am I doing something wrong or does this just not work?
  11. Hello, I am Oursshinigami for the project Kerbal Science Innovation. I write this because I need of an other personne for the texture (temporary or not). I have lot of works with my studies (first years in the university ) and I m in a periode of test. I can't work totaly on those 2 mods and like you know, I am not really good in texture. PLEASE HELP ME. Thanks to have read this help message.
  12. I accidentally forgot to backup when I was messing with my textures. Do anyone here has in Squad\Parts\Aero\Wings folder? Now all my airplane wings are black. Please help me. Also, it will be better if you can upload all the stuff in Parts folder.
  13. I was having problems when I was playing Kerbal career with funds. I had this idea to re-texture a part as a billboard and use it some way to get funds in the game. I think someone pointed out that the only way to do it would be to assiociate the part with a contract. I originally envisioned having a billboard on board to generate funds over time. I havent looked at this in a while, I would like to get it working and release it if possible. I have no 3D model making skills but have made numerous retextures for flight unlimited 3 and flight simulator (2002 and 2004) in the past and more recently Company of Heroes 2: So this is as far as I got with Kerbal in January 2016. In the folder in Gamedata I have a cfg, a dds texture and the solar panel .mu file. Sorry if my questions sound stupid, but I have looked and I don't know where to find the answers. First, does need to be in there or is there a way to associate the cfg with the existing solar panel model in the game, so that the doesnt have to be bundled? In order to get multiple billboards would subfolders with different cfgs and texture files be needed or what other ways are there?
  14. Hello guys ! I'm currently working with @HuXTUS on a part. Adding a diffuse and a bump/normal map is very easy but what's up about specular ? Shaders have no slot for that. I just found an 1 year old discussion about that : Is it still the way to add specular ? And moreover, does someone has a great tutorial on how to add this alpha channel to the diffuse (not sure it works with JPG and PNG should be a mess for the game, no ?) Hope to see some help quickly Thanks
  15. Hello forum people (I'm Running out of intros!) I have a question about texture replacer/ texture replacer replaced, and the usi class suit pack. texture replacer replaced seems to not know that i installed it. I also installed the old texture replacer, but that didnt work either. I'm thinking maybe its outdated (the USI class suit is version 1.2.2, and I have an install for version 1.3) Thank you!
  16. So, for the mod I am making, I am trying to make a 2 stars, but I have noticed that it uses a lot of textures compared to planets, does anyone know how to make each of those textures?
  17. {SOLVED}Texture not loading

    I edited a texture in GIMP, and it is not loading in the game. Can someone please help? Texture saved as .dds
  18. I really dont know, came back to ksp, auto updated all my mods, went in game but some of the textures are really buggy and my game crashes alot. Can someone tell me which of the following mods to delete because i have no idea how to check which one is causing the problems I basically had all the mods from here Which one should i delete from this list?
  19. Hello. So i have a problem. Not always, but quite often, when i land on any celestial body (Kerbin included) after getting close to the ground (like 10-15 seconds before touchdown) the ground tiles start disconnecting (clearly showing their boprder lines), and then some of them shoot up to the sky. It looks cool, but unfortunatelly it messes my landings, as all indicators show distance to the tile, regardless if that is the distance to the actual ground. After reaching the tile, it disappears and show up in the correct place just to start rising again. The whole thing is shown in the GIF linked below. The link Have anyone encountered this and if so, do You know what causes it? I have tried to disable all mods that potentially could change anything in terrain (anything that isn't just adding parts), but for now no success and so, here i am.
  20. Hi. I've been trying to replace a texture on @raidernick's Huygens probe with one I edited in GIMP. It's saved as a .dds, though strangely it's five times the size of the original skin, and the edit is just the ESA logo replaced with the NASA logo. I have tried to use Module Manager to perform the texture swap, but nothing I tried work. The texture that the game used would always be the default one. My last MM file looks like this: @PART[rn_huygens]:FOR[RN_US_Probes] { @MODEL { %texture = huygens_main, RN_US_Probes/Cassini/huygens_main_NASA } } I'm not at all familiar with Module Manager, but I did read the tutorial. Tried to use no symbol in front of the texture line and then tried the %, but neither worked. Today, I tried renaming my texture file to the one the game uses. What I got was a Huygens probe that was grey. I'm overall unsure exactly what the problem is since I don't know enough about texturing and Module Management to troubleshoot further reliably with a major time investment. I will likely continue to work at the problem myself, but I feel I'm just missing something simple that a more experienced modder would see in an instant such as a syntax error or misuse of Module Manager config files. If anyone can give me some feedback, I would be really appreciative of that. Overall, I wonder if either my .dds is too large (5.4MB vs 1.3MB for the original file), or my MM file is trying to find the wrong part.
  21. Recently I succeeded in adding some colour bands to the stock engine textures, so one can tell an oxidizer-using jet engine separate from a liquid fuel-using one. Simple stuff; just colourize certain bits and add the texture line to any MODEL configs to replace the stock texture with the edited one. The "Jet" texture is giving me trouble with the Goliath engine. First, the original file name has a space in it, so I'm surprised this even works at all: (Note: Module Manager syntax) @MODEL { %texture = Jet Engines, [path]/JetEnginesOx } For all Mk1 jet engines in Squad/Parts/Engine/jetEngines, this seems to work. For the Goliath analogue, I'm getting an NRE telling me it can't find any reference to an object. The game loads but the part fails to load because of the missing texture. That's interesting in itself because the first time I saw a texture failure I could still get a translucent outline of a part. I'm editing the texture in GIMP, saving the images with DXT5 compression and having it create mipmaps for me. When I go through the Module Manager database afterward, I can find the modded part and verify that the edits I made are correct. The resulting DDS files have the same size and apparent characteristics of the originals. All of the parts in Squad/parts/engine/jetEngines use the same single "Jet" texture file. All of my modded parts from there should use the same edited texture.
  22. Hey guys. Quick question. What font did they use for the big red "USA" on the S-IC and S-IVB and "United States" on the S-II stages of the Saturn V? Google searches turn up the possibility of Armadillo and Helvetica fonts being used on the S-II stage, but nothing on the other stages. I'm just curious so I can do a quick texture edit for the FASA Saturn V parts and replace the KSP and Kerbal States with their real-life conterparts.
  23. For some reason, in the VAB (or SPH), some of the part thumbnails show a white quad in the location of where the flag decal would normally be placed. This isn't happening for all parts (most of them don't show the flag in the preview thumbnail, as expected). This is happening in a fresh, un-modded install. What's causing this? Here's a screenshot exhibiting the behavior:
  24. I'm trying to be clever with asset use (trying to be clever is how most issues start). I have a set of parts that all use the same mesh, and mostly the same texture, so I'm trying to use all the same model, except for different versions, apply a different transparent texture as a label. This should be stock behaviour when using the MODEL{model=, texture=} mesh references. And for the life of me, I cannot spot why it's not working for me. Example part snippet; PART { name = USAFOrionMag012kt920kN module = OrionMagazine author = WinchellChung MODEL { model = USAFOrionTD/Parts/Orion/Magazines/USAFStackable/Magazine scale = 1.0,1.0,1.0 texture = baselabel, USAFOrionTD/Parts/Orion/Magazines/Labels/r1ktlabels } The intention being that I change the texture = line to point at a new label for each new edition of the part. So far I'm just messing with two of them. Dir listings; Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\USAFStackable 2017-03-18 11:33 AM <DIR> . 2017-03-18 11:33 AM <DIR> .. 2017-03-18 11:33 AM 16,512 2017-03-18 11:30 AM 42,598 2017-03-18 11:15 AM 1,398,256 2017-03-18 11:15 AM 1,398,256 2017-03-18 11:41 AM 5,466 part.cfg 5 File(s) 2,861,088 bytes 2 Dir(s) 447,172,456,448 bytes free Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\Labels 2017-03-18 11:46 AM <DIR> . 2017-03-18 11:46 AM <DIR> .. 2017-03-18 11:46 AM 87,486 r09ktlabels.tga 2017-03-18 10:55 AM 87,568 2 File(s) 175,054 bytes 2 Dir(s) 447,172,456,448 bytes free I've copy/pasted the paths, switching \ for /, copy pasted file names without extensions. I've moved the replacement textures to a different folder, converted their names to all lower-case, starting with a letter, tried square textures (it started as 512x128), tried dds vs tga vs png. If the place-holder texture is dds, game loads, no errors in the output_log. But the part just has a blank texture where the replacement should be; If the placeholder isn't dds, then I get errors about null references; PartLoader: Compiling Part 'USAFOrionTD/Parts/Orion/Magazines/USAFStackable/part/USAFOrionMag012kt920kN' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator65.MoveNext () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot compile part And the part doesn't load (Cannot compile part seems fairly clear on that). If I skip the texture = (or comment it out) then the part loads with the placeholder texture. If I apply one of the label textures in unity and compile the mu that way, it also loads fine. Or just substitute the placeholder with one of the actual textures, it also loads fine. So, what I know is it's definitely reading the texture = line, and doing something with the named texture. That bit is working. It just never seems to find the replacement texture. Which suggests there's something wrong in the paths. But I've checked that so many times I can't see there being any typos or what have you there. I'm at the "try stupid things" stage. One thing I do like to do for sticky issues, is write a big long post about the issue so I have to get it clear in my head, on the hope that the process of explaining it, solves the issue. And so far that hasn't helped, except I ran a few extra tests to get the post more complete, but with no greater success than my other attempts. So, gonna step away from the 'puter for a bit. Clean my head with a wee bit of dilute WWII German rocket fuel, and come back to this later.
  25. I'm pretty sure I can change the texture on an asteroid, and I know how to dynamically change textures in KSP, but does anybody know the name of the transform for the asteroid model itself? Basically I need the name of the mesh so I can call SetTexture on the Renderer. Also, what is the name of the texture file for the rocky asteroid texture (and for that matter, magic boulder)? Anybody know? @JPLRepo, can you shed some light on this? Thanks for your help.