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[1.7.x] Basic Procedural Textures


Tyko

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What it does

A selection of Procedural Textures compatible with Procedural Parts and Decoupler Shroud. The colors are designed to work well with Stock parts, Making History and other mods including Tantares

4Do33Zx.png

xRbemx0.png


How to install

Download from GitHub

Download from SpaceDock

Also available on CKAN

Unzip the contents of "GameData" to your GameData folder, same as with most mods. (Note, requires ModuleManager.)

 


License info

MIT License

Some textures courtesy of  @Beale@MainSailor and Blackheart

Edited by Tyko
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  • 2 weeks later...

Great mod! I just downloaded procedural parts for the first time and honestly while some of the simpler standard textures are nice, a lot of the colour ones aren't very nice looking. These new textures are a fantastic addition. I especially like the orange and green ones.

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Nice Job! One quick note is that I just changed the textures in my mod from png to dds, and changed their names to avoid loading the png texture instead of the dds texture when the mod isn't installed cleanly. Because of this, if you do a clean install of the latest version of my mod, the top and inside textures of your pack are just white, since the textures it is referencing no longer exist under their old name

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3 minutes ago, navot said:

Nice Job! One quick note is that I just changed the textures in my mod from png to dds, and changed their names to avoid loading the png texture instead of the dds texture when the mod isn't installed cleanly. Because of this, if you do a clean install of the latest version of my mod, the top and inside textures of your pack are just white, since the textures it is referencing no longer exist under their old name

Thanks for the heads up. I'll take care of that tonight.

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8 hours ago, CodeFantastic said:

Do these textures work for procedural fairings (the mod)? 

No.

But:
create a file GameData\BasicProceduralTextures\ProceduralFairingsTextures.cfg

@PART[KzProcFairingSide*]
{
    MODULE
    {
        name = FStextureSwitch2
        objectNames = model
        textureRootFolder = BasicProceduralTextures/
        textureNames = YellowStripe;TantaresLtGrey;TantaresDkGrey;TantaresGreen;StockDkGrey;StockOrange
        mapNames = Striped_NRM;Tank_NRM;Tank_NRM;Tank_NRM;Tank_NRM;Tank_NRM
        textureDisplayNames = Yellow Stripe;Tantares Light Grey Tank;Tantares Dark Grey Tank;Tantares Green Tank;Dark Grey;Orange

        switchableInFlight = false
        updateSymmetry = true
        showListButton = false
    }
}

This is using Firespitter, like most of these PF texture patches.

This should work besides other configs of that kind, so these fairing textures are added to them.
But I will test it, because I have my own (never released) config package of all these old PF textures that have been around the last years taylored together for my own use.

As it seems does this only work when it's the only config of its kind.

So to make it work with my own patch I have to merge them ...

 

Edit:

I'm still not sure if that will work because the textures are PNG not DDS and inside my pack all textures are DDS - and two textures inside the BasicProceduralTextures are 225x225 - I scrapped them.

When I make it work or not I will confirm.

Edit:

getting better, I was hindered by problems with the broken release of PF by @rsparkyc - I had to use the last repo by @Phineas Freak and also fiddle in there.
First proof, but not done yet:
6RxvHyd.png

Edit:

There is no real difference between normal and striped, so striped can be scrapped:
Tank
mnPuLMq.png

Striped
LJsqeiO.png

Interstage looks weird, can also be scrapped:
4tBlyOD.png

I will fix the config above.

Edited by Gordon Dry
edited the config again
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As an alternative, the MM patch below uses KSP's built-in ModulePartVariants option to try and do the same thing without requiring any external mods.

Caveat: I'm at work and can't test it, so there may be syntax errors and I'm just going off  my slightly wonky memory and the info in the post above. For example, I'm not 100% sure that the bump map line is correct. I'll test it later today.

Spoiler

 


@PART[KzProcFairingFuselag*,KzProcFairingSid*]:NEEDS[BasicProceduralTextures]:AFTER[ProceduralFairings]
{
    %MODULE[ModulePartVariants]
    {
        %name = ModulePartVariants
        %primaryColor = #000000
        %secondaryColor = #ffffff
        %baseDisplayName = Default
        
        VARIANT
        {
            name = BPTStockDkGrey
            displayName = Stock Dark Gray
            primaryColor = #50524b
			secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = BasicProceduralTextures/StockDkGrey
            }
        }        
        VARIANT
        {
            name = BPTStockOrange
            displayName = Stock Orange
            primaryColor = #8C5401
			secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = BasicProceduralTextures/StockOrange
            }
        }
        VARIANT
        {
            name = BPTTanteresLtGrey
            displayName = Tantares Light Gray
            primaryColor = #A9AAAA
			secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = BasicProceduralTextures/TantaresLtGrey
            }
        }
        VARIANT
        {
            name = BPTTanteresDkGrey
            displayName = Tantares Dark Gray
            primaryColor = #6C6E6E
			secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = BasicProceduralTextures/TantaresDkGrey
            }
        }        
        VARIANT
        {
            name = BPTTanteresGreen
            displayName = Tantares Green
            primaryColor = #8B987B
			secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = BasicProceduralTextures/TantaresGreen
            }
        }
        VARIANT
        {
            name = BPTYellowStripe
            displayName = Yellow Stripe
            primaryColor = #CD8425
			secondaryColor = #A4A4A4
            TEXTURE
            {
                mainTextureURL = BasicProceduralTextures/YellowStripe
            }
        }
    }
}

 

Edit: OK, so after some testing, the config above should work. The striped textures don't map well to the PF sides, so I didn't include them.

You can set the bump map in the TEXTURE nodes with "_Bump Map =", but for some reason they don't seem to actually show up in-game unless you use a different shader (e.g. Textures Unlimited). So I didn't include them either. (The only one that seems to map at all well onto the PF fairing sides is "Tank_NRM".)

Edited by UnanimousCoward
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Another way to achieve the same result is to use ModulePartVariants to apply a colour tint to the original PF fairings, rather than using the textures from this mod. I think the result looks a bit better.

The MM config below adds colour tints for all the colours used in this pack to the PF fairings. The "Yellow Stripe" option does pull the texture from this mod, though.

Spoiler

 


@PART[KzProcFairingFuselage*,KzProcFairingSide*]:NEEDS[BasicProceduralTextures]:AFTER[ProceduralFairings]
{
    %MODULE[ModulePartVariants]
    {
        %name = ModulePartVariants
        %primaryColor = #000000
        %secondaryColor = #ffffff
        %baseDisplayName = Default
        
        VARIANT
        {
            name = StockDkGrey
            displayName = Stock Dark Gray
            primaryColor = #50524b
			secondaryColor = #ffffff
            TEXTURE
            {
                _Color = #50524b
            }
        }        
        +VARIANT[StockDkGrey]
        {
            @name = StockOrange
            @displayName = Stock Orange
            @primaryColor = #8C5401
            @TEXTURE
            {
                @_Color = #8C5401
            }
        }
        +VARIANT[StockDkGrey]
        {
            @name = TanteresLtGrey
            @displayName = Tantares Light Gray
            @primaryColor = #A9AAAA
            @TEXTURE
            {
                @_Color = #A9AAAA
            }
        }
        +VARIANT[StockDkGrey]
        {
            @name = TanteresDkGrey
            @displayName = Tantares Dark Gray
            @primaryColor = #6C6E6E
            @TEXTURE
            {
                @_Color = #6C6E6E
            }
        }        
       +VARIANT[StockDkGrey]
         {
            @name = TanteresGreen
            @displayName = Tantares Green
            @primaryColor = #8B987B
            @TEXTURE
            {
                @_Color = #8B987B
            }
        }
        VARIANT
        {
            name = YellowStripe
            displayName = Yellow Stripe
            primaryColor = #CD8425
			secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = BasicProceduralTextures/YellowStripe
            }
        }
    }
}

 

 

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5 minutes ago, UnanimousCoward said:

Another way to achieve the same result is to use ModulePartVariants to apply a colour tint to the original PF fairings, rather than using the textures from this mod. I think the result looks a bit better.

The MM config below adds colour tints for all the colours used in this pack to the PF fairings. The "Yellow Stripe" option does pull the texture from this mod, though.

  Hide contents

 



@PART[KzProcFairingFuselage*,KzProcFairingSide*]:NEEDS[BasicProceduralTextures]:AFTER[ProceduralFairings]
{
    %MODULE[ModulePartVariants]
    {
        %name = ModulePartVariants
        %primaryColor = #000000
        %secondaryColor = #ffffff
        %baseDisplayName = Default
        
        VARIANT
        {
            name = StockDkGrey
            displayName = Stock Dark Gray
            primaryColor = #50524b
			secondaryColor = #ffffff
            TEXTURE
            {
                _Color = #50524b
            }
        }        
        +VARIANT[StockDkGrey]
        {
            @name = StockOrange
            @displayName = Stock Orange
            @primaryColor = #8C5401
            @TEXTURE
            {
                @_Color = #8C5401
            }
        }
        +VARIANT[StockDkGrey]
        {
            @name = TanteresLtGrey
            @displayName = Tantares Light Gray
            @primaryColor = #A9AAAA
            @TEXTURE
            {
                @_Color = #A9AAAA
            }
        }
        +VARIANT[StockDkGrey]
        {
            @name = TanteresDkGrey
            @displayName = Tantares Dark Gray
            @primaryColor = #6C6E6E
            @TEXTURE
            {
                @_Color = #6C6E6E
            }
        }        
       +VARIANT[StockDkGrey]
         {
            @name = TanteresGreen
            @displayName = Tantares Green
            @primaryColor = #8B987B
            @TEXTURE
            {
                @_Color = #8B987B
            }
        }
        VARIANT
        {
            name = YellowStripe
            displayName = Yellow Stripe
            primaryColor = #CD8425
			secondaryColor = #ffffff
            TEXTURE
            {
                mainTextureURL = BasicProceduralTextures/YellowStripe
            }
        }
    }
}

 

 

Forgive my lack of knowledge, but where do paste in the config? 

 

Never mind, should have read the previous post

Edited by CodeFantastic
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31 minutes ago, CodeFantastic said:

Forgive my lack of knowledge, but where do paste in the config? 

 

Never mind, should have read the previous post

It's a ModuleManager patch file. You can paste the contents into a file, give it any name you like that ends in ".cfg", and put it anywhere in your GameData folder.

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17 hours ago, Gordon Dry said:

No.

But:
create a file GameData\BasicProceduralTextures\ProceduralFairingsTextures.cfg


@PART[KzProcFairingSide*]
{
    MODULE
    {
        name = FStextureSwitch2
        objectNames = model
        textureRootFolder = BasicProceduralTextures/
        textureNames = YellowStripe;TantaresLtGrey;TantaresDkGrey;TantaresGreen;StockDkGrey;StockOrange
        mapNames = Striped_NRM;Tank_NRM;Tank_NRM;Tank_NRM;Tank_NRM;Tank_NRM
        textureDisplayNames = Yellow Stripe;Tantares Light Grey Tank;Tantares Dark Grey Tank;Tantares Green Tank;Dark Grey;Orange

        switchableInFlight = false
        updateSymmetry = true
        showListButton = false
    }
}

This is using Firespitter, like most of these PF texture patches.

This should work besides other configs of that kind, so these fairing textures are added to them.
But I will test it, because I have my own (never released) config package of all these old PF textures that have been around the last years taylored together for my own use.

As it seems does this only work when it's the only config of its kind.

So to make it work with my own patch I have to merge them ...

 

Edit:

I'm still not sure if that will work because the textures are PNG not DDS and inside my pack all textures are DDS - and two textures inside the BasicProceduralTextures are 225x225 - I scrapped them.

When I make it work or not I will confirm.

Edit:

getting better, I was hindered by problems with the broken release of PF by @rsparkyc - I had to use the last repo by @Phineas Freak and also fiddle in there.
First proof, but not done yet:
6RxvHyd.png

Edit:

There is no real difference between normal and striped, so striped can be scrapped:
Tank
mnPuLMq.png

Striped
LJsqeiO.png

Interstage looks weird, can also be scrapped:
4tBlyOD.png

I will fix the config above.

https://imgur.com/a/cqgNsqo

Looks great so far!

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  • 9 months later...
  • 4 weeks later...

@Tyko, and anyone else who may be interested, following on from a discussion I started in the Restock thread, here:

Restock, Decoupler Shroud, Basic Procedural Textures, and Procedural Fairings interactions

I've followed through on trying the mods listed above in combination. I've also used the FIRST method given, above, by @UnanimousCoward to make BPT work with PF.

The result is that all 4 mods, with the additional patch, all work great together. The additional textures all look great, and certainly do not look out of place. Having an increased choice of eyecandy is always good, IMO at least, so I recommend trying them all.

Thanks Tyko for a great mod, and thanks UnanimousCoward for the patch o7

 

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