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[1.9.x] Textures Unlimited - PBR-Shader, Texture Set, and Model Loading API


Shadowmage

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21 hours ago, Delbrutis said:

tanks look Porkjet

Yes,the are @Eagleeyed Delbrutis

 

21 hours ago, Delbrutis said:

what side motors and mainsail model are those?

All stock beside of part overhault(just tanks)+TU and replaced some textures(direct in squad folder)

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3 hours ago, Burning Kan said:

Yes,the are @Eagleeyed Delbrutis 

Not so Eagleeyed  if those are stock? I recognized the mainsail retex but those side stage motors look  kinda like a retexured Ven LTV ? Yeah I almost always just replace my parts straight into the Squad folder. I'm older than dirt and used to doing it that way. Back in the days before ModualManger when you still had to dump everything into the parts folder.

Thanks

 

Edited by Delbrutis
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43 minutes ago, Delbrutis said:

look  kinda like a retexured Ven LTV ?

nob,like i sayed-pure stock+cosmetics

 

45 minutes ago, Delbrutis said:

Back in the days before ModualManger when you still had to dump everything into the parts folder

remembering that too)   do it still today,sometimes

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6 minutes ago, dxeh said:

Only just found out about this mod..

Only to find out that i just felt in love with it!

Glad to hear you are enjoying the mod :)

6 minutes ago, dxeh said:

Only little dissapointed that when in IVA i cannot see outside the windows no more. part from that, i love this!

Please report that problem to the author of the configs you are using.  Sounds like they have improperly adjusted some meshes in the IVAs.  If they need help setting up the configs... they know where to contact me.

(As TU does nothing by default, any issues that arise are almost undoubtedly caused by the configs you have installed)

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1 hour ago, Shadowmage said:

As TU does nothing by default, any issues that arise are almost undoubtedly caused by the configs you have installed

Which brings me nicely to my question: Where can I find these configs? Specifically, for the stock parts?

It might be the easiest question to answer for myself by just clicking around somewhere, but so far I haven't found anything. I can image this mod, PlanetShine and KS3P being a great graphics mod combination.

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Thank you @Shadowmage for this awesome mod and @Electrocutor for the Stock Config! :o Didn't know KSP has that much potential! Why is this not in the stock version as a graphical option....

Spoiler

vNa3itW.jpg

RmEF5xz.jpg

Without the config from Electrocutor I would have been lost. I have managed to put some part-paths in the "FullMetal" section to make them shiny, but that is all I can do. 

1. I am very noobish at this. are there some noob-friendly tutorials around? 

2. Is anyone working on the DLC-parts? As I said, I can make them shiny myself, but there is a glitch with the flags on the new pods. The NASA-Logo should be transparent (see pic). 

Spoiler
1IZbkoI.jpg

3. Is there any way to combine glass shaders with other shaders? Like a metal Pod with the beautiful glass shaders in Electrocutors config? And I really would like not all parts shiny on the new rover wheels.

4. How do you make the shininess more subtle? Would be great for parts like fuel tanks.

5. Is there any way to make an ingame skin option? Like the new 1.4 & DLC already has? This would be great! :o

 

Thanks again. You modders make this game so much more fun! :)

Edited by Kerbaderp
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34 minutes ago, Delay said:

Which brings me nicely to my question: Where can I find these configs? Specifically, for the stock parts?

I have not created any, nor do I intend on it.  Even if I did, they would not be distributed with TU (far too much drama).

@Manwith Noname and @Electrocutor are the authors of the current patch sets that you see used in most of the screenshots.  Might even be some patches floating around for specific mods.

 

35 minutes ago, Delay said:

I can image this mod, PlanetShine and KS3P being a great graphics mod combination.

With TU installed (and with the PBR shaders being used on the parts) you don't need PlanetShine or WindowShine at all -- the reflection of a planets color and window reflections are built into the PBR rendering.

Really it just comes down to EVE+Scatterer+KS3P+TU.  Throw in some extras for stuff like footprints and dust-effects... and you really can get 'current-gen' graphics in KSP.

(now if only other mod authors would have less of a problem adapting to/using PBR, we might actually be on to something)

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@Beetlecat

Spoiler

indeed!, 1of 5pics is not TU, shame on me (very old one):D

27 minutes ago, Beetlecat said:

Wait! Those footprints are working???

indeed?

29 minutes ago, Beetlecat said:

Kopernicus Expansion thingy

correctamundo

 

@Shadowmage

basic is from an older Electrocuter cfg with some modifications,this is my verof the TexturesUnlimited_Stock.cfg:

Spoiler

@REFLECTION_CONFIG[default]
{
	%enabled = true
}

KSP_MODEL_SHADER
{
	name = Stock_NoMetal

	// Command
	model = Squad/Parts/Command/mk1Cockpits/CockpitStandard
	model = Squad/Parts/Command/mk1Cockpits/CockpitInline
	model = Squad/Parts/Command/mk1Cockpits/Cabin
	model = Squad/Parts/Command/mk2CockpitStandard/model
	model = Squad/Parts/Command/mk2CockpitInline/model
	model = Squad/Parts/Command/mk2DroneCore/model
	model = Squad/Parts/Utility/mk2CrewCabin/model
	model = Squad/Parts/Command/mk3CockpitShuttle/model
	model = Squad/Parts/FuelTank/mk3Fuselage/CREW
	
	// KipEng 
	model = KipEng/parts/NADockPorts/kipactiveport
	model = KipEng/parts/NADockPorts/kippassiveport
	
	model = Squad/Parts/FuelTank/RCStankRadial/model
	model = Squad/Parts/FuelTank/RCSFuelTankR25/RCSFuelTankR25
	
	// Fus_Tek
	model = Fus_Tek/Parts/Ntk_Kerpton/model
	model = Fus_Tek/Parts/Ntk_KerptonEndRing/model
	model = Fus_Tek/Parts/Ntk_Konsequence/model
	model = Fus_Tek/Parts/KirsDockingModule/model
	
	// Bavaria
	model = Bavaria/Parts/ntshare/Docking
	model = Bavaria/Parts/ntshare/ntfcopen
	model = Bavaria/Parts/ntshare/ntfcopenkupel
	model = Bavaria/Parts/ntshare/ntfcopenroof1
	model = Bavaria/Parts/ntshare/ntfcopenroof2
	model = Bavaria/Parts/ntshare/nt-habi
	model = Bavaria/Parts/ntshare/nt-landmod
	model = Bavaria/Parts/ntshare/nt-storage
	model = Bavaria/Parts/ntshare/tube-nt-4x
	model = Bavaria/Parts/ntshare/tube-ntbp
	model = Bavaria/Parts/ntshare/tube-nt-x3
	

	// FuelTank
	model = Squad/Parts/FuelTank/mk2FuselageShort/FuselageShortLiquid
	model = Squad/Parts/FuelTank/mk2FuselageShort/FuselageShortLFO
	model = Squad/Parts/FuelTank/mk2FuselageShort/FuselageShortMono
	model = Squad/Parts/FuelTank/mk2FuselageLong/FuselageLongLiquid
	model = Squad/Parts/FuelTank/mk2FuselageLong/FuselageLongLFO
	model = Squad/Parts/FuelTank/mk2Adapters/standard
	model = Squad/Parts/FuelTank/mk2Adapters/long
	model = Squad/Parts/FuelTank/mk2Adapters/bicoupler
	model = Squad/Parts/FuelTank/adapterTanks/Size2-Mk2
	model = Squad/Parts/FuelTank/mk3Fuselage/MONO
	model = Squad/Parts/FuelTank/mk3Fuselage/LF_25
	model = Squad/Parts/FuelTank/mk3Fuselage/LFO_25
	model = Squad/Parts/FuelTank/mk3Fuselage/LF_50
	model = Squad/Parts/FuelTank/mk3Fuselage/LFO_50
	model = Squad/Parts/FuelTank/mk3Fuselage/LF_100
	model = Squad/Parts/FuelTank/mk3Fuselage/LFO_100
	model = Squad/Parts/FuelTank/adapterTanks/Mk3-Mk2
	model = Squad/Parts/FuelTank/adapterTanks/Mk3-Size2
	model = Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant
	model = Squad/Parts/FuelTank/adapterTanks/Size3-Mk3
	model = Squad/Parts/FuelTank/adapterTanks/ShuttleAdapter
	
	
	
	model = Squad/Parts/FuelTank/FoilTanks/RadialTank_Capsule
	model = Squad/Parts/FuelTank/FoilTanks/RadialTank_Round
	model = Squad/Parts/FuelTank/FoilTanks/ToroidTank
	
	
	
	

	

	model = Squad/Parts/FuelTank/adapterTanks/Size2-Size1
	model = Squad/Parts/FuelTank/adapterTanks/Size2-Size1Slant
	model = Squad/Parts/FuelTank/fuelTankJumbo-64/model

	model = Squad/Parts/Resources/SmallTank/SmallTank

	
	//MunarIndustriesTanks
	model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Adapt
	model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Adapt_S
	model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Cone
	model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Dome
	model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Tank_L
	model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Tank_M
	model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Tank_S
	model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/WagonWheel
	model = MunarIndustries/Parts/FuelTank/Jumbo_32/Jumbo_32
	model = MunarIndustries/Parts/FuelTank/Jumbo_Shapes/Jumbo_Cone
	model = MunarIndustries/Parts/FuelTank/Jumbo_Shapes/Jumbo_Dome
	model = MunarIndustries/Parts/FuelTank/One25M_Tanks/One25M_Cone
	model = MunarIndustries/Parts/FuelTank/One25M_Tanks/One25M_Dome
	model = MunarIndustries/Parts/FuelTank/One25M_Tanks/Puck
	model = MunarIndustries/Parts/FuelTank/One25M_Tanks_LT/One25M_Dome_LT
	model = MunarIndustries/Parts/FuelTank/One25M_Tanks_LT/One25M_LT
	model = MunarIndustries/Parts/FuelTank/Radial_Adapt_LG/Radial_Adapt_LG
	model = MunarIndustries/Parts/FuelTank/Radial_Adapt_LG/Radial_Adapt_LG_Slant_P
	model = MunarIndustries/Parts/FuelTank/Radial_Adapt_LG/Radial_Adapt_LG_Slant_S
	model = MunarIndustries/Parts/FuelTank/Radial_LG/Radial_LG
	model = MunarIndustries/Parts/FuelTank/Radial_LG/Radial_Wedge_LG_M
	model = MunarIndustries/Parts/FuelTank/Radial_LG/Radial_Wedge_LG_ML
	model = MunarIndustries/Parts/FuelTank/Radial_SM/Radial_Adapt_SM
	model = MunarIndustries/Parts/FuelTank/Radial_SM/Radial_SM_M
	model = MunarIndustries/Parts/FuelTank/Radial_Wedge_LG/Radial_Wedge_LG_S
	model = MunarIndustries/Parts/FuelTank/Radial_Wedge_LG/Radial_Wedge_LG_T
	model = MunarIndustries/Parts/FuelTank/Radial_Wedge_SM/Radial_Wedge_SM_S
	model = MunarIndustries/Parts/FuelTank/Radial_Wedge_SM/Radial_Wedge_SM_T
	model = MunarIndustries/Parts/FuelTank/Three75M_Mono/Three75M_Mono
	model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Hatbox
	model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Pancake
	model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Three75M_Adapt
	model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Three75M_Cone
	model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Three75M_Dome
	model = MunarIndustries/Parts/FuelTank/Toroid_LG/Toroid_LG
	model = MunarIndustries/Parts/FuelTank/Toroid_SM/Toroid_SM
	model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Piepan
	model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Two5M_Adapt
	model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Two5M_Adapt_S
	model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Two5M_Cone
	model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Two5M_Dome
	

	
	// Engine
	model = Squad/Parts/Engine/jetEngines/turboFanSize1
	model = Squad/Parts/Engine/jetEngines/turboJet
	model = Squad/Parts/Engine/jetEngines/turboRamJet
	model = Squad/Parts/Engine/rapierEngine/rapier

	model = Squad/Parts/Engine/solidBoosterBACC/model
	model = Squad/Parts/Engine/solidBoosterRT-10/model
	model = Squad/Parts/Engine/MassiveSRB/MassiveSRB

	// Structural
	model = Squad/Parts/Structural/mk1Parts/StructuralHollow
	model = Squad/Parts/Structural/mk1Parts/Fuselage
	model = Squad/Parts/Structural/mk1Parts/IntakeFuselage
	model = Squad/Parts/Structural/mk1Parts/Nacelle1
	model = Squad/Parts/Structural/mk1Parts/Nacelle2
	model = Squad/Parts/Utility/stackBiCoupler/model
	model = Squad/Parts/Utility/stackTriCoupler/model
	model = Squad/Parts/Utility/stackQuadCoupler/model

	// Payload
	model = Squad/Parts/Utility/mk2CargoBay/BaySmall
	model = Squad/Parts/Utility/mk2CargoBay/BayLarge
	model = Squad/Parts/Utility/mk3CargoBay/short
	model = Squad/Parts/Utility/mk3CargoBay/medium
	model = Squad/Parts/Utility/mk3CargoBay/long
	model = Squad/Parts/Utility/mk3CargoBay/ramp

	// Aero
	model = Squad/Parts/Aero/cones/NCS
	model = Squad/Parts/Aero/cones/TailA
	model = Squad/Parts/Aero/cones/TailB
	
	model = Squad/Parts/Aero/airIntakeRadialXM-G50/RadialIntake
	model = Squad/Parts/Aero/intakeRadialLong/IntakeRadial
	model = Squad/Parts/Aero/circularIntake/CircularIntake
	model = Squad/Parts/Aero/circularIntake/ConeIntake
	model = Squad/Parts/Aero/ramAirIntake/RampIntake
	model = Squad/Parts/Aero/airbrake/Airbrake

	model = Squad/Parts/Aero/wingletAV-T1/model
	model = Squad/Parts/Aero/airplaneFins/Canard
	model = Squad/Parts/Aero/airplaneFins/Swept
	model = Squad/Parts/Aero/airplaneFins/TailFin
	model = Squad/Parts/Aero/airlinerWings/MainWing
	model = Squad/Parts/Aero/airlinerWings/ControlSurface
	model = Squad/Parts/Aero/airlinerWings/TailFin

	model = Squad/Parts/Aero/wings/delta_small
	model = Squad/Parts/Aero/wings/structural4
	model = Squad/Parts/Aero/wings/connector3
	model = Squad/Parts/Aero/wings/connector4
	model = Squad/Parts/Aero/wings/connector5
	model = Squad/Parts/Aero/wings/elevon1
	model = Squad/Parts/Aero/wings/elevon2
	model = Squad/Parts/Aero/wings/elevon4

	model = Squad/Parts/Aero/wings/strake
	model = Squad/Parts/Aero/wings/delta
	model = Squad/Parts/Aero/wings/structural1
	model = Squad/Parts/Aero/wings/structural2
	model = Squad/Parts/Aero/wings/structural3
	model = Squad/Parts/Aero/wings/connector1
	model = Squad/Parts/Aero/wings/connector2
	model = Squad/Parts/Aero/wings/swept1
	model = Squad/Parts/Aero/wings/swept2
	model = Squad/Parts/Aero/wings/elevon3
	model = Squad/Parts/Aero/wings/elevon5

	model = Squad/Parts/Aero/airplaneFins/AdvCanard
	model = Squad/Parts/Aero/shuttleWings/ShuttleStrake
	model = Squad/Parts/Aero/shuttleWings/ShuttleDeltaWing
	model = Squad/Parts/Aero/shuttleWings/ShuttleElevonA
	model = Squad/Parts/Aero/shuttleWings/ShuttleElevonB
	model = Squad/Parts/Aero/shuttleWings/ShuttleRudder

	// Thermal
	model = Squad/Parts/Aero/HeatShield/HeatShield0
	model = Squad/Parts/Aero/HeatShield/HeatShield1
	model = Squad/Parts/Aero/HeatShield/HeatShield2

	// Science
	
	model = Squad/Parts/Science/MaterialBay/science_module_small
	model = Squad/Parts/Science/ScienceBox/ScienceBox

	// Utility
	model = Squad/Parts/Utility/launchEscapeSystem/LaunchEscapeSystem
	model = Squad/Parts/Utility/parachuteMk1/model
	model = Squad/Parts/Utility/parachuteMk16-XL/model
	model = Squad/Parts/Utility/parachuteMk25/model

	TEXTURE // EnableReflectOnSpecularOnly
	{
		shader = SSTU/PBR/StockMetallicBumped

		excludeMesh = flagTransform
		excludeMesh = FLAG

		PROPERTY
		{
			name = _Metal
			float = 0.0
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_FullDefault

	model = Squad/Parts/FuelTank/xenonTank/model
	model = Squad/Parts/FuelTank/fuelTankToroidal/model
	model = Squad/Parts/Wheel/roverWheelTR-2L/model

	TEXTURE
	{
		shader = SSTU/PBR/StockMetallicBumped

		excludeMesh = flagTransform
	}
}

KSP_MODEL_SHADER
{
	name = Stock_FullMetal

	// Command
	model = Squad/Parts/Command/cupola/model
	model = Squad/Parts/Command/hitchhikerStorageContainer/model
	model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab
	model = Squad/Parts/Command/mk2LanderCan/model
	model = Squad/Parts/Command/Mk1-2Pod/model
	model = Squad/Parts/Command/Mk1-3Pod/Mk1-3
	model = Squad/Parts/Command/mk1pod/model
	model = PartOverhauls/Parts/Command/Size1Pod/Size1Pod
	model = MechJeb2/Parts/MechJeb2_AR202/model
	model = Squad/Parts/Utility/rcsBlockRV-105/model
	
	model = Squad/Parts/Command/probeCoreCube/model
	model = Squad/Parts/Command/probeCoreHex/model
	model = Squad/Parts/Command/probeCoreOcto/model
	model = Squad/Parts/Command/probeCoreOcto2/model
	model = Squad/Parts/Command/probeStackSphere/model
	model = Squad/Parts/Command/probeStackSmall/model
	model = Squad/Parts/Command/probeStackLarge/model
	model = Squad/Parts/Command/probeRoverBody/model
	model = Squad/Parts/Command/mk1LanderCan/model
	model = Squad/Parts/Misc/AsteroidDay/HECS2
	model = Squad/Parts/Command/externalCommandSeat/model

	model = Squad/Parts/Command/inlineReactionWheel/model
	model = Squad/Parts/Command/inlineAdvancedStabilizer/model
	model = Squad/Parts/Command/advancedSasModuleLarge/model
	
	model = Fus_Tek/Parts/Ntk_Karavaggio/model
	model = Fus_Tek/Parts/Ntk_Kombobulus/model
	model = Fus_Tek/Parts/Ntk_KombobulusEndRing/model
	model = Fus_Tek/Parts/IACBM_1.25m/model
	model = Fus_Tek/Station Parts Expansion/IACBM_25/model_IACBM_25

	// FuelTank
	model = Squad/Parts/FuelTank/RCSFuelTankR1/model
	model = Squad/Parts/FuelTank/fuelTankOscarB/model
	model = Squad/Parts/FuelTank/xenonTankRadial/model
	model = Squad/Parts/FuelTank/xenonTankLarge/model
	model = Squad/Parts/FuelTank/fuelTankX200-8/model
	model = Squad/Parts/FuelTank/fuelTankX200-16/model
	model = Squad/Parts/FuelTank/fuelTankX200-32/model
	
	model = PartOverhauls/Parts/FuelTank/Size1/FL-T100_A
	model = PartOverhauls/Parts/FuelTank/Size1/FL-T200_A
	model = PartOverhauls/Parts/FuelTank/Size1/FL-T400_A
	model = PartOverhauls/Parts/FuelTank/Size1/FL-T800_A
	model = Squad/Parts/FuelTank/RCSFuelTankR10/model
	model = Squad/Parts/FuelTank/RCStankRadialLong/model
	
	
	
	
	model = MissingHistory/PorkjetParts/FuelTank/FL-T100_A
	model = MissingHistory/PorkjetParts/FuelTank/FL-T200_A
	model = MissingHistory/PorkjetParts/FuelTank/FL-T400_A
	model = MissingHistory/PorkjetParts/FuelTank/FL-T800_A
	
	model = MunarIndustries/Parts/FuelTank/Xenon_LG/Xenon_Dome_LG
	model = MunarIndustries/Parts/FuelTank/Xenon_LG/Xenon_LG
	model = MunarIndustries/Parts/FuelTank/Xenon_MD/Xenon_Dome_MD
	model = MunarIndustries/Parts/FuelTank/Xenon_MD/Xenon_MD
	model = MunarIndustries/Parts/FuelTank/Xenon_SM/Xenon_Dome_SM
	model = MunarIndustries/Parts/FuelTank/Xenon_SM/Xenon_SM
	model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks/Oscar_Cone
	model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks/Oscar_Dome
	model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks/Thermos
	model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks_LT/Oscar_Dome_LT
	model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks_LT/Oscar_LT
	
	// KIS
	model = KIS/Parts/container1/model
	model = KIS/Parts/container2/model
	model = KIS/Parts/container3/model
	model = KIS/Parts/containerMount1/model
    model = KIS/Parts/evapropellant1/model
	
	// KAS
	model = KAS/Parts/winch1/model
	model = KAS/Parts/winch2/model
	model = KAS/Parts/cPort1/model
	model = KAS/Parts/hook_magnet/model
	
	
	//Vensrevamp
	model = VenStockRevamp/Squad/Parts/Electrical/SolarPanels/LargeSolarPanel
	model = VenStockRevamp/Squad/Parts/Electrical/SolarPanels/LargeRadial
	model = VenStockRevamp/Squad/Parts/Electrical/SolarPanels/SmallRadial
	
	
	// Engine
	model = Squad/Parts/Engine/liquidEngineLV-1/model
	model = Squad/Parts/Engine/liquidEngine48-7S/model
	model = Squad/Parts/Engine/ionEngine/model
	model = Squad/Parts/Engine/liquidEngineLV-909/model
	model = Squad/Parts/Engine/liquidEngineLV-N/model
	model = Squad/Parts/Engine/liquidEngineLV-T30/model
	model = Squad/Parts/Engine/liquidEngineLV-T45/model
	model = Squad/Parts/Engine/liquidEngineSSME/SSME
	model = Squad/Parts/Engine/liquidEngineAerospike/AeroSpike
	model = Squad/Parts/Engine/liquidEngineMainsail/model
	model = Squad/Parts/Engine/liquidEngineSkipper/model
	model = Squad/Parts/Engine/liquidEnginePoodle/model
	model = Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngine
	model = Squad/Parts/Engine/liquidEngineLV-1R/model
	model = Squad/Parts/Engine/liquidEngine24-77/model

	// Structural
	model = Squad/Parts/Utility/largeAdapterShort/model
	model = Squad/Parts/Structural/adapterSmallMiniShort/model
	model = Squad/Parts/Utility/largeAdapter/model
	model = Squad/Parts/Structural/adapterLargeSmallBi/model
	model = Squad/Parts/Structural/adapterLargeSmallTri/model
	model = Squad/Parts/Structural/adapterLargeSmallQuad/model
	model = Squad/Parts/Utility/radialAttachmentPoint/model
	model = Squad/Parts/CompoundParts/strutConnector/model
	model = Squad/Parts/Structural/strutOcto/model
	model = Squad/Parts/Structural/strutCubicOcto/model
	model = Squad/Parts/Structural/trussGirderL/model
	model = Squad/Parts/Structural/trussGirderXL/model
	model = Squad/Parts/Structural/trussGirderAdapter/model
	model = Squad/Parts/Structural/structuralPanel1x1/model
	model = Squad/Parts/Structural/structuralPanel2x2/model
	model = Squad/Parts/Structural/structuralMicronode/model
	model = Squad/Parts/Structural/structuralIBeam200/model
	model = Squad/Parts/Structural/structuralIBeam200Pocket/model
	model = Squad/Parts/Structural/structuralIBeam650/model
	model = Squad/Parts/Structural/stationHub/model

	// Coupling
	model = Squad/Parts/Utility/decouplerSeparatorTR-2C/model
	model = Squad/Parts/Utility/decouplerStackTR-2V/model
	model = Squad/Parts/Utility/decouplerStackTR-18A/model
	model = Squad/Parts/Utility/decouplerSeparatorTR-18D/model
	model = Squad/Parts/Utility/decouplerStack2m/model
	model = Squad/Parts/Utility/decouplerSeparatorTR-XL/model
	model = Squad/Parts/Utility/decouplerRadialHDM/model
	model = Squad/Parts/Utility/decouplerRadialTT-38K/model
	model = Squad/Parts/Utility/decouplerRadialTT-70/model
	model = Squad/Parts/Utility/dockingPortJr/model
	model = Squad/Parts/Utility/dockingPort/model
	model = Squad/Parts/Utility/dockingPortSr/model
	
	
	model = Squad/Parts/Utility/dockingPortShielded/model

	// Payload
	model = Squad/Parts/Utility/ServiceBay/ServiceBay_125
	model = Squad/Parts/Utility/ServiceBay/ServiceBay_250
	model = Squad/Parts/Aero/fairings/fairingSize1
	model = Squad/Parts/Aero/fairings/fairingSize2
	model = Squad/Parts/Aero/fairings/fairingSize3

	// Aero
	model = Squad/Parts/Aero/basicFin/basicFin
	model = Squad/Parts/Aero/protectiveRocketNoseMk7/model
	
	model = Squad/Parts/Aero/wingletDeltaDeluxe/model
	model = Squad/Parts/Aero/wingletAV-R8/model
	model = Squad/Parts/Aero/wingletAV-T1/model
	
	model = Squad/Parts/Aero/aerodynamicNoseCone/model
	model = Squad/Parts/Aero/cones/ConeA
	model = Squad/Parts/Aero/cones/ConeB

	// Ground
	model = Squad/Parts/Utility/landingLegLT-1/model
	model = Squad/Parts/Utility/landingLegLT-2/model
	model = Squad/Parts/Utility/landingLegLT-5/model
	model = Squad/Parts/Wheel/roverWheelS2/model

	// Electrical
	model = Squad/Parts/Electrical/z-200Battery/model
	model = Squad/Parts/Electrical/z-400Battery/model
	model = Squad/Parts/Electrical/z-1kBattery/model
	model = Squad/Parts/Electrical/z-4kBattery/model
	
	model = Squad/Parts/Utility/spotLightMk1/model
	model = Squad/Parts/Utility/spotLightMk2/model

	model = Squad/Parts/Electrical/RTG/model
	model = Squad/Parts/Resources/FuelCell/FuelCell
	model = Squad/Parts/Resources/FuelCell/FuelCellArray

	// Comm
	model = Squad/Parts/Utility/RelayAntennas/RA-5
	model = Squad/Parts/Utility/RelayAntennas/RA-50
	model = Squad/Parts/Utility/RelayAntennas/RA-100
	model = Squad/Parts/Utility/DirectAntennas/SurfAntenna
	model = Squad/Parts/Utility/DirectAntennas/HGAntenna
	model = Squad/Parts/Utility/commsDish16/model
	model = Squad/Parts/Misc/AsteroidDay/HighGainAntenna

	// Science
	model = Squad/Parts/Science/sensorThermometer/model
	model = Squad/Parts/Science/sensorGravimeter/model
	model = Squad/Parts/Science/sensorBarometer/model
	model = Squad/Parts/Science/sensorAccelerometer/model
	model = Squad/Parts/Science/AtmosphereSensor/model
	model = Squad/Parts/Resources/SurfaceScanner/SurfaceScanner
	model = Squad/Parts/Resources/SurveyScanner/SurveyScanner
	model = Squad/Parts/Resources/OrbitalScanner/OrbitalScanner
	model = Squad/Parts/Misc/AsteroidDay/CamSat

	// Utility
	model = Squad/Parts/Utility/ladderRadial/model
	model = Squad/Parts/Utility/ladderTelescopic/model
	model = Squad/Parts/Utility/ladderTelescopicBay/model
	model = Squad/Parts/Resources/RadialDrill/TriBitDrill
	model = Squad/Parts/Resources/MiniDrill/MiniDrill
	model = Squad/Parts/Resources/ISRU/ISRU
	model = Squad/Parts/Resources/MiniISRU/MiniISRU

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = flagTransform
		excludeMesh = Flag

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_Partial

	model = Squad/Parts/Command/mk1pod/model
	model = Squad/Parts/Command/mk2LanderCan/model
	model = Squad/Parts/Command/Mk1-2Pod/model

	model = Squad/Parts/Resources/RadialTank/RadialOreTank

	model = Squad/Parts/Electrical/z-100Battery/model
//	- indicator (led)
//	- battery (body)

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		mesh = rung
		mesh = ksp_s_resourceContainer_fbx
		mesh = battery

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}

	TEXTURE // Glass
	{
		shader = SSTU/PBR/Metallic

		mesh = window
		mesh = SideWindow
		mesh = FrontWindow
		mesh = indicator

		PROPERTY
		{
			name = _Metal
			float = 0.0
		}
		PROPERTY
		{
			name = _Smoothness
			float = 1.0
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_SolarPanels

	model = Squad/Parts/Electrical/1x6SolarPanels/model
	model = Squad/Parts/Electrical/3x2SolarPanels/model
	model = Squad/Parts/Electrical/gigantorXlSolarArray/model
	model = Squad/Parts/Electrical/radialFlatSolarPanel/model
	model = Squad/Parts/Misc/AsteroidDay/LgRadialSolar

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		mesh = base
		mesh = mount
		mesh = panelbase
		mesh = panelcap
		mesh = clamp
		mesh = rotator
		mesh = panel_001
		mesh = panel_002

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}

	TEXTURE // Panels
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = mount
		excludeMesh = panelbase
		excludeMesh = panelcap
		excludeMesh = base
		excludeMesh = door
		excludeMesh = clamp
		excludeMesh = rotator
		excludeMesh = panel_001
		excludeMesh = panel_002

		PROPERTY
		{
			name = _Metal
			float = 0.0
		}
		PROPERTY
		{
			name = _Smoothness
			float = 1.0
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_SolarPanelsShrouded

	model = Squad/Parts/Electrical/1x6ShroudSolarPanels/model
	model = Squad/Parts/Electrical/3x2ShroudSolarPanels/model

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		mesh = mount
		mesh = panelbase
		mesh = panelcap
		mesh = clamp
		mesh = rotator
		mesh = panel_001
		mesh = panel_002

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}

	TEXTURE // Panels
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = mount
		excludeMesh = panelbase
		excludeMesh = panelcap
		excludeMesh = base
		excludeMesh = door
		excludeMesh = clamp
		excludeMesh = rotator
		excludeMesh = panel_001
		excludeMesh = panel_002

		PROPERTY
		{
			name = _Metal
			float = 0.0
		}
		PROPERTY
		{
			name = _Smoothness
			float = 1.0
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_Comm

	model = Squad/Parts/Utility/commDish88-88/model
	model = Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = Cylinder001
		excludeMesh = AntennaCap
		excludeMesh = OuterArm007
		excludeMesh = OuterArm008
		excludeMesh = OuterArm009
		excludeMesh = OuterArm010
		excludeMesh = OuterArm011
		excludeMesh = OuterArm012
		excludeMesh = OuterArm013
		excludeMesh = OuterArm014
		excludeMesh = LowerPlate002
		excludeMesh = LowerPlate003
		excludeMesh = LowerPlate004
		excludeMesh = LowerPlate005
		excludeMesh = LowerPlate006
		excludeMesh = LowerPlate007
		excludeMesh = LowerPlate008
		excludeMesh = LowerPlate009
		excludeMesh = LowerPlate010
		excludeMesh = LowerPlate011
		excludeMesh = LowerPlate012
		excludeMesh = LowerPlate013
		excludeMesh = LowerPlate014
		excludeMesh = LowerPlate015
		excludeMesh = LowerPlate016
		excludeMesh = LowerPlate017

		excludeMesh = Base
		excludeMesh = RightPane
		excludeMesh = LeftPane

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_Radiators

	model = Squad/Parts/Thermal/RadiatorPanels/radPanelEdge
	model = Squad/Parts/Thermal/RadiatorPanels/radPanelSm
	model = Squad/Parts/Thermal/RadiatorPanels/radPanelLg
	model = Squad/Parts/Thermal/FoldingRadiators/foldingRadSmall
	model = Squad/Parts/Thermal/FoldingRadiators/foldingRadMed
	model = Squad/Parts/Thermal/FoldingRadiators/foldingRadLarge

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		//excludeMesh = Cube
		//excludeMesh = Cylinder_002
		//excludeMesh = RadPanel_Lg
		excludeMesh = Panel
		excludeMesh = Panel_001
		excludeMesh = Panel_002
		excludeMesh = Panel_003
		excludeMesh = Panel_004
		excludeMesh = Panel_005
		excludeMesh = Panel_006
		excludeMesh = Panel_007
		excludeMesh = Panel_008
		excludeMesh = Panel_009
		excludeMesh = Panel_010
		excludeMesh = Panel_011
		excludeMesh = Panel_012
		excludeMesh = Panel_013
		excludeMesh = Panel_014
		excludeMesh = Panel_015
		excludeMesh = Panel_016
		excludeMesh = Panel_017
		excludeMesh = Panel_018
		excludeMesh = Panel_019
		excludeMesh = Panel_020
		excludeMesh = Panel_021
		excludeMesh = Panel_022
		excludeMesh = Panel_023

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_InflatableHeatShield

	model = Squad/Parts/Aero/InflatableHeatShield/HeatShield

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = Shield

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_LandingGear

	//model = Squad/Parts/Wheel/LandingGear/GearFixed
	//model = Squad/Parts/Wheel/LandingGear/GearFree
	model = Squad/Parts/Wheel/LandingGear/GearSmall
	model = Squad/Parts/Wheel/LandingGear/GearMedium
	model = Squad/Parts/Wheel/LandingGear/GearLarge
	model = Squad/Parts/Wheel/LandingGear/GearExtraLarge

	TEXTURE // Metal
	{
		//shader = SSTU/PBR/Metallic
		shader = SSTU/PBR/StockMetallicBumped

		excludeMesh = Base
		excludeMesh = BayDoor1
		excludeMesh = BayDoor2
		excludeMesh = Flare
		excludeMesh = flare

		//excludeMesh = wheel
		//excludeMesh = wheel 7
		//excludeMesh = wheel 8
		//excludeMesh = w1
		//excludeMesh = w2
		//excludeMesh = w3
		//excludeMesh = w4
		//excludeMesh = w5
		//excludeMesh = w6
		//excludeMesh = obj_wheel

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_Wheels

	model = Squad/Parts/Wheel/roverWheelTR-2L/model
	model = Squad/Parts/Wheel/roverWheelXL3/model

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = wheel
		excludeMesh = obj_wheel

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_WheelM1

	model = Squad/Parts/Wheel/roverWheelM1/model

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = mesh

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_FuelLine

	model = Squad/Parts/CompoundParts/fuelLine/model

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		mesh = anchor-Pivot
		mesh = obj_anchorCap_pivot
		mesh = obj_targetAnchor-Pivot
		mesh = obj_targetCap-Pivot

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_ShieldedDockingPort

	model = Squad/Parts/Utility/dockingPortShielded/model

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = base
		excludeMesh = petal1
		excludeMesh = petal02
		excludeMesh = petal03

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_Mk1InlineDockingPort

	model = Squad/Parts/Utility/dockingPortInline/model

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = housing
		excludeMesh = door1
		excludeMesh = door2

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
	TEXTURE
	{
		shader = SSTU/PBR/StockMetallicBumped

		mesh = housing
		mesh = door1
		mesh = door2

		PROPERTY
		{
			name = _Metal
			float = 0.0
		}
		PROPERTY
		{
			name = _Smoothness
			float = 1.0
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_Mk2InlineDockingPort

	model = Squad/Parts/Utility/mk2DockingPort/model

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = Base
		excludeMesh = Door1
		excludeMesh = Door2

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
	TEXTURE
	{
		shader = SSTU/PBR/StockMetallicBumped

		mesh = Base
		mesh = Door1
		mesh = Door2

		PROPERTY
		{
			name = _Metal
			float = 0.0
		}
		PROPERTY
		{
			name = _Smoothness
			float = 1.0
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_LaunchClamps

	model = Squad/Parts/Utility/launchClamp1/model

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = obj_girder_mesh
		excludeMesh = obj_girdercap_mesh

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_Grappler

	model = Squad/Parts/Utility/GrapplingDevice/GrapplingArm

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		excludeMesh = flagTransform
		excludeMesh = OuterSleeve1
		excludeMesh = OuterSleeve2
		excludeMesh = OuterSleeve3
		excludeMesh = OuterSleeve4
		excludeMesh = FoldingCap1
		excludeMesh = FoldingCap2
		excludeMesh = FoldingCap3
		excludeMesh = FoldingCap4
		excludeMesh = FoldingCap5
		excludeMesh = FoldingCap6
		excludeMesh = FoldingCap7
		excludeMesh = FoldingCap8
		excludeMesh = FoldingCap9
		excludeMesh = FoldingCap10
		excludeMesh = FoldingCap11
		excludeMesh = FoldingCap12
		excludeMesh = FoldingCap13
		excludeMesh = FoldingCap14
		excludeMesh = FoldingCap15
		excludeMesh = FoldingCap16
		excludeMesh = FoldingCap17
		excludeMesh = FoldingCap18
		excludeMesh = FoldingCap19
		excludeMesh = FoldingCap20

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_Engine_J90

	model = Squad/Parts/Engine/jetEngines/turboFanSize2

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		mesh = FanCone
		mesh = FanBlades

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

KSP_MODEL_SHADER
{
	name = Stock_Engine_VectorClusters

	model = Squad/Parts/Engine/Size2LFB/Size2LFB
	model = Squad/Parts/Engine/Size3EngineCluster/Size3EngineCluster

	TEXTURE // Metal
	{
		shader = SSTU/PBR/Metallic

		mesh = Nozzle1
		mesh = Nozzle2
		mesh = Nozzle3
		mesh = Nozzle4

		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
}

 

 

 

 

 

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1 hour ago, Kerbaderp said:

Thank you @Shadowmage for this awesome mod and @Electrocutor for the Stock Config! :o Didn't know KSP has that much potential! Why is this not in the stock version as a graphical option....

  Reveal hidden contents

vNa3itW.jpg

RmEF5xz.jpg

Without the config from Electrocutor I would have been lost. I have managed to put some part-paths in the "FullMetal" section to make them shiny, but that is all I can do. 

1. I am very noobish at this. are there some noob-friendly tutorials around? 

2. Is anyone working on the DLC-parts? As I said, I can make them shiny myself, but there is a glitch with the flags on the new pods. The NASA-Logo should be transparent (see pic). 

  Reveal hidden contents
1IZbkoI.jpg

3. Is there any way to combine glass shaders with other shaders? Like a metal Pod with the beautiful glass shaders in Electrocutors config? And I really would like not all parts shiny on the new rover wheels.

4. How do you make the shininess more subtle? Would be great for parts like fuel tanks.

5. Is there any way to make an ingame skin option? Like the new 1.4 & DLC already has? This would be great! :o

 

Thanks again. You modders make this game so much more fun! :)

1.) Sorry, I'm terrible at teaching things.  I would suggest first becoming intimately familiar with KSP config modding and module-manager use.  From there, I can teach you how to write configs + patches for TU.

2.) Not really.  Possibly in the future.  Either way, I won't be making it or distributing it -- it'll have to come from other forum users and/or authors.  (far too much drama involved with patching of other peoples' parts)

3.) Not in the method you are proposing.  A mesh can only ever use a single shader.  But you can likely achieve the effect you are looking for by providing proper texture inputs (the stock textures lack much of the data needed for these effects), or simply using the proper shader (there is one that explicitly includes transparency support, but it needs to be specified properly in the configs).

4.) Custom textures, and/or adjusting the _Metal and _Shininess properties in the configs.  More than likely you will need custom textures, as patching entire meshes can only go so far.

5.) Yes -- see KSPTextureSwitch  (  https://github.com/shadowmage45/TexturesUnlimited/blob/master/Plugin/SSTUTools/KSPShaderTools/Module/KSPTextureSwitch.cs)

Please not however, that very little of this stuff works on parts that use the stock 'part-variant' feature.  Because of how stock implemented their feature, it stomps all over any other mod that tries to adjust materials/etc.  So you need to choose between using the stock part-variants, or using TU's texture-switching.

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4 hours ago, Kerbaderp said:

Didn't know KSP has that much potential! Why is this not in the stock version as a graphical option....

Because Squad has no clue about their own game, and would rather add things no one asked for, than fixing the pile of ever growing fesces they call their software.

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5 hours ago, Burning Kan said:

basic is from an older Electrocuter cfg with some modifications,this is my verof the TexturesUnlimited_Stock.cfg:

Thanks this will help speed up the work on my personal config file. I was about to start on doing MunarIndusties myself. I'll do a shameless copy paste . Is that a file reference to Bavaria tubes mod I see ? Haven’t seen that in a long time that Mod was cool. You have a working version of that ? If not no biggie Thanks for  sharing your configuration with everyone.  I'm kind of stuck between finishing my full KSPTextureSwitch version for 1.3.1 or a basic TU config for 1.4.3? Because at this point it's not looking good for SSTU and KSPtexSwitch in 1.4+ any time soon and that just sucks because most of the other mods are moving forward with their versions.

 

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26 minutes ago, Delbrutis said:

KSPTextureSwitch version for 1.3.1 or a basic TU config for 1.4.3?

You can use KSPTextureSwitch with just TexturesUnlimited -- that is where it comes from.  You don't need SSTU for any of that.

(SSTU is WIP, it'll be ready when it is ready)

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you are welcome,

Spoiler

just some of these part iam managed to rescue in 1.4.2,but will help if u need some with other parts

 

it very old, in the meantime much changes but if u interest i can pass u the cfg(rescaled,nodecorrections) for the parts still the work (some have problems with colliders,ive kicked them out)also its easy to fix just change 1,to-1 or vice versa.pm me for these.  sry for been off-topic here @ shadowmage

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2 minutes ago, Shadowmage said:

You can use KSPTextureSwitch with just TexturesUnlimited -- that is where it comes from.  You don't need SSTU for any of that.

(SSTU is WIP, it'll be ready when it is ready)

No complaints at all about SSTU Not being ready no problem there. Sorry if you misunderstood that please no hurry on that. It was more me being frustrated with getting KSPTextureSwitch working right under 1.4+. Maybe  I am just doing something wrong I'M no expert but under 1.4+ None of the KSPTextureSwitch settings get saved with craft files or outside the VAB . I was under the impression everyone was having this issue?

1 minute ago, Burning Kan said:

you are welcome,

  Reveal hidden contents

just some of these part iam managed to rescue in 1.4.2,but will help if u need some with other parts

 

it very old, in the meantime much changes but if u interest i can pass u the cfg(rescaled,nodecorrections) for the parts still the work (some have problems with colliders,ive kicked them out)also its easy to fix just change 1,to-1 or vice versa.pm me for these.  sry for been off-topic here @ shadowmage

That would be cool I think I might have the old files on a backup drive somewhere. Thanks

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4 minutes ago, Delbrutis said:

It was more me being frustrated with getting KSPTextureSwitch working right under 1.4+.

As far as I know it works correctly.  There -have- been some changes to the configs for both the texture sets and part modules, but I have not noticed any problems on the parts that I'm using it on (after the configs were updated anyway).

4 minutes ago, Delbrutis said:

[...] under 1.4+ None of the KSPTextureSwitch settings get saved with craft files or outside the VAB . I was under the impression everyone was having this issue

Not that I'm aware of.  If the texture-set's aren't getting saved, that sounds like a legitimate bug.  (unless it is on a part that uses the stock PartVariant stuff... in which case... you'll have to wait until later, as those parts are not yet supported)

Are these configs for stock parts that I could test, or what parts/textures are involved?

Edited by Shadowmage
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4 minutes ago, Shadowmage said:

Not that I'm aware of

I was having problems with my Porkjet and Ven configs. Stock was fine but I was just using the Electrocutors base config with no tex switching. I need to go back and check what Porkjet I was using I may have used the new version with the stock texture switching. But I don't know why any of the Ven parts would not work or the PJ command POD? I'll have to go back and go through the files. If I still need help I'll post my configs they were just the reg Electrocutors Porkjet and Ven configs I converted to work in 1.4+? Thanks I hate to take all your time for my unimportant personal stuff. Even if I missed something the stock part switch is on a huge number of stock parts and a lot of Mods are updating to use it. So I still see things getting kind of "Sucky" with 1.4+ going forward. Thanks again for all your hard work.

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Hello T.U !

I'm working now on textures config to improve the T.U stock config of @Electrocutor, that is already very good but some parts need to be more shinny and other less for my taste, and this is not feasible with a simple text config. In addition, I want old and new save stay compatible with my textures config, like T.U stock config of Electrocutor. This is why I use only stock part variant when stock parts use it and I nerver use KSPTextureSwitch (even it's better, there some other config mod use it very well).

For e.g, this is my MK1-3 pod:URRayGr.jpg

If you want to see how it looks in game, you can download my texture config here: Vandest-TU_Stock-Config.rar

Actually, I've made about between 20 and 30 parts but I share only this Mk1-3 pod and I will share all of my texture config as soon as I think it's good to and sufficient numbers.

Edited by Vandest
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1 hour ago, bcink said:

Awesome work :D

Indeed! Looks great. I like these eye-catching rivets. :)

 

Do I assume right that you've used at least 2 different shaders? Because the bottom black ring (what's the right term btw?) is not shiny. 

What programs are necessary to do that? Sorry for my noobish questions. I am kind of lost where and how to begin with. Don't have any coding background either. 

 

I am looking forward to your release. Can't wait to play a new 1.4.3 career with that mod. Great work!

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On 4/30/2018 at 9:27 PM, Burning Kan said:

basic is from an older Electrocuter cfg with some modifications,this is my verof the TexturesUnlimited_Stock.cfg

I like these configs.

Only one thing is "interesting": the solar panels have no reflection anymore (it was slightly, but now it's totally gone)
OCbg1gf.png

These are the
GameData\Bluedog_DB\Parts\Gemini\bluedog_MOL_Solar2.cfg

Edited by Gordon Dry
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7 hours ago, Kerbaderp said:

Do I assume right that you've used at least 2 different shaders? Because the bottom black ring (what's the right term btw?) is not shiny.

No, I use only one shader (SSTU/PBR/Metallic) but with different settings for different location of part. This is why it isn't possible with a text config only, in this pod case we need to use some textures to apply different settings on the same part. Also, this is why I say that my work is complementary to @Electrocutor one and it's not the same. In some cases "TexturesUnlimited_Stock.cfg" is sufficient and we don't need more, but in others cases we need a texture to use different settings to the same mesh. It's also to help to understand this I share this MK1-3 pod settings, it's a single part and you can see easily how and what we can do that with.

 

In MK1-3 pod case, I use 4 textures:

  1. Diff: For RGB colors of part (In most of case we don't need it, but for MK1-3 pod I need it to change foil aspect under the pod)
  2. GLOW: For windows lights (We need a new one to use the Metallic shader. Otherwise, with the stock glow texture, the lights don't work anymore)
  3. NRM: Normal map for rivets.
  4. MET: This is here we get settings that interests us!
  • Red Channel: Metallic settings
  • Blue & Green Channel: Blank
  • Alpha channel: Smoothness settings

And to apply this textures, we need a config file (In my case is TU_config.cfg).

Thank you again to @Shadowmage to give us this amazing mod !

Edited by Vandest
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54 minutes ago, Vandest said:

GLOW: For windows lights (We need a new one to use the Metallic shader. Otherwise, with the stock glow texture, the lights don't work anymore)

This shouldn't really be the case -- the shader should support the stock GLOW textures for cabin lights/engines/etc (emissives).  If you are having problems with that, please file a bug report on the tracker with the relevant details (configs at least, log file may be needed; some method to duplicate the problem).

Otherwise, glad to hear you are enjoying it.  Please let me know if you run into any problems (not already on the tracker), and I'm always open to suggestions and feedback towards feature enhancements or other improvements (within reason).  If you get to a point where you want to start a forum thread for distributing your configs I can even add a link in the OP.

3 hours ago, Gordon Dry said:

Only one thing is "interesting": the solar panels have no reflection anymore (it was slightly, but now it's totally gone)

Could be caused by a lot of things.... can you post the config/patch that targets the part? (first place to start)

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1 hour ago, Shadowmage said:

can you post the config/patch that targets the part?

There is none as I know of, only files containing "bluedog_MOL_Solar2" are

  • GameData\Bluedog_DB\Compatibility\Tweakscale\tweakscale_Gemini.cfg
  • GameData\Bluedog_DB\Parts\Gemini\bluedog_MOL_Solar2.cfg

The config itself also doesn't contain anything shader related.

PART
{
	name = bluedog_MOL_Solar2
	module = Part
	author = CobaltWolf
MODEL
{
	model = Bluedog_DB/Parts/Gemini/bluedog_MOL_Solar2
}
	rescaleFactor = 1
	node_attach = -0.01, 0.0, 0.0, -1.0, 0.0, 0.0
	TechRequired = basicScience
	entryCost = 6000
	cost = 2000
	category = Electrical
	subcategory = 0
	title = MOS-PVP-2 Solar Array
	manufacturer = Bluedog Design Bureau
	description = Large, heavy solar panels. Primitive, but capable of generating more power than anything else with our current technology. Hopefully we'll come up with something better soon. //'
	attachRules = 0,1,0,0,1
	mass = 0.235
	dragModelType = default
	maximum_drag = 0.2
	minimum_drag = 0.2
	angularDrag = 1
	crashTolerance = 8
	maxTemp = 1200 // = 3200
	thermalMassModifier = 2.0
	emissiveConstant = 0.95
	heatConductivity = 0.04 // 1/3 the default
	bulkheadProfiles = srf

	tags = charge deploy e/c elect energ extend fold generat (light panel photo power retract sun track unfold volt watt MOL MOS Gemini
	
	MODULE
	{
		name = ModuleDeployableSolarPanel
		animationName = deploy
		raycastTransformName = sunCatcher
		pivotName = pivot
		resourceName = ElectricCharge
		chargeRate = 14
	}
} 

@CobaltWolf I'm not sure if the model references to some stock stuff for the panels itself - I have no clue of modelling :)

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