Jump to content

[1.12.x] Textures Unlimited Recolour Depot


Manwith Noname
 Share

Recommended Posts

On 10/11/2022 at 12:46 AM, Jaggleberry said:

Absolutely essential mod.

My dream is to one day understand how to make my own paths for Quiztech Aero and Aviators Arsenal.

Thank you for all your work. 

To anyone interested: turns out that huge dump of configs from magpie mods has paths for exactly the packs I mentioned. They're just hidden in the misc cfg. 

I have no idea how to give them the bob ross paints or a GUI, so any color editing has to be done normal TU style with notepad adjustments. 

Still, my discount brand Warthog is finally done and it's in part thanks to this mod. Much appreciated. QcsNTPs.jpg

Link to comment
Share on other sites

  • 2 weeks later...
  • 1 month later...
  • 2 weeks later...

@Sidestrafe2462 Yes...kind of. That is something I experimented with some time ago with limited success. At least with what I was looking to achieve anyway. It got shelved because of a number of rendering issues. I can perhaps look and see if something has changed internally with KSP that fixes these problems but I suspect they might need a shader wizard to jiggle with TU internals.

Spoiler

B694B568A1F2CCE8FD5F2F5AA0487B767BFE57F7

 

Link to comment
Share on other sites

On 12/9/2022 at 3:29 PM, Manwith Noname said:

@Sidestrafe2462 Yes...kind of. That is something I experimented with some time ago with limited success. At least with what I was looking to achieve anyway. It got shelved because of a number of rendering issues. I can perhaps look and see if something has changed internally with KSP that fixes these problems but I suspect they might need a shader wizard to jiggle with TU internals.

  Reveal hidden contents

B694B568A1F2CCE8FD5F2F5AA0487B767BFE57F7

 

How do you implement transparency into a config? Could you give an example? 

Link to comment
Share on other sites

@Sidestrafe2462

Ok, copy and paste the contents of the code block in the spoiler to a normal text file. That file can be named anything and placed anywhere inside GameData but perhaps put it in with the pWings TU configs. This is for ye olde pWings, not B9.

Spoiler
KSP_TEXTURE_SET:NEEDS[TexturesUnlimited]
{
	name = MWNN_Stock_Paint_Translucent
	title = Bob Ross Glass
	recolorable = true
	
	MATERIAL
	{
		mode = create
		shader = TU/Transparent/Metallic
		
		renderQueue = 3000
		
		keyword = TU_RECOLOR
	}
	COLORS
	{
		mainColor = absolute_red
		secondColor = absolute_green
		detailColor = absolute_blue
	}
}

// ProceduralDynamics/Parts/DYJproceduralwing2

@PART[Proceduralwing2,ProceduralAllMovingWing]:FOR[zzzz_Something_after_P_because_2]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@MODULE[KSPTextureSwitch],0
	{
		textureSet = MWNN_pWings_Paint_Translucent_AMW
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint_Translucent]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@name = MWNN_pWings_Paint_Translucent_AMW
	@MATERIAL
	{
		mesh = Cube
		
		vector = _DiffuseNorm,0.74,0.74,0.74
		vector = _MetalNorm,0.5,0.5,0.5
		vector = _SmoothnessNorm,0.5,0.5,0.5
		
		texture = _MainTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_2/180_pWings_2_Spec
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/DYJ_ProcWing_2/180_pWings_2_Spec
		texture = _MaskTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_2/180_pWings_2_Paint
	}
}

// ProceduralDynamics/Parts/DYJproceduralwing2endcap

@PART[Proceduralwing2EndPiece]:FOR[zzzz_Something_after_P_because_2]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@MODULE[KSPTextureSwitch],0
	{
		textureSet = MWNN_pWings_Paint_Translucent_End
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint_Translucent]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@name = MWNN_pWings_Paint_Translucent_End
	@MATERIAL
	{
		mesh = Cube
		
		vector = _DiffuseNorm,0.74,0.74,0.74
		vector = _MetalNorm,0.5,0.5,0.5
		vector = _SmoothnessNorm,0.5,0.5,0.5
		
		texture = _MainTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_2End/180_pWings_End_Spec
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/DYJ_ProcWing_2End/180_pWings_End_Spec
		texture = _MaskTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_2End/180_pWings_End_Paint
	}
}

// ProceduralDynamics/Parts/DYJproceduralwing3

@PART[Proceduralwing4]:FOR[zzzz_Something_after_P_because_2]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@MODULE[KSPTextureSwitch],0
	{
		textureSet = MWNN_pWings_Paint_Translucent_3
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint_Translucent]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@name = MWNN_pWings_Paint_Translucent_3
	@MATERIAL
	{
		mesh = obj_ctrlSrf
		mesh = Circle
		
		vector = _DiffuseNorm,1.0,1.0,1.0
		vector = _MetalNorm,1.0,1.0,1.0
		vector = _SmoothnessNorm,1.0,1.0,1.0
		
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MaskTex,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Paint
	}
}

// ProceduralDynamics/Parts/DYJproceduralwingAllMovingSurface
// In with wing2

// ProceduralDynamics/Parts/DYJproceduralwingB9

@PART[ProceduralwingBac9]:FOR[zzzz_Something_after_P_because_2]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@MODULE[KSPTextureSwitch],0
	{
		textureSet = MWNN_pWings_Paint_Translucent_B9
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint_Translucent]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@name = MWNN_pWings_Paint_Translucent_B9
	@MATERIAL
	{
		mesh = Mesh2
		
		vector = _DiffuseNorm,0.64,0.84,1.0
		vector = _MetalNorm,0.5,0.5,1.0
		vector = _SmoothnessNorm,0.5,0.5,1.0
		
		texture = _MainTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_B9/180_pWings_B9_Spec
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/DYJ_ProcWing_B9/180_pWings_B9_Spec
		texture = _MaskTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_B9/180_pWings_B9_Paint
	}
}

// ProceduralDynamics/Parts/DYJproceduralwingSPP

@PART[ProceduralwingSPP]:FOR[zzzz_Something_after_P_because_2]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@MODULE[KSPTextureSwitch],0
	{
		textureSet = MWNN_pWings_Paint_Translucent_SPP
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint_Translucent]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@name = MWNN_pWings_Paint_Translucent_SPP
	@MATERIAL
	{
		mesh = Wing
		
		vector = _DiffuseNorm,0.74,0.74,0.74
		vector = _MetalNorm,0.5,0.5,0.5
		vector = _SmoothnessNorm,0.5,0.5,0.5
		
		texture = _MainTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_SPP/180_pWings_SPP_Spec
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/DYJ_ProcWing_SPP/180_pWings_SPP_Spec
		texture = _MaskTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_SPP/180_pWings_SPP_Paint
	}
}

// ProceduralDynamics/Parts/procedural_ControlSurface_1

@PART[pCtrlSrf1]:FOR[zzzz_Something_after_P_because_2]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@MODULE[KSPTextureSwitch],0
	{
		textureSet = MWNN_pWings_Paint_Translucent_ctrlsurf
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint_Translucent]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@name = MWNN_pWings_Paint_Translucent_ctrlsurf
	@MATERIAL
	{
		mesh = Collider_001
		
		vector = _DiffuseNorm,0.74,0.74,0.74
		vector = _MetalNorm,0.5,0.5,0.5
		vector = _SmoothnessNorm,0.5,0.5,0.5
		
		texture = _MainTex,TURD/TU_pWings_Recolour/Proc_ctrlsurf_1/180_pWings_ctrlsurf_Spec
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/Proc_ctrlsurf_1/180_pWings_ctrlsurf_Spec
		texture = _MaskTex,TURD/TU_pWings_Recolour/Proc_ctrlsurf_1/180_pWings_ctrlsurf_Paint
	}
}

// ProceduralDynamics/Parts/procedural_ControlSurface_SH_4m

@PART[B9_Aero_Wing_ControlSurface_SH_4mProcedural]:FOR[zzzz_Something_after_P_because_2]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@MODULE[KSPTextureSwitch],0
	{
		textureSet = MWNN_pWings_Paint_Translucent_SHctrlsurf
	}
}
+KSP_TEXTURE_SET[MWNN_Stock_Paint_Translucent]:NEEDS[TexturesUnlimited,ProceduralDynamics]
{
	@name = MWNN_pWings_Paint_Translucent_SHctrlsurf
	@MATERIAL
	{
		mesh = Mesh1
		
		vector = _DiffuseNorm,0.74,0.74,0.74
		vector = _MetalNorm,0.5,0.5,0.5
		vector = _SmoothnessNorm,0.5,0.5,0.5
		
		texture = _MainTex,TURD/TU_pWings_Recolour/Proc_ctrlsurf_SH/180_pWings_SHctrlsurf_Spec
		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/Proc_ctrlsurf_SH/180_pWings_SHctrlsurf_Spec
		texture = _MaskTex,TURD/TU_pWings_Recolour/Proc_ctrlsurf_SH/180_pWings_SHctrlsurf_Paint
	}
}

 

This has issues, some of which are apparent in the previous screenshot. Other things to note, this just reuses the existing textures. Things could be better with custom textures that would essentially be a flat single colour with some dirt perhaps but if you play around you'll better see why it never went further than testing with existing textures.

Edited by Manwith Noname
Link to comment
Share on other sites

  • 4 weeks later...
  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...