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Found 52 results

  1. SPC - Spaceplane Corrections Hello everyone! Personally I've been pretty annoyed that a number of stock parts don't have matching colors or shades. There are two generic white coats used for splaceplane or rocket parts, and there are at least five different shades of gray used for trim (Mk1, Mk2, Mk3, Spaceplane, Airliner, etc...). This really bugs me when building intricate craft so I decided to fix this with FireSpitters texture switch plugin (FSTextureSwitch2) to add a widget to swap between textures and trim colors, as well as fix a number couple of misaligned textures and add a few aesthetic changes along the way. I hope they suit your fancy This mod is dependent on the Firespitter plugin maintained by @RoverDude and ModuleManager maintained by @sarbian. Thank you all so much for making this mod work. Make sure to download and install the latest ModuleManager.dll! Firespitter is bundled with the download. Complain about mismatched textures here! It's the best way for me to find and fix them. Trim change gif example: Flap retexture gif example: More images: -Embed links seem to be broken There's a lot more that isn't mentioned or shown in those images (I.E. retextured the blue nosecone and small decoupler, etc). Check the SpaceDock version history for a much more complete list. Download: SPC v0.19 (Spacedock) License: This mod is published under the MIT lisense. View it here. Things to do Tell people to give suggestions. ??? Well, that's all for now folks! Thanks for the read, and I'll see you all later. - Avera9eJoe
  2. Does KSP only allow the use of squared textures (512x512, 1024x1024 etc)? I have a part which uses a 2048 x 1024 texture, which will not load at all. If I remove the texture from the material in unity, the part loads up fine. Not sure if this is wanted by the devs or a bug, is there a way around this? Using a squared texture for this model would really be a big waste of memory, but I don't think I have any other options..
  3. Hello, I need help to update/remaster the textures of the KerbalGalaxy mod, the plan is to improve the quality of these as much as possible, if you want to help me comment on this thread! Link to original thread HERE Link to Remaster HERE If you want to help me here are the textures
  4. So I was going through some older mods looking for interesting things to use with stock texture switching. And I came across this awesome old ESTES parachute pack by Narhiril . I thought it would be perfect to set up texture switching so they are all available in one part for the Mk16 chute. The mod was last updated for V-1.2.0 . This is basically just a texture pack the chutes work fine and the textures are in dds format but I get this effect in the game. I think I have seen this before does anyone know what needs to be changed on the texture sheet to fix this ? I assume it's some layer that needs to have transparency value or a colour change to fix the problem? I'M completely incompetent when it comes to artwork or working with textures. I am also handicapped by being on Linux with Gimp "sorry" no Photoshop. I was hoping its something easy I can do by just clicking a layer and changing a value or something ? If any of you texture gurus know what I need to do I would appreciate it. If not no problems I wouldn’t expect anyone to spend any time on the problem . this was just something I was going to do for myself and if there isn’t a easy fix I'm certainly not going to. "Thanks"
  5. Hi all I am working on a little mod, called "KKL - Kerbal Kustomz Ltd". It currently consists of a little GUI for actions I require a lot. So I know C# to a degree I actually can do something in Unity/KSP. Now what is far more intense is my "IPTS - Interplanetary Transport System" which shall be a balanced set of a few modular pieces to reduce part count and fit into stock look but a bit cleaner at certain places. Currently I have dependencies to Near Future Construction, Color Coded Cans and whatnot, using just very few pieces welded together with Ubzio's Welder Mod. As I dont have the time to do everything on my own to the degree I am satisfied with, I am looking for someone who could model those meshes and fit them some clean textures. I have spent hours preparing the crafts ... not yet flown them to planets yet because I am astethically - let's say - demanding. Here a few screenshots of the IPTS parts so far:
  6. Wyleg's Wonderful Workshop Parts for aircrafts. Mk3 HVC cockpit Heavy heat-shielded cockpit for reusable trans-atmospheric spaceships. Provides high visibility for its crew. Holds up to 4 kerbonauts. Now features working RCS! Cockpit is WIP - currently it lacks IVA and there's no cabin illumination. 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. Changelog Imgur album: link Download: Spacedock W3 Fuselage Texture Custom texture for Procedural Parts designed for aircraft fuselages that fits nicely with stock parts and B9 Procedural Wings. Download: Spacedock
  7. I recently downloaded a mod that allows me to easily replace textures in my Kerbal game by just dropping them into a file. However, I have only been able to find textures for the sky-box and 1 for Kerbin. I was wondering if anyone had any idea where I could find more textures for other planets, in order to make my game look much better. (I think the textures need to be named something specific in order for them to overwrite the existing 'Squad' textures. For example the Kerbin texture came with two files: 'KerbinScaledSpace300.png' and 'KerbinScaledSpace401.png')
  8. 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
  9. 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!
  10. 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?
  11. 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?
  12. 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?
  13. 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.
  14. 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.
  15. 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
  16. 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?
  17. Suit set now finished up, will probably add onto it in the future when I have time, files are currently jpgs but if somebody could convert to DDS then that would be a great help! Will update to png again when I have time. There's 3 tiers of suits, with a custom IVA and EVA and 3 diff variants for each, also includes a range of male/female head variations. Based on real space suits such as the Sokol Enjoy! Download link: (WORKING) Curseforge download link: (NOT WORKING) And a couple pics to show off some detailing
  18. 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.
  19. 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.
  20. 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?
  21. 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
  22. 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!
  23. 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?
  24. 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?
  25. 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.