HaArLiNsH

[1.3.1]TextureReplacerReplaced v0.5.4

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1 hour ago, Ger_space said:

@HaArLiNsH 

OK, I finally had some time to look at the issue. The Shader doesn't have a "_ReflectColor" parameter anymore. I need to update the reflection shader, so it is similar to the visor. 

You mean in the file "TR_Reflective_Emissive_Alpha.ksp" ? 

sorry I did not had any time free recently...

 

On 30/07/2017 at 6:28 AM, selfish_meme said:

Sorry for the newb report. I am using TRR 0.3 as WindowShine does not currently work with 0.4, and I noticed I could not toggle the EVA suit (helmet was off, while on runway), just wondering if it's a 0.3 problem or something else?

ALWAYS use the last version of TTR :)    (The 0.3 had the suit switch system broken)

I have a new version coming soon, but I lack time IRL to do anything right now..

 

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12 hours ago, HaArLiNsH said:

You mean in the file "TR_Reflective_Emissive_Alpha.ksp" ? 

sorry I did not had any time free recently...

 

ALWAYS use the last version of TTR :)    (The 0.3 had the suit switch system broken)

I have a new version coming soon, but I lack time IRL to do anything right now..

 

Is the new version going to work with WindowShine? Because v0.4 doesn't work with WindowShine - It's the reason I'm still using v0.3 as well :P

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9 hours ago, Avera9eJoe said:

Is the new version going to work with WindowShine? Because v0.4 doesn't work with WindowShine - It's the reason I'm still using v0.3 as well :P

Well.. Let's hope so :)

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On 1.8.2017 at 11:43 AM, HaArLiNsH said:

You mean in the file "TR_Reflective_Emissive_Alpha.ksp" ? 

sorry I did not had any time free recentl

TRR tries to set a Parameter within the shader which my shader doesn't have in the moment.

I'll try to include that as soon I am back in modding mood. 

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@Ger_space: Humm I think I found the REAL problem... I changed the name of the module (like everything to help differentiate from TR) :rolleyes:

@Avera9eJoe : I have a solution that works with TRR v0.4 and that will help you maintain your mod !

1 : make a new folder called WindowShine in Gamedata/ and put your Default/ folder (with all your texture files) and your cfg file in it. 

2 : change your cfg file with this : 

add :

TextureReplacerReplaced
{
	Folders
	{
		Default = WindowShine/Default/		
	}
}

And change all the "TRReflection" to "TRR_Reflection"

This should give you this :

//Config for WindowShine-v13.2 - solarPanels5 improvement

TextureReplacerReplaced
{
	Folders
	{
		Default = WindowShine/Default/		
	}
}



@PART[LgRadialSolarPanel]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = panel_000 panel_001 panel_002
	}
}
@PART[solarPanels1]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = basepanel panel1 panel2 panel3 panel4 panel5
    }
}
@PART[solarPanels2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = panel3 panel04 panel05 panel06 panel07 panel08
	}
}
@PART[solarPanels3]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
    {
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = basepanel panel1 panel2 panel3 panel4 panel5
    }
}
@PART[solarPanels4]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = solarPanel4panels panel2 panel3 panel4 pane5 panel6
	}
}
@PART[solarPanels5]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = panel
	}
}
@PART[largeSolarPanel]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = panel
	}
}
@PART[cupola]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = obj_base
	}
}
@PART[crewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.3 0.3 0.3
%interval = 4
%meshes = cabin
	}
}
@PART[Mark1-2Pod]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = SideWindow FrontWindow
    }
}
@PART[Mark1Cockpit]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Cockpit
	}
}
@PART[MK1CrewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}
@PART[Mark2Cockpit]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Cockpit
	}
}
@PART[landerCabinSmall]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = obj_base
	}
}
@PART[mk1pod]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = window
    }
}
@PART[mk2Cockpit_Inline]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Cockpit_inline
	}
}
@PART[mk2Cockpit_Standard]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = COCKPIT
	}
}
@PART[mk2LanderCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = cabin
	}
}
@PART[mk3Cockpit_Shuttle]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = cockpit
	}
}
@PART[mk2CrewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
    %MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Mk2CrewCabin
	}
}
@PART[mk3CrewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = CREW
	}
}
@PART[Large_Crewed_Lab]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Lab
    }
}
@PART[toroidalFuelTank]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.4 0.4 0.4
%interval = 8
%meshes = 
	}
}
@PART[liquidEngine1-2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.3 0.3 0.3
%interval = 8
%meshes = 
	}
}
@PART[xenonTank]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.4 0.4 0.4
%interval = 8
%meshes = 
	}
}
//@PART[dockingPortLateral]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = port
	}
}
//@PART[dockingPort1]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = base
	}
}
//@PART[dockingPort2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = port
	}
}
//@PART[dockingPortLarge]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = large
    }
}
//@PART[landingLeg1]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.4 0.4 0.4
%interval = 8
%meshes = 
	}
}
//@PART[landingLeg1-2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.1 0.1 0.1
%interval = 8
%meshes = 
	}
}
//@PART[miniLandingLeg]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.1 0.1 0.1
%interval = 8
%meshes = 
    }
}

3 : Launch KSP and enjoy reflections again :cool:

Cyx64vN.png

 

Maybe the shader TR_Reflective_Emissive_Alpha don't get the parameter we send to him, but it must have a default one ( I guess white colour) :)

So it seems it works but we won't be able to modify the colour of the reflection.

 

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11 minutes ago, HaArLiNsH said:

add :


TextureReplacerReplaced
{
	Folders
	{
		Default = WindowShine/Default/		
	}
}

Is this an additional "Default" folder then?

So skyboxes and wernerVonKerman_head.png etc. inside GameData\TextureReplacerReplaced\Default\ will still work?

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16 minutes ago, Gordon Dry said:

Is this an additional "Default" folder then?

So skyboxes and wernerVonKerman_head.png etc. inside GameData\TextureReplacerReplaced\Default\ will still work?

Well, since the last update you can do both :)

You still can use the old fashion way like with TR and put all your textures in the TextureReplacerReplaced\Default\   or TextureReplacerReplaced\Heads\ , ...

Or, and I STRONGLY encourage people to do so, you create a folder with the name of your mod or collection of textures and you create a .cfg with the path of the folder you use just like this :

TextureReplacerReplaced
{
	Folders
	{
		Default = MyModFolderName/Default/
		EnvMap = MyModFolderName/EnvMap/
		Heads = MyModFolderName/Heads/
		Suits = MyModFolderName/Suits/		
	}
}

 

And now you have a proper mod separated from TRR and his updates that can make you loose your textures or screw the update :) 

Avoid duplicate files/names in your different Default\ folders, you will have unexpected results :)

 

Oh and a last thing : Your heads textures must be inside a subfolder called "Male" and "Female" where you put the right gender texture.

The default ones stay the same, so you need to name them "kerbalHead" and "kerbalHeadNRM" for the male and "kerbalGirl_06_BaseColor" and "kerbalGirl_06_BaseColorNRM" for the female.

You can find a example of how it works in the TRR_guide.

Expect more changes for the heads in the next release. :)

Edited by HaArLiNsH

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Perhaps this question is obsolete, but are configs from other mods like this still working?
 

@TextureReplacer:AFTER[TextureReplacer]
{
	keepLoaded = ^IndicatorLights/
}

Or do all instances of [TextureReplacer] have to be replaced by [TextureReplacerReplaced] ?

I always considered that it has to work to be compatible, but I decided to better ask ...

(the obscure replace the replace question)

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36 minutes ago, Gordon Dry said:

Perhaps this question is obsolete, but are configs from other mods like this still working?
 


@TextureReplacer:AFTER[TextureReplacer]
{
	keepLoaded = ^IndicatorLights/
}

Or do all instances of [TextureReplacer] have to be replaced by [TextureReplacerReplaced] ?

I always considered that it has to work to be compatible, but I decided to better ask ...

(the obscure replace the replace question)

heu.. first time I see this one :) 

But in general yeah , all instances of [TextureReplacer] have to be replaced by [TextureReplacerReplaced] and if you use a module it has to be renamed too. I just didn't know that they were used else where like this :)

 

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6 hours ago, HaArLiNsH said:

@Ger_space: Humm I think I found the REAL problem... I changed the name of the module (like everything to help differentiate from TR) :rolleyes:

@Avera9eJoe : I have a solution that works with TRR v0.4 and that will help you maintain your mod !

1 : make a new folder called WindowShine in Gamedata/ and put your Default/ folder (with all your texture files) and your cfg file in it. 

2 : change your cfg file with this : 

add :


TextureReplacerReplaced
{
	Folders
	{
		Default = WindowShine/Default/		
	}
}

And change all the "TRReflection" to "TRR_Reflection"

This should give you this :


//Config for WindowShine-v13.2 - solarPanels5 improvement

TextureReplacerReplaced
{
	Folders
	{
		Default = WindowShine/Default/		
	}
}



@PART[LgRadialSolarPanel]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = panel_000 panel_001 panel_002
	}
}
@PART[solarPanels1]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = basepanel panel1 panel2 panel3 panel4 panel5
    }
}
@PART[solarPanels2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = panel3 panel04 panel05 panel06 panel07 panel08
	}
}
@PART[solarPanels3]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
    {
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = basepanel panel1 panel2 panel3 panel4 panel5
    }
}
@PART[solarPanels4]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = solarPanel4panels panel2 panel3 panel4 pane5 panel6
	}
}
@PART[solarPanels5]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = panel
	}
}
@PART[largeSolarPanel]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = panel
	}
}
@PART[cupola]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = obj_base
	}
}
@PART[crewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.3 0.3 0.3
%interval = 4
%meshes = cabin
	}
}
@PART[Mark1-2Pod]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = SideWindow FrontWindow
    }
}
@PART[Mark1Cockpit]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Cockpit
	}
}
@PART[MK1CrewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = 
	}
}
@PART[Mark2Cockpit]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Cockpit
	}
}
@PART[landerCabinSmall]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = obj_base
	}
}
@PART[mk1pod]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = window
    }
}
@PART[mk2Cockpit_Inline]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Cockpit_inline
	}
}
@PART[mk2Cockpit_Standard]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = COCKPIT
	}
}
@PART[mk2LanderCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = cabin
	}
}
@PART[mk3Cockpit_Shuttle]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = cockpit
	}
}
@PART[mk2CrewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
    %MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Mk2CrewCabin
	}
}
@PART[mk3CrewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = CREW
	}
}
@PART[Large_Crewed_Lab]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 4
%meshes = Lab
    }
}
@PART[toroidalFuelTank]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.4 0.4 0.4
%interval = 8
%meshes = 
	}
}
@PART[liquidEngine1-2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE[TRR_Reflection]
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.3 0.3 0.3
%interval = 8
%meshes = 
	}
}
@PART[xenonTank]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.4 0.4 0.4
%interval = 8
%meshes = 
	}
}
//@PART[dockingPortLateral]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = port
	}
}
//@PART[dockingPort1]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = base
	}
}
//@PART[dockingPort2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = port
	}
}
//@PART[dockingPortLarge]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.5 0.5 0.5
%interval = 8
%meshes = large
    }
}
//@PART[landingLeg1]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.4 0.4 0.4
%interval = 8
%meshes = 
	}
}
//@PART[landingLeg1-2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.1 0.1 0.1
%interval = 8
%meshes = 
	}
}
//@PART[miniLandingLeg]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced]
{
	%MODULE
	{
%name = TRR_Reflection
%shader = ShaderNG/TR_Reflective_Emissive_Alpha
%colour = 0.1 0.1 0.1
%interval = 8
%meshes = 
    }
}

3 : Launch KSP and enjoy reflections again :cool:

Cyx64vN.png

 

Maybe the shader TR_Reflective_Emissive_Alpha don't get the parameter we send to him, but it must have a default one ( I guess white colour) :)

So it seems it works but we won't be able to modify the colour of the reflection.

 

Ah gotcha!

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17 hours ago, HaArLiNsH said:

 

Maybe the shader TR_Reflective_Emissive_Alpha don't get the parameter we send to him, but it must have a default one...

 

yes the shader uses white as the default. But it should be configurable. It should be relative simple to add, but I'm really short on time. 

 

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18 hours ago, Avera9eJoe said:

@HaArLiNsH It works :) I'll run an update of WindowShine later today

Ah ! good :)

8 hours ago, Ger_space said:

yes the shader uses white as the default. But it should be configurable. It should be relative simple to add, but I'm really short on time. 

 

No problem , do it when you have the time / mood, its not critical :)

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First off, thanks for committing your free time to continuing this mod. 

Now down to it, I am trying to get some of @Proot's textures to work with trr, namely the suits, heads and skybox. I am not the most savvy when it comes to renaming things on cfg files and what not, so any help would be appreciated. Have tried to drop the files into their corresponding locations but that has not worked as it used to do.

Again thanks, and sorry for any ignorance shown if i have overlooked anything.

Edited by SmashBrown

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@smashbrown

Maybe this will help to get you started. Skybox goes into Default.

I0LQdnW.jpg

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On 6/10/2017 at 1:49 PM, HaArLiNsH said:

Important note :

The navball texture replacement is disabled.
You can use Navball Texture Changer to change your navball.

I've continued NavBallTextureChanger in a new thread

Edited by TheRagingIrishman

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10 hours ago, TheRagingIrishman said:

I've continued NavBallTextureChanger in a new thread

 

OOh nice !  I'll change the link. :)

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17 hours ago, SmashBrown said:

First off, thanks for committing your free time to continuing this mod. 

Now down to it, I am trying to get some of @Proot's textures to work with trr, namely the suits, heads and skybox. I am not the most savvy when it comes to renaming things on cfg files and what not, so any help would be appreciated. Have tried to drop the files into their corresponding locations but that has not worked as it used to do.

Again thanks, and sorry for any ignorance shown if i have overlooked anything.

You can download the last version of the TRR_Guide to have a working example. BUT I must warn you that this will change (again) in the next release (sorry :) ). I'm trying to release it asap but IRL problems don't let me work.

The next release will fully support what I call the "full suit set" and also we will have a new system for the heads too. They will works like the suits and you will be able to make levelled head !  and, maybe in this version, you will also be able to finally change the eyes, teeth, and mouth of the female. (for now we applies the textures from the default male on them). I hope I get this before the week end but I can't promise. :)  I'll make another TRR_guide for this version and it should be the last one (I mean no more naming and structure change)

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I'm guessing the latest version of Cetera's Suit does not work with the new TextureReplacer but I figured I'd check anyway? Will it work properly?

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21 minutes ago, X1machinemaker1X said:

Will it work properly?

Yes

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On 8/12/2017 at 1:38 PM, X1machinemaker1X said:

I'm guessing the latest version of Cetera's Suit does not work with the new TextureReplacer but I figured I'd check anyway? Will it work properly?

I'm eventually going to redo my pack.  I'm expanding the number of suits, making a variant for all of @RoverDude's different kerbal roles in MKS.  I'd like to also make corresponding Portrait Stats configs and icons.  

The caveat to all of this, however, is personal time.  I've got very little of it.  I started doing working on the pack when TRR was first announed.  I'm not all that much further along.  As things progress into autumn, it should be easier to make progress, but we might also be moving.  If so, it may be closer to Thanksgiving/Christmas before I get it all done.

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Sorry for the silence recently, life is complicated right now, but I found a little time to continue the work. The full suit system is working and I'm improving the heads. Now we can make levelled head but also we can change the color/ texture of the eyes, pupil and we will surely be able to change the mouth and teeth too. I try to get this to you asap.

Maybe I'll have the time to make the new configuration menu for this release, otherwise it will be for the next one. :)

 

11 hours ago, Cetera said:

The caveat to all of this, however, is personal time.  I've got very little of it.  I started doing working on the pack when TRR was first announed.  I'm not all that much further along.  As things progress into autumn, it should be easier to make progress, but we might also be moving.  If so, it may be closer to Thanksgiving/Christmas before I get it all done.

I have the same problem, I started my texture pack nearly one year ago to learn more of photoshop, and now here we are, making TRR and the texture pack is still a big WIP :) I hope I will have finished it before Christmas too

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