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[1.12.x] James Webb For Kerbal


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  • 1 month later...
51 minutes ago, Grunf911 said:

I have the following issue with James Webb.

When i build it in VAB, all looks good, however when i take it out the mirror and all else is black. Here is what it looks like:

ohzIlx6.jpg

0BD1Zx8.png

 

 

 

Do you have Textures Unlimited?

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8 minutes ago, Cheesecake said:

Do you have Textures Unlimited?

Hi,

Yes I do, and as you can see it looks ok in VAB, but not in space, so that is  why i am confused

 

I do get this in the log though:


 

[AddonLoader]: Instantiating addon 'EditorReflectionUpdate' from assembly 'TexturesUnlimited'
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

[AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited'
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

NullReferenceException: Object reference not set to an instance of an object
  at KSP.UI.Screens.ApplicationLauncher.RemoveModApplication (KSP.UI.Screens.ApplicationLauncherButton button) [0x00029] in <cd473063d3a2482f8d93d388d0c95035>:0
  at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
AddonLoader:StartAddons(Startup)
AddonLoader:OnLevelLoaded(GameScenes)
AddonLoader:OnSceneLoaded(Scene, LoadSceneMode)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)

 

I extracted all references to TexturesUnlimited via Notepad ++ and this is what i get:

 

	Line 103508: [ModuleManager] Calling TexturesUnlimitedLoader.ModuleManagerPostLoad() 
	Line 103511: TexturesUnlimited - Initializing shader and texture set data. 
	Line 103514: TexturesUnlimited - Loading Shader Pack: SSTUShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/sstushaders-universal.ssf 
	Line 103514: TexturesUnlimited - Loading Shader Pack: SSTUShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/sstushaders-universal.ssf 
	Line 103517: TexturesUnlimited - Loaded Shader: SSTU/Masked :: assets/customshaders/sstu-masked.shader from pack: SSTUShaders 
	Line 103520: TexturesUnlimited - Loaded Shader: SSTU/MaskedIcon :: assets/customshaders/sstu-maskedicon.shader from pack: SSTUShaders 
	Line 103523: TexturesUnlimited - Loaded Shader: SSTU/PBR/Masked :: assets/customshaders/sstu-pbr-masked.shader from pack: SSTUShaders 
	Line 103526: TexturesUnlimited - Loaded Shader: SSTU/PBR/Metallic :: assets/customshaders/sstu-pbr-metallic.shader from pack: SSTUShaders 
	Line 103529: TexturesUnlimited - Loaded Shader: SSTU/PBR/MetallicTransparent :: assets/customshaders/sstu-pbr-metallictransparent.shader from pack: SSTUShaders 
	Line 103532: TexturesUnlimited - Loaded Shader: SSTU/PBR/Solar :: assets/customshaders/sstu-pbr-solar.shader from pack: SSTUShaders 
	Line 103535: TexturesUnlimited - Loaded Shader: SSTU/PBR/StockMetallicBumped :: assets/customshaders/sstu-pbr-stockmetallicbumped.shader from pack: SSTUShaders 
	Line 103538: TexturesUnlimited - Loaded Shader: SSTU/PBR/StockMetallicBumpedMasked :: assets/customshaders/sstu-pbr-stockmetallicbumpedmasked.shader from pack: SSTUShaders 
	Line 103541: TexturesUnlimited - Loaded Shader: SSTU/PBR/StockMetallicDiffuse :: assets/customshaders/sstu-pbr-stockmetallicdiffuse.shader from pack: SSTUShaders 
	Line 103544: TexturesUnlimited - Loaded Shader: SSTU/SetAlpha :: assets/customshaders/sstu-setalpha.shader from pack: SSTUShaders 
	Line 103547: TexturesUnlimited - Loaded Shader: SSTU/Skybox/Cubemap :: assets/customshaders/sstu-skybox-cubed.shader from pack: SSTUShaders 
	Line 103550: TexturesUnlimited - Loaded Shader: SSTU/SolarShader :: assets/customshaders/sstu-solar.shader from pack: SSTUShaders 
	Line 103553: TexturesUnlimited - Loading Shader Pack: TU-SkyboxShader :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/TU-SkyboxShader.ssf 
	Line 103553: TexturesUnlimited - Loading Shader Pack: TU-SkyboxShader :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/TU-SkyboxShader.ssf 
	Line 103556: TexturesUnlimited - Loaded Shader: TU/Skybox :: assets/customshaders/tu-skybox.shader from pack: TU-SkyboxShader 
	Line 103559: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-universal.ssf 
	Line 103559: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-universal.ssf 
	Line 103562: TexturesUnlimited - Loaded Shader: TU/Legacy :: assets/shaders/surface/tu-legacy.shader from pack: TU-Shaders 
	Line 103565: TexturesUnlimited - Loaded Shader: TU/Metallic :: assets/shaders/surface/tu-metallic.shader from pack: TU-Shaders 
	Line 103568: TexturesUnlimited - Loaded Shader: TU/Specular :: assets/shaders/surface/tu-specular.shader from pack: TU-Shaders 
	Line 103571: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-transparent.ssf 
	Line 103571: TexturesUnlimited - Loading Shader Pack: TU-Shaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-transparent.ssf 
	Line 103574: TexturesUnlimited - Loaded Shader: TU/Transparent/Legacy :: assets/shaders/surface/tu-transparent-legacy.shader from pack: TU-Shaders 
	Line 103577: TexturesUnlimited - Loaded Shader: TU/Transparent/Metallic :: assets/shaders/surface/tu-transparent-metallic.shader from pack: TU-Shaders 
	Line 103580: TexturesUnlimited - Loaded Shader: TU/Transparent/Specular :: assets/shaders/surface/tu-transparent-specular.shader from pack: TU-Shaders 
	Line 103583: TexturesUnlimited - Loading Shader Pack: TU-IconShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-icons.ssf 
	Line 103583: TexturesUnlimited - Loading Shader Pack: TU-IconShaders :: H:/KSP_Kerbalism/KSP_x64_Data/../GameData/000_TexturesUnlimited/Shaders/tushaders-icons.ssf 
	Line 103586: TexturesUnlimited - Loaded Shader: TU/Icon/Legacy :: assets/shaders/surface/tu-icon-legacy.shader from pack: TU-IconShaders 
	Line 103589: TexturesUnlimited - Loaded Shader: TU/Icon/Metallic :: assets/shaders/surface/tu-icon-metallic.shader from pack: TU-IconShaders 
	Line 103592: TexturesUnlimited - Loaded Shader: TU/Icon/Specular :: assets/shaders/surface/tu-icon-specular.shader from pack: TU-IconShaders 
	Line 103595: TexturesUnlimited - Loaded Shader: TU/Icon/StockSpecular :: assets/shaders/surface/tu-icon-stockspecular.shader from pack: TU-IconShaders 
	Line 103733: TexturesUnlimited - Calling PostLoad handlers 
	Line 140616: TexturesUnlimited - Updating Part Icon shaders. 
	Line 150130: Assembly: TexturesUnlimited, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
	Line 151675: [AddonLoader]: Instantiating addon 'EditorReflectionUpdate' from assembly 'TexturesUnlimited' 
	Line 151678: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
	Line 151678: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
	Line 151684:   at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 
	Line 154594: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
	Line 154594: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
	Line 154599:   at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 
	Line 338853: [AddonLoader]: Instantiating addon 'EditorReflectionUpdate' from assembly 'TexturesUnlimited' 
	Line 338856: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
	Line 338856: [AddonLoader]: Instantiating addon 'TexturesUnlimitedDebug' from assembly 'TexturesUnlimited' 
	Line 338861:   at KSPShaderTools.Addon.TexturesUnlimitedDebug.Awake () [0x000b9] in <d05d146f0f32458d9a30cf17e61f35a8>:0 

 

Edited by Grunf911
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....the funny part is: I removed all mods except James Web, Tarsier and Textures_Unlimited, with same result.

Sorry for putting big wall of texts but i have no idea how to fix it, and It is reproducible in STOCK as well, so its not a mod collision issue

The weird part is: when i tried to see how it works in the editor, with debug to true i got the following load logs:

TextureSet: JWST-Heatshields did not have definition for mode (create/update).  Using default value of: update.  This may not function as desired, and may need to be corrected in the configuration file. 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

TextureSet: JWST-Heatshields did not have definition for mode (create/update).  Using default value of: update.  This may not function as desired, and may need to be corrected in the configuration file. 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

TexturesUnlimited -- Replacing textures on database model: JamesWebb/BaseStructure/jameswebb 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

enabling TSMD..JamesWebb/BaseStructure/jameswebb (UnityEngine.Transform) updateMode: True 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Replacing empty textureslot: _Emissive with color: 0,0,0,0 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Updated material properties
   Material Name: JWST-Bottom-AOBake (Instance)
       Shader Name               : SSTU/PBR/Metallic
       RenderQueue               : 2000
       _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
       _MainTexOffset            : (0.0, 0.0)
       _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
       _BumpMapOffset            : (0.0, 0.0)
       _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
       _MetallicGlossMapOffset   : (0.0, 0.0)
       _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
       _EmissiveOffset           : (0.0, 0.0)
       _AOMap                    : 
       _AOMapOffset              : (0.0, 0.0)
       _Smoothness               : 1
       _Metal                    : 1
       _Color                    : (1.0, 1.0, 1.0, 1.0)
       _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Replacing empty textureslot: _Emissive with color: 0,0,0,0 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Updated material properties
   Material Name: JWST-Bottom-AOBake (Instance)
       Shader Name               : SSTU/PBR/Metallic
       RenderQueue               : 2000
       _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
       _MainTexOffset            : (0.0, 0.0)
       _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
       _BumpMapOffset            : (0.0, 0.0)
       _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
       _MetallicGlossMapOffset   : (0.0, 0.0)
       _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
       _EmissiveOffset           : (0.0, 0.0)
       _AOMap                    : 
       _AOMapOffset              : (0.0, 0.0)
       _Smoothness               : 1
       _Metal                    : 1
       _Color                    : (1.0, 1.0, 1.0, 1.0)
       _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

....however when i got to flying i got the following:

PartLoader: Compiling Internal Space 'SquadExpansion/MakingHistory/Spaces/Mk2Pod/Mk2Pod_Internal/MK2POD_IVA' 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

TexturesUnlimited - Updating Part Icon shaders. 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

KSPShaderLoader - Adjusting icon shaders for part: JWST-BaseStructure for original shader:SSTU/PBR/Metallic replacement: TU/Icon/Metallic 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

BASE:
   Material Name: JWST-Bottom-AOBake (Instance)
       Shader Name               : SSTU/PBR/Metallic
       RenderQueue               : 2000
       _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
       _MainTexOffset            : (0.0, 0.0)
       _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
       _BumpMapOffset            : (0.0, 0.0)
       _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
       _MetallicGlossMapOffset   : (0.0, 0.0)
       _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
       _EmissiveOffset           : (0.0, 0.0)
       _AOMap                    : 
       _AOMapOffset              : (0.0, 0.0)
       _Smoothness               : 1
       _Metal                    : 1
       _Color                    : (1.0, 1.0, 1.0, 1.0)
       _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
       _MaskColor1               : (0.9, 0.9, 0.9, 0.0)
       _MaskColor2               : (0.9, 0.9, 0.9, 0.0)
       _MaskColor3               : (0.9, 0.9, 0.9, 0.0)
       _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

PRE :
   Material Name: JWST-Bottom-AOBake (Instance) (Instance)
       Shader Name               : KSP/ScreenSpaceMask
       RenderQueue               : 2000
       _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
       _MainTexOffset            : (0.0, 0.0)
       _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
       _BumpMapOffset            : (0.0, 0.0)
       _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
       _MetallicGlossMapOffset   : (0.0, 0.0)
       _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
       _EmissiveOffset           : (0.0, 0.0)
       _AOMap                    : 
       _AOMapOffset              : (0.0, 0.0)
       _Smoothness               : 1
       _Metal                    : 1
       _Color                    : (1.0, 1.0, 1.0, 1.0)
       _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
       _MaskColor1               : (0.9, 0.9, 0.9, 0.0)
       _MaskColor2               : (0.9, 0.9, 0.9, 0.0)
       _MaskColor3               : (0.9, 0.9, 0.9, 0.0)
       _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

POST:
   Material Name: JWST-Bottom-AOBake (Instance) (Instance)
       Shader Name               : TU/Icon/Metallic
       RenderQueue               : 2000
       _MainTex                  : JamesWebb/BaseStructure/heatshield-diffuse (UnityEngine.Texture2D)
       _MainTexOffset            : (0.0, 0.0)
       _BumpMap                  : JamesWebb/BaseStructure/heatshield-normals (UnityEngine.Texture2D)
       _BumpMapOffset            : (0.0, 0.0)
       _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
       _MetallicGlossMapOffset   : (0.0, 0.0)
       _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
       _EmissiveOffset           : (0.0, 0.0)
       _AOMap                    : 
       _AOMapOffset              : (0.0, 0.0)
       _MaskTex                  : 
       _MaskTexOffset            : (0.0, 0.0)
       _Thickness                : 
       _ThicknessOffset          : (0.0, 0.0)
       _Smoothness               : 1
       _Metal                    : 1
       _Color                    : (1.0, 1.0, 1.0, 1.0)
       _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
       _MaskColor1               : (1.0, 1.0, 1.0, 1.0)
       _MaskColor2               : (1.0, 1.0, 1.0, 1.0)
       _MaskColor3               : (1.0, 1.0, 1.0, 1.0)
       _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
       _DiffuseNorm              : (1.0, 1.0, 1.0, 0.0)
       _SmoothnessNorm           : (1.0, 1.0, 1.0, 0.0)
       _MetalNorm                : (1.0, 1.0, 1.0, 0.0)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

BASE:

...now I am not coder, but when i run a bulk compare in notepad ++ i get the following:

Working:

Replacing empty textureslot: _Emissive with color: 0,0,0,0 

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Updated material properties
   Material Name: JWST-TopSection-AO-Bake (Instance)
       Shader Name               : SSTU/PBR/Metallic
       RenderQueue               : 2000
       _MainTex                  : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D)
       _MainTexOffset            : (0.0, 0.0)
       _BumpMap                  : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D)
       _BumpMapOffset            : (0.0, 0.0)
       _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
       _MetallicGlossMapOffset   : (0.0, 0.0)
       _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
       _EmissiveOffset           : (0.0, 0.0)
       _AOMap                    : 
       _AOMapOffset              : (0.0, 0.0)								 
       _Smoothness               : 1
       _Metal                    : 1
       _Color                    : (1.0, 1.0, 1.0, 1.0)
       _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

KSPShaderLoader -- Shader: SSTU/PBR/Metallic (UnityEngine.Shader) did not have property: _DetailMult 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Not Working:


BASE:
   Material Name: JWST-TopSection-AO-Bake (Instance)
       Shader Name               : SSTU/PBR/Metallic
       RenderQueue               : 2000
       _MainTex                  : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D)
       _MainTexOffset            : (0.0, 0.0)
       _BumpMap                  : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D)
       _BumpMapOffset            : (0.0, 0.0)
       _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
       _MetallicGlossMapOffset   : (0.0, 0.0)
       _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
       _EmissiveOffset           : (0.0, 0.0)
       _AOMap                    : 
       _AOMapOffset              : (0.0, 0.0)
       _Smoothness               : 1
       _Metal                    : 1
       _Color                    : (1.0, 1.0, 1.0, 1.0)
       _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
       _MaskColor1               : (0.9, 0.9, 0.9, 0.0)
       _MaskColor2               : (0.9, 0.9, 0.9, 0.0)
       _MaskColor3               : (0.9, 0.9, 0.9, 0.0)
       _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

PRE :
   Material Name: JWST-TopSection-AO-Bake (Instance) (Instance)
       Shader Name               : KSP/ScreenSpaceMask
       RenderQueue               : 2000
       _MainTex                  : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D)
       _MainTexOffset            : (0.0, 0.0)
       _BumpMap                  : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D)
       _BumpMapOffset            : (0.0, 0.0)
       _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
       _MetallicGlossMapOffset   : (0.0, 0.0)
       _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
       _EmissiveOffset           : (0.0, 0.0)
       _AOMap                    : 
       _AOMapOffset              : (0.0, 0.0)
       _Smoothness               : 1
       _Metal                    : 1
       _Color                    : (1.0, 1.0, 1.0, 1.0)
       _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
       _MaskColor1               : (0.9, 0.9, 0.9, 0.0)
       _MaskColor2               : (0.9, 0.9, 0.9, 0.0)
       _MaskColor3               : (0.9, 0.9, 0.9, 0.0)
       _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

POST:
   Material Name: JWST-TopSection-AO-Bake (Instance) (Instance)
       Shader Name               : TU/Icon/Metallic
       RenderQueue               : 2000
       _MainTex                  : JamesWebb/BaseStructure/mirrors-diffuse (UnityEngine.Texture2D)
       _MainTexOffset            : (0.0, 0.0)
       _BumpMap                  : JamesWebb/BaseStructure/JWST-Top-Normals (UnityEngine.Texture2D)
       _BumpMapOffset            : (0.0, 0.0)
       _MetallicGlossMap         : JamesWebb/BaseStructure/heatshield-metalgloss (UnityEngine.Texture2D)
       _MetallicGlossMapOffset   : (0.0, 0.0)
       _Emissive                 : TUTextureColor:0:0:0:0 (UnityEngine.Texture2D)
       _EmissiveOffset           : (0.0, 0.0)
       _AOMap                    : 
       _AOMapOffset              : (0.0, 0.0)
       _MaskTex                  : 
       _MaskTexOffset            : (0.0, 0.0)
       _Thickness                : 
       _ThicknessOffset          : (0.0, 0.0)
       _Smoothness               : 1
       _Metal                    : 1
       _Color                    : (1.0, 1.0, 1.0, 1.0)
       _EmissiveColor            : (0.0, 0.0, 0.0, 1.0)
       _MaskColor1               : (1.0, 1.0, 1.0, 1.0)
       _MaskColor2               : (1.0, 1.0, 1.0, 1.0)
       _MaskColor3               : (1.0, 1.0, 1.0, 1.0)
       _MaskMetallic             : (0.0, 0.0, 0.0, 0.0)
       _DiffuseNorm              : (1.0, 1.0, 1.0, 0.0)
       _SmoothnessNorm           : (1.0, 1.0, 1.0, 0.0)
       _MetalNorm                : (1.0, 1.0, 1.0, 0.0)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

 

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  • 4 weeks later...
Spoiler
On 12/9/2021 at 9:06 AM, Grunf911 said:

Sorry for putting big wall of texts

For what it's worth you can put your quote boxes or what have you inside a Spoiler tag by highlighting what you want to hide and clicking the eyeball icon above ^ Then it's collapsed for the reader until opened. Keeps threads a little cleaner. :) Like I've done with this post as an example.

 

Edited by ElonsMusk
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I noticed the rear solar panel has a small issue: the transform for it is off by 90 degrees.  Basically if your telescope is looking into the sun, it works, but if your  underside is facing the sun, like it's supposed to, the rear panel shows no sun exposure.  Is this just me?

Edited by braxfortex
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On 1/7/2022 at 8:35 PM, Dev_135 said:

Hey, i raised my texture, and render quality, and it's still not working. I have TU installed. What can I do about this?

I'm having the same issue :( Shield and mirrors are just black & my gfx settings (inc reflections) are maxed out

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  • 2 weeks later...

See here:

On 1/7/2022 at 7:32 AM, braxfortex said:

I noticed the rear solar panel has a small issue: the transform for it is off by 90 degrees.  Basically if your telescope is looking into the sun, it works, but if your  underside is facing the sun, like it's supposed to, the rear panel shows no sun exposure.  Is this just me?

On 1/7/2022 at 1:35 PM, Dev_135 said:

Hey, i raised my texture, and render quality, and it's still not working. I have TU installed. What can I do about this?

On 1/9/2022 at 12:50 PM, Sonicboomish said:

I'm having the same issue :( Shield and mirrors are just black & my gfx settings (inc reflections) are maxed out

Thanks, I'll fix it.

I don't know... I'll look into it at some point here.

 

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  • 1 month later...

3mONm6U.png

Update 1.12x "The Legend" is now released!

Removed all dependency requirements
Re-size the entire main structure
Part is now considered a 3.75m part and not a 5m part (uses 2.5m decoupler)
Re-size side solar panels to fit new structure size
Re-create the entire sunshield and animation using bones to drop the Textures Unlimited (blend shapes animation loading) requirement
Adjusted the timings of the entire deployment animation to be more equivalent to the real deployment
Renamed the deployment animation action to "Open Aperture" to play nicely with Cacteye
Model is loaded as a .mu and not an smf
Re-texture entire main unit + solar panels
Scale-down the RCS thrusters size
Scale-down Main + Side antenna sizes
Fix location of all attachment points due to structure's change in size
Fix engine FX location
Various Textures Unlimited (optional) changes:
-Sunshield is now a flat texture
-The body is all wrinkled and looks like actual foil
-Secondary mirror is reflective
-Camera/Sensor is reflective
-Shiny flat sections on body ("flaps"/solar panel mounts)
Added 5 new TSST telescope targets in infrared taken from Spitzer
Added Cacteye compatibility (acts as the telescope part)

 

Get it on SpaceDock: 

James Webb For Kerbal on SpaceDock

On 1/7/2022 at 7:32 AM, braxfortex said:

I noticed the rear solar panel has a small issue: the transform for it is off by 90 degrees.  Basically if your telescope is looking into the sun, it works, but if your  underside is facing the sun, like it's supposed to, the rear panel shows no sun exposure.  Is this just me?

Solar panels are all working normally now.

On 1/9/2022 at 12:50 PM, Sonicboomish said:

I'm having the same issue :( Shield and mirrors are just black & my gfx settings (inc reflections) are maxed out

On 1/7/2022 at 1:35 PM, Dev_135 said:

Hey, i raised my texture, and render quality, and it's still not working. I have TU installed. What can I do about this?

To everyone having issues with Textures Unlimited and the structure appearing black - the surfaces are not cylinders on this model and so your light doesn't have anything to bend around. It appears that TU doesn't light up objects based on the sun alone? And so you're seeing black because there is no light being reflected from another object in space in the direction you are looking at the vehicle from. Rotate it around so you are looking at it from some direction that has both light and a reflection like a planet and it's working fine.

wuadkZN.png

Edited by bcink
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3 hours ago, OrbitalManeuvers said:

Is this what you had in mind for the RCS? Btw, everything looks great and the deployment animation is awesome :)

Yep indeed, that should do it! And thanks a million! Glad you like it!!

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4 hours ago, NeonKsp said:

Yo hey, i play with ksp 1.8.9, i downloaded the mod, its pretty good in the VAB but when i launch it, the telescope is pitch black, what should i do?

If you scroll a little bit up at this page you can find your answer.

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  • 1 month later...
On 9/18/2020 at 2:17 PM, hemeac said:

Obviously installing it without the dependencies in the readme breaks any implied support from bcink, but I have it in-game at the moment without TST and there have been zero issues.  Right now it is a shiny probe that can do a temperature scan.  I think this would be really straightforward to patch for Kerbalism support if you want it in game.  My plan when I decide to use Kerbalism Science is to put in a few experiments that simulate what the James Webb's mission.

Hey @hemeac,

Did you try it with Kerbalism or are there now patches for it?

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  • 1 month later...
12 minutes ago, Soviet_Velir said:

Hello! Webb's model is great! I was curious if the telescope could fit in a shuttle from SOCK? I just want to conduct such a mission as with the launch of Hubble into orbit

The "blueprint" on the OP shows it fitting into a 5m fairing so that's quite a bit too large for SOCK (at least at default scale).

Edit: and the real telescope used a 5.4m fairing for launch (tight squeeze) - the shuttle's cargo bay was only 4.6m across.

Edited by Aelfhe1m
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5 minutes ago, Aelfhe1m said:

«Чертеж» на OP показывает, что он подходит к 5-метровому обтекателю, так что это слишком много для SOCK (по крайней мере, в масштабе по умолчанию).

Редактировать: и настоящий телескоп использовал 5,4-метровый обтекатель для запуска (плотное сжатие) - грузовой отсек шаттла был всего 4,6 метра в поперечнике.

Oh... that's sad... Okay then, thanks for the info!

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