Avera9eJoe

[1.3+] WindowShine-v16 - Gold foil update (26 December 17)

Recommended Posts

Posted (edited)
On 12/31/2018 at 2:37 PM, Avera9eJoe said:

Reason would probably be that TR and TRR use different shader names in the config, I forget the names but its probably an easy fix? I don't use any of the additional part packs though and my interest is somewhat limited to what I use now :/

Got it to work:

in the configs change:

@PART[examplepart]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
    %MODULE[TRR_Reflection]
    {
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha

to:

@PART[examplepart]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    %MODULE[TRReflection]
    {
%name = TRReflection
%shader = Reflective/Bumped Diffuse

 

--EDIT--

 

also for some reason in stationpartsredux part names were changed to start with "sspx" so you have to change that too.

Edited by kostik
  • Like 3

Share this post


Link to post
Share on other sites

Problem with using TextureReplacer instead of TRR is that I can't use your other fantastic mod, Spectra, due to mod conflicts. 

Share this post


Link to post
Share on other sites
On 1/23/2019 at 8:29 AM, MysticDaedra said:

Problem with using TextureReplacer instead of TRR is that I can't use your other fantastic mod, Spectra, due to mod conflicts. 

You can. As stated in the Spectra thread, you need to install TextureReplacer, instead of TRR. If you don't use CKAN, it's as simple as it gets.

I do use CKAN, here's my workaround:

-install Spectra through CKAN (TRR will be installed as a dependency),

-go to GameData, delete TRR folder (CKAN will keep showing it as "installed"),

-download and install TextureReplacer (manually)

 

Edit: Actually, that workaround is a mess. Go figure. Do let me know if there is a better way.

Edited by MuchozolF

Share this post


Link to post
Share on other sites

I've run into an issue with this mod. There is no rhyme or reason to what parts disappear each time, but everytime something on my space shuttle explodes, random parts of it will turn invisible, then spit out the error shown in the screenshot maybe twice every second. I know it's this mod, because when I removed it, it no longer happened. I'm using kostik's fix, so I don't know if it's something to do with that, or something that's been changed code wise since 1.3 (I'm using 1.6.1).

3fKo7af.jpg

Share this post


Link to post
Share on other sites
30 minutes ago, JacobTheFoxx said:

I've run into an issue with this mod. There is no rhyme or reason to what parts disappear each time, but everytime something on my space shuttle explodes, random parts of it will turn invisible, then spit out the error shown in the screenshot maybe twice every second. I know it's this mod, because when I removed it, it no longer happened. I'm using kostik's fix, so I don't know if it's something to do with that, or something that's been changed code wise since 1.3 (I'm using 1.6.1).

3fKo7af.jpg

 We need the log files. Without them, no one can help you. Log files are output_log.txt and  and KSP.log

  • Like 1

Share this post


Link to post
Share on other sites

Hi, this mod looks really nice. My planes usually use an extended cockpit made with a mk0 fuel tank recoloured to be the same shade as the glass, and I’m wondering if there’s a way to make other parts like it reflective with cfg fiddling?

Share this post


Link to post
Share on other sites

I realize that this mod is not currently working with the available textureReplacer for ksp 1.6.1, but the new textureReplacer seems to use some slick new shader for accurate relections on the visors. What I wondering is if there is any easy way to adapt the stock part .cfg's from this mod to use that new shader?

Share this post


Link to post
Share on other sites
18 minutes ago, Errol said:

I realize that this mod is not currently working with the available textureReplacer for ksp 1.6.1, but the new textureReplacer seems to use some slick new shader for accurate relections on the visors. What I wondering is if there is any easy way to adapt the stock part .cfg's from this mod to use that new shader?

What do you mean not working ? you must be using the wrong download link for what you have installed one works with TRR and one for TR be sure to get the right one 

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)
40 minutes ago, Mecripp said:

What do you mean not working ? you must be using the wrong download link for what you have installed one works with TRR and one for TR be sure to get the right one 


Ok, great, thank you, I've got it working in ksp 1.6.1, but the new mk1 pod and mk1-3 command pod don't have reflective windows (which is part of why I didn't think it was working at first, because I was checking it with those parts). My mm-fu is pretty weak, but I am trying things to see if I can get it working for those parts. Will edit this post if I find anything that works.

Edited by Errol

Share this post


Link to post
Share on other sites
35 minutes ago, Errol said:


Ok, great, thank you, I've got it working in ksp 1.6.1, but the new mk1 pod and mk1-3 command pod don't have reflective windows (which is part of why I didn't think it was working at first, because I was checking it with those parts). My mm-fu is pretty weak, but I am trying things to see if I can get it working for those parts. Will edit this post if I find anything that works.

If you wanted everything to shine you could do 

@PART[mk1pod_v2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
	%MODULE[TRReflection]
	{
%name = TRReflection
%shader = Reflective/Bumped Diffuse
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}

@PART[mk1-3pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
	%MODULE[TRReflection]
	{
%name = TRReflection
%shader = Reflective/Bumped Diffuse
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}

@PART[MEMLander]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
	%MODULE[TRReflection]
	{
%name = TRReflection
%shader = Reflective/Bumped Diffuse
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}

@PART[Mk2Pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
	%MODULE[TRReflection]
	{
%name = TRReflection
%shader = Reflective/Bumped Diffuse
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}

@PART[kv1Pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
	%MODULE[TRReflection]
	{
%name = TRReflection
%shader = Reflective/Bumped Diffuse
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}

@PART[kv2Pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
	%MODULE[TRReflection]
	{
%name = TRReflection
%shader = Reflective/Bumped Diffuse
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}

@PART[kv3Pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
	%MODULE[TRReflection]
	{
%name = TRReflection
%shader = Reflective/Bumped Diffuse
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}

 

  • Like 1

Share this post


Link to post
Share on other sites
25 minutes ago, Mecripp said:

If you wanted everything to shine you could do ...

 

I tried that, and actually th mk1 command pod works properly, while the mk 1-3 command pod is shiny all over. Not sure what the difference is...I am going to install making history and check how it acts on that stuff.

Share this post


Link to post
Share on other sites
23 minutes ago, Errol said:

I tried that, and actually th mk1 command pod works properly, while the mk 1-3 command pod is shiny all over. Not sure what the difference is...I am going to install making history and check how it acts on that stuff.

If you leave mesh =   ( blank ) it gets it all  and if all shine stuff is what you want you could do 

@PART[*]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
	%MODULE[TRReflection]
	{
%name = TRReflection
%shader = Reflective/Bumped Diffuse
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}

that would do all not sure if it would lag or not

Share this post


Link to post
Share on other sites
Posted (edited)
23 minutes ago, Mecripp said:

If you leave mesh =   ( blank ) it gets it all  and if all shine stuff is what you want you could do 


@PART[*]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
	%MODULE[TRReflection]
	{
%name = TRReflection
%shader = Reflective/Bumped Diffuse
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}

that would do all not sure if it would lag or not

Yeah, it is working like that for me, I turned the colour down to 0.1 0.1 0.1 in order to make the effect less distracting....but with the mk1pod, and the name mk1pod_v2 like you put, it actually functions correctly, even with mesh = ( blank ), giving just the window porthole the shiny effect and leaving the rest of the pod alone. Did squad make more changes to the mk1-3 pod's such that the model (or mesh, or what ever, I don't know exactly what all these terms mean) cannot support the old windowshine definitions? Another way of putting it, are we just lucky that the mk1pod_v2 happens to use a mesh (or w/e) that is close enough to the old 'v1' that windowshine still works with it, meaning that we cannot do the same for the mk1-3pod? I tried changing the PART line to read mk1-3pod_v2 and that did not work, any ideas?

Edited by Errol

Share this post


Link to post
Share on other sites
14 minutes ago, Errol said:

Yeah, it is working like that for me, I turned the colour down to 0.1 0.1 0.1 in order to make the effect less distracting....but with the mk1pod, and the name mk1pod_v2 like you put, it actually functions correctly, giving just the window porthole the shiny effect and leaving the rest of the pod alone. Did squad make more changes to the mk1-3 pod's such that the model (or mesh, or what ever, I don't know exactly what all these terms mean) cannot support the old windowshine definitions? Another way of putting it, are we just lucky that the mk1pod_v2 happens to use a mesh (or w/e) that is close enough to the old 'v1' that windowshine still works with it, meaning that we cannot do the same for the mk1-3pod? I tried changing the PART line to read mk1-3pod_v2 and that did not work, any ideas?

If you look in the download for this mod you will see a TextureReplacer folder open it then  Default keep going to you see command you will see they added some textures and a handing tool to use to find a name of a mesh is https://forum.kerbalspaceprogram.com/index.php?/topic/135726-1x-debugstuff-2018-03-13-see-the-hidden-secrets-of-the-game-objects/

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)

@Mecripp hmm....I just noticed that it seems any with part with the mesh left blank ends up causing many parts (including fuel tanks and engines which don't even have any reflection modules at all) as well as themselves, becomes invisible in the flight scene. It works in VAB, but in flight I am getting a bug similar to the "some parts are invisible in flight scene" bug mentioned above in this thread.

I noticed a bunch of nullref spam when it was happening (logs incl):

https://www.dropbox.com/s/ug0yw046yycnbfg/KSP.log?dl=0

EDIT: So I've been testing all night trying to track down the cause of this bug, with no luck. I've learned that I was wrong about the blank meshes field causing the bug, as I've removed all those patches from the config. Also, the random parts going invisible thing isn't restricted to the flight scene, it happens in the VAB on loading a craft file as well. Any ideas @Avera9eJoe?

Edited by Errol

Share this post


Link to post
Share on other sites

when is the update for 1.6?

it would be cool if it works there

Share this post


Link to post
Share on other sites
1 hour ago, RJVB09 said:

when is the update for 1.6?

it would be cool if it works there

The answer to that question lies on this page of the thread already.......

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now