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Found 31 results

  1. [1.3.1] SSTU Color Presets

    SSTU Color Presets The following config file is intended to replace the stock SSTU list of colors for the recoloring option that can be used on any SSTU part to give it custom colors. This is a list of colors I use in my game-play and should give a large variety of gloss, metallic and matte color options. You can always add your own colors ofcourse by editting the cfg file for colors. Notice I mention colors a lot? Colors... SSTU Color Presets Download file [v2.4 09-01-2018] Works for SSTU release 0.7.39.148 or later. To install: Unzip the archive and move the contents in the /GameData folder to your ../KSP/GameData directory. * note: upon installation this may effect some of the stock colors. REQUIREMENTS You need the following items installed to get these colors to look like they should. - SSTU 0.7.39.148+ download link - SSTU-PBR 1.0.6+ download link - Textures Unlimited 1.0.0.7+ download link - KSP running in 64-bit mode and forced to DirectX11 SSTU itself has the following dependencies, but you should already be aware of these. - KSP 1.3.1 - ModuleManager 3.0.1+ - Community Resource Pack TIPS TIP: Increase the length of the recoloring GUI as follows Make sure to have TexturesUnlimited 1.0.0.7 installed, as the latest SSTU release only has 1.0.0.6 bundled with it. Download it here. Open the GeneralConfiguration.cfg file in the /000_TexturesUnlimited directory and edit the following line: // specifies the total height of the recoloring GUI recolorGUITotalHeight = 840 TIP: Specular and Metallic sliders It may sometimes not be evident which slider to use for what effect when changing existing, or making you own colors: - Specular: The amount of shiny. Setting to 0 will make the color matte, setting to 255 will make it a mirror gloss. - Metallic: This is basically a contrast slider, raising or lowring contrast from reflections. Set to 0 and it will be flat, set to 255 and you will get light to dark bands that exagerate the lighting. Specular 0 and Metallic 0 will give a matt paint effect, while specular 255 and metallic 255 will give a super metallic mirror effect. Warning: The higher the specular and metallic values, the darker it will look in space as there is no light source to reflect like with the omni-directional lighting in the VAB. Keep this in mind when using colors that look like mirrors in the VAB. Enjoy!
  2. 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.
  3. 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?
  4. Is it possible to use animated textures for the planets? I'm sorry for my English!
  5. 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.
  6. Diverse Kerbal Heads Diversify your Kerbals with unique faces and hairstyles! Original work by @Sylith, @shaw, @IOI-655362, and @Cosmic_Farmer. v1.1.1 Reconverted male head png textures into dds for better results. Moved pre-1.0 female kerbal heads into a zip file to prevent textures loading into ram. Dependencies Texture Replacer Replaced Downloads SpaceDock License CC BY 4.0 Looking for Diverse Kerbal Heads 1.0 for Texture Replacer 2.4.13? Find it here on Curse! Thank you to all the creators who came before.
  7. 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.
  8. 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 (:
  9. Hello, Could someone please help me create planet textures?
  10. 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:
  11. Realistic Spaceplane Textures

    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?
  12. 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
  13. What mods should I use to make KSP as beautiful and realistic looking as possible.
  14. 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?
  15. Problem with gas giant texture

    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
  16. Gas Giant Textures

    Dear readers, What's best to do for getting textures for gas giants? I know you can't really use PQS mods and SE (Space Engine) isn't the best choice either. I've really done enough research, but I still can't figure out what's best to do. Hopefully somebody can help me with this! Thanks! Just leave suggestions down below.
  17. 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.
  18. I've put together most all the textures I was able to find for Procedural Parts, for my own use. I wondered if anyone would be interested in this as a small mod add on.
  19. So I have downloaded 1.2... maybe I read something wrong somewhere so if I have please ignore my first question: 1, Fuel Flow display / overlay. I read on 'DevNote Tuesday' (and saw a dev picture) a few weeks back, maybe a month or more, that there would be a new fuel flow overlay in the build screens to show the direction & priority of fuel flow. I cannot find this option or see anything that looks like the screenshot I saw. Did this make it into v1.2 or have I misunderstood how this functionality works? 2, Low Res Textures (even when 'Fantastic' mode is set) My PC is good enough to max out the KSP settings so I run everything on the highest graphics settings. I noticed that some parts are worse than others but notably the large SAS module (the dark grey one) has some very poor texture quality even with the maximum texture quality mode enabled. I am aware that when you change this setting in the Graphics menu a restart is required but even then, yes they do improve but no where near what I would call 'fantastic'. I don't run 4K res or anything like that, just a standard 1920x1200. Is this normal or am I expecting too much? thanks,
  20. So I've been trying to add planets using Kopernicus and everything appears to be going well. However, there are a few technical questions that remain, if anyone could answer would be super helpful! What is the correct or preferred format for Normal maps? I've been using .DDS, DXT5 format with so-so results. I tried using DXT5_NM but my planet vanished. I've also tried using a normal full color normal map (normally hued blueish) but that also causes my planet to vanish, so instead I use a gray scale. Also tried a .PNG format as some have suggested- but my planet also vanishes.
  21. I was thinking of dabbling in Blender a bit and making a planet could be a fun project, but the question is: how are textures mapped? Is there a guide anywhere? There are many common types, cylindrical, spherical, etc. Also is there a guide to supported texture types, color, bump, diffuse, etc. ? Thanks! *perhaps I should specify, I'd like to use Blender's texture paint tools to make the textures so I need to emulate how KSP handles it.
  22. All of my asteroids appear completely black, with no texture, even in sunlight. I've tried verifying the game cache, reinstalling the entire game, and reinstalling the game with the Steam cloud off, all with no luck. Does anyone have any ideas as to why this would happen, and how to fix it? Running on a late 2013 Macbook Pro, OSX El Capitan 10.11. KSP version 1.1.2. Link to the log file: https://www.dropbox.com/s/h24m9aqe081rj3r/Player.log.rtf?dl=0 Here are some examples of what I'm seeing:
  23. So you have your own planet or moon and you want to make it look as good from close by as it does from up in orbit? Good terrain textures are the best way to make this happen. In this tutorial I will explain how to properly apply both stock and custom terrain textures to your planets using Kopernicus. This lesson is based on what I learned myself while learning to do this for my own mod OPM. The tutorial consists of 2 parts: Applying textures to the terrain Making the textures appear where you want Texture application Note: for this step you can use built-in textures from the game or use your own custom textures. I will explain how you can do both. Open up your body’s cfg in something like Notepad++ (Windows’ Notepad won’t do). To edit the terrain textures we have to use the Material node. If you've never touched terrain textures, you probably won't have this in your config yet. Here is where it goes (excuse bad formatting, blame the forum software): @Kopernicus:AFTER[Kopernicus] { Body { PQS { Material { } } } } So material is where we're going to do our magic. There's one thing that we have to do outside of the material node though and that's to set the material type. Not all stock planets use the same one and, since some types work less well than others, we're going to define the type so that we're always working with the best one. @Kopernicus:AFTER[Kopernicus] { Body { PQS { materialType = AtmosphericExtra Material { } } } } From now on everything we'll be doing in side of the Material node. For those who've dabbled with texturing before KSP 1.1, note that AtmosphericExtra is the successor to AtmosphericOptimized. If you used that before, use AtmosphericExtra now. Before we start writing the material, you need to know that there are four texture slots we can use: Low: covers the lowest part of the terrain Mid: covers the area between low and high High: covers the highest part of the terrain Steep: covers all the steep areas like cliff faces, crater walls, the sides of mountains, etc. It will overlap with the three previous areas as steep parts can be anywhere So now we know that, we can start adding the textures to these areas: Material { steepTex = CTTP/Textures/snow steepTexScale = 1,1 steepTexOffset = 0,0 steepBumpMap = CTTP/Textures/snow_normal steepBumpMapScale = 1,1 steepBumpMapOffset = 0,0 lowTex = CTTP/Textures/snow lowTexScale = 1,1 lowTexOffset = 0,0 lowBumpMap = CTTP/Textures/snow_normal lowBumpMapScale = 1,1 lowBumpMapOffset = 0,0 midTex = CTTP/Textures/snow midTexScale = 1,1 midTexOffset = 0,0 midBumpMap = CTTP/Textures/snow_normal midBumpMapScale = 1,1 midBumpMapOffset = 0,0 highTex = CTTP/Textures/sand highTexScale = 1,1 highTexOffset = 0,0 highBumpMap = CTTP/Textures/sand_normal highBumpMapScale = 1,1 highBumpMapOffset = 0,0 } You see a lot of repeating stuff, so I'll only need to explain four of the values to help you understand what everything does:. ...Tex: sets the main texture for this area ...BumpMap: sets the bump map (or normal map) texture for this area. This doesn't have to look anything like your main texture, but if you want a unified look it's best you do. ...Scale: sets the scale of the texture on the X and Y axis. The default 1,1 is what looks the best, so use that. ...Offset: offsets the bumpmap from the main texture on the X and Y axis. The default 0,0 is what looks the best, so use that. You'll see I've pointed the textures to a folder called CTTP. This is the Community Terrain Texture Pack (still need to make a thread for this how others can use this). This is how you point to a custom terrain texture. Just replace the folder path to the one that matches your texture (YourModFolder/Textures/YourTexture for example). You can also use the builtin terrain textures found in KSP. These are lower quality and not all textures have a matching bump map, but you won't have to put custom textures in your mod. Here's a list of builtin terrain textures. To apply them you have to use a different folder path: midBumpMap = BUILTIN/RockyGround Next we're going to define how often these textures are applied to your planet. To prevent this code from becoming to long, imagine that the previous entries are also in Material. Material { steepNearTiling = 5000 steepTiling = 50 lowNearTiling = 5000 lowMultiFactor = 50 lowBumpNearTiling = 5000 lowBumpFarTiling = 50 midNearTiling = 5000 midMultiFactor = 50 midBumpNearTiling = 5000 midBumpFarTiling = 50 highNearTiling = 5000 highMultiFactor = 50 highBumpNearTiling = 5000 highBumpFarTiling = 50 } The higher the values you give to this tiling, the more detailed the terrain will become. Too much however will create noticeable tiling, making it look fake. So there's a fine balance. 5000/50 as shown above works well for textures with 1024x1024 resolution and what's on the texture looks close by, rather than far away. Is it 1024x1024 and the texture is far away (the case for CTTPs cliff and beach textures for example) than I've found 2500/25 to be a good fit. An explanation of the rest in the code above: NearTiling determines how often the texture tiles close to the player Tiling, MultiFactor and FarTiling (Squad didn't make it consistent) determine how often the texture tiles far away from the player. This works best if lower than NearTiling Steep only has NearTiling and Tiling for some reason, and these settings are used for the main texture and the bump map STILL WRITING, WANTED TO MAKE SURE IT SAVED
  24. Hello, I'm rather new to modding KSP and Unity in general. I am attempting to add fog and clouds to KSP and I have really no clue where to begin. I've searched Google high and low as well as the forums and all I could find is incomplete code snippets so small that they really don't help much. If someone has the time and knowledge, would you lend me a hand. Below is my code so far. I think I am on the right track with making a gameobject, assigning it's .maintexture to be my texture I choose, adding a mesh, creating vertices, triangles, etc. but I really have no idea if this is correct and if it is, where do I go now. using System; using System.IO; using System.Collections; using UnityEngine; using KSP; namespace Clouds { public class Clouds_Main : MonoBehaviour { bool debug_output = false; Texture2D white_clouds = null, storm_clouds = null; private float lastFixedUpdate = 0.0f, logInterval = 2.5f; Mesh light_cloud_mesh = new Mesh(); Mesh dark_cloud_mesh = new Mesh(); public Material light_cloud_material; public Material dark_cloud_material; GameObject dark_cloud_gameObject; GameObject light_cloud_gameObject; /* Caution: as it says here: http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.Awake.html, use the Awake() method instead of the constructor for initializing data because Unity uses Serialization a lot. */ /* Called after the scene is loaded. */ void Awake() { if (white_clouds == null) white_clouds = LoadPNG(@"C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\Wind Mod\S_Cloud4.png"); // Load the S_Cloud4.png Icon image into memory if (storm_clouds == null) storm_clouds = LoadPNG(@"C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\Wind Mod\D_Cloud1.png"); // Load the D_Cloud1.png Icon image into memory light_cloud_material.SetTexture(0, white_clouds); dark_cloud_material.SetTexture(1, storm_clouds); } /* Called next. */ void Start() { dark_cloud_gameObject.AddComponent<MeshRenderer>().material.mainTexture = dark_cloud_material.GetTexture(1); dark_cloud_mesh = dark_cloud_gameObject.AddComponent<MeshFilter>().mesh; dark_cloud_mesh.Clear(); dark_cloud_mesh.vertices = new Vector3[] { new Vector3(-0.5f, 0, -0.5f), new Vector3(0.5f, 0, -0.5f), new Vector3(0.5f, 0, 0.5f), new Vector3(-0.5f, 0, 0.5f) }; dark_cloud_mesh.uv = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; dark_cloud_mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 }; light_cloud_gameObject.AddComponent<MeshRenderer>().material.mainTexture = light_cloud_material.GetTexture(0); light_cloud_mesh = light_cloud_gameObject.AddComponent<MeshFilter>().mesh; light_cloud_mesh.Clear(); light_cloud_mesh.vertices = new Vector3[] { new Vector3(-0.5f, 0, -0.5f), new Vector3(0.5f, 0, -0.5f), new Vector3(0.5f, 0, 0.5f), new Vector3(-0.5f, 0, 0.5f) }; light_cloud_mesh.uv = new Vector2[] { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; light_cloud_mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 }; } /* Called every frame */ void Update() { } /* Called at a fixed time interval determined by the physics time step. */ void FixedUpdate() { if ((Time.time - lastFixedUpdate) > logInterval) { } } /* Called when the game is leaving the scene (or exiting). Perform any clean up work here. */ void OnDestroy() { } Texture2D LoadPNG(string filePath) // Converts a .png image into a BYTE array that Unity needs in order to display as a GUI image { Texture2D temp_texture = null; // Ensure the texture is always reset byte[] fileData; if (File.Exists(filePath)) { fileData = File.ReadAllBytes(filePath); temp_texture = new Texture2D(2, 2); temp_texture.LoadImage(fileData); //..this will auto-resize the texture dimensions. } else { if (debug_output) Debug.Log("[WIND MOD : Gui Draw] Icon file does not exist in location: " + filePath); } return temp_texture; } } } I would greatly appreciate any help you can give. Thanks in advance.
  25. Ok so I'm fiddling around with the idea of making some custom parts for areas of the game that (at least in my opinion) could use some help. I am an engineer by day and have extensive experience working with 3D CAD software, notably SolidWorks. I read an old post where a guy asked if it's possible to model parts in CAD, but he was referring to the AutoCAD, which is Autodesk's most basic 2D CAD software. So if I were so bold and brave as to undertake a project of making some custom parts, would I be able to model them in SW? SolidWorks has the capability to export 3D models in a variety of different file formats, but I'm not sure which ones would be required to import into blender. Could an experienced modder chime in and let me know please? The ability to do this would vastly soften my learning curve for making a mod (so long as I don't have to jump through too many hoops to make it work). Thanks!