Jaggleberry Posted October 11, 2022 Share Posted October 11, 2022 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. Quote Link to comment Share on other sites More sharing options...
Jaggleberry Posted October 12, 2022 Share Posted October 12, 2022 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. Quote Link to comment Share on other sites More sharing options...
determinationmaster Posted October 15, 2022 Share Posted October 15, 2022 @Manwith Noname does this mod work with restock? Quote Link to comment Share on other sites More sharing options...
Marlous Posted October 16, 2022 Share Posted October 16, 2022 I want to recolor the Nice MKseries Body [NMB] parts, what should I do? Are you going to update it? Quote Link to comment Share on other sites More sharing options...
NeonKsp Posted October 24, 2022 Share Posted October 24, 2022 I installed everything but when i click at any part it doesnt shows if i could change any colours of it Quote Link to comment Share on other sites More sharing options...
LHACK4142 Posted November 27, 2022 Share Posted November 27, 2022 On 10/15/2022 at 12:01 PM, determinationmaster said: does this mod work with restock? i don't believe so sadly Quote Link to comment Share on other sites More sharing options...
Bill Kerman0623 Posted November 28, 2022 Share Posted November 28, 2022 I afraid I can not use it,in China,I can not use https://drive.google.com to download it... Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted December 1, 2022 Share Posted December 1, 2022 Any way to make a part (a Pwing in this case) have a transparent texture? Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted December 9, 2022 Author Share Posted December 9, 2022 @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 Quote Link to comment Share on other sites More sharing options...
Sidestrafe2462 Posted December 17, 2022 Share Posted December 17, 2022 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 How do you implement transparency into a config? Could you give an example? Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted December 20, 2022 Author Share Posted December 20, 2022 (edited) @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 December 20, 2022 by Manwith Noname Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted December 24, 2022 Share Posted December 24, 2022 How would I go about creating a patch for mods? Is there a step by step tutorial? Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted January 15 Share Posted January 15 On 12/24/2022 at 4:54 AM, PyjackMeat said: How would I go about creating a patch for mods? Is there a step by step tutorial? bump Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted January 18 Share Posted January 18 is there a way to get this working with restock? Quote Link to comment Share on other sites More sharing options...
Inf1nity_Z3r0 Posted January 18 Share Posted January 18 (edited) I'm not that bright, but how do you enable the recolours? I looked in the configs, but couldn't find anything. Sorry to waste your time. Edited January 18 by Inf1nity_Z3r0 Quote Link to comment Share on other sites More sharing options...
JotaRata Posted January 27 Share Posted January 27 It would be cool if we had a UI to configure colors for all the parts at once Quote Link to comment Share on other sites More sharing options...
mococo Posted February 27 Share Posted February 27 Stock texture reflection not applied How can we solve this?https://drive.google.com/file/d/1ESX06edL6jXq3jskQp7_j38pidTOdfdc/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
NaviG Posted March 8 Share Posted March 8 (edited) The lights aren't working for some reason. It does'nt happen in other pods Edited March 8 by NaviG Quote Link to comment Share on other sites More sharing options...
Jebby Boi Posted March 19 Share Posted March 19 Color's nice and all but all I really want is the oh so shiny rocket parts-Is there a way to just get that, or...? Quote Link to comment Share on other sites More sharing options...
InterstellarKev Posted Wednesday at 02:29 AM Share Posted Wednesday at 02:29 AM (edited) Not sure if its been asked but is there any change we can get an update to color Grip pad parts if possible? @OnlyLightMatters Edited Wednesday at 02:30 AM by InterstellarKev Quote Link to comment Share on other sites More sharing options...
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