Manwith Noname 443 Posted March 15, 2020 Share Posted March 15, 2020 (edited) On 3/14/2020 at 4:41 PM, jrodriguez said: TU support added (it is mandatory to install https://github.com/KSP-RO/ProceduralParts/releases/tag/v2.0 and https://github.com/shadowmage45/TexturesUnlimited/releases/tag/1.5.10.25) This is really good to see, so thumbs up for getting that working but I have some observations and suggestions. 1) If TU isn't installed, the B9 colour system doesn't function. I assume this is a side effect of having to disable them to get TU functioning. Is it not possible, like I suggested in the PM months ago, to enable a switch system so default behaviour is to continue using the B9 system and if a flag is set by a config that wants to apply TU, the old system is disabled? Hmm, scrub this, I have it working now. 2) Remove the transform specified in the texture switch module. Right now, due to this, everything breaks when you try to switch the mesh for the leading and trailing edges. Spoiler If you write the configs differently and make appropriate texture sets, then apply them in the right switcher, this edge mesh switch still functions... Spoiler 3) Don't force a hard dependency on Procedural Parts. By all means, supply a patch that creates a set using textures from there if they are present (using the NEEDS field) but it would be preferable if a standalone B9 Proc Wings could exist. 4) Following on from 3, as can be seen in the pictures, make a set of default patches that look like B9 and can be added to easily through using FOR patching by others. I know what this involves, I've spent a bit of time looking through the default art assets and can see where the problems lie but it's achievable with a bit of time. I can help with this if you're interested, obviously I've fixed some things myself and half setup a means of having B9 alike recolour in these shaders. Though, I have other projects which should be the primary focus right now. 7 hours ago, Acvila said: Hi, can you add this shaders to p-wings? It is already done... Spoiler Edited March 15, 2020 by Manwith Noname Quote Link to post Share on other sites
Me1_base 69 Posted March 16, 2020 Share Posted March 16, 2020 12 hours ago, The Space Man said: Dang it this alternate version has a bug when using symmetry mode did u try detach then attach it? it uses a different symmetry profile, do a clean install. Quote Link to post Share on other sites
Me1_base 69 Posted March 16, 2020 Share Posted March 16, 2020 (edited) 20 hours ago, Nyarlathotep- said: I'll test it shortly and report my findings. Edit: I'll be testing with both -force-d3d9 and -force-opengl For the cfg, i recommend to add more lines for leading edge type 2,3 ,trailing edge type 1,3, edge type 0,2 etc Edited March 16, 2020 by Me1_base Quote Link to post Share on other sites
Acvila 58 Posted March 16, 2020 Share Posted March 16, 2020 12 hours ago, Manwith Noname said: It is already done... Reveal hidden contents thx for reply, but i was talking about these pwings . these are lighter:) like mass. Quote Link to post Share on other sites
Manwith Noname 443 Posted March 16, 2020 Share Posted March 16, 2020 (edited) @Acvila Indeed, you can find the a collection of packs which add TU shaders to Stock and some mods (including the original pWings) here... Edit: Oh also, @jrodriguez, in the spoiler below is an adjusted version of your supplied config. This is to show how the setup should occur to maintain functionality of the leading and trailing edge mesh switching. Spoiler // TU Colour Presets KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = white-metallic title = White Paint (Metallic) color = 236, 236, 236 specular = 176 metallic = 255 } KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = blue-metallic title = Blue Paint (Metallic) color = 84, 214, 237 specular = 176 metallic = 255 } KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = black-metallic title = Black Paint (Metallic) color = 46, 46, 46 specular = 176 metallic = 255 } // Procedural Parts Metal Sets // Main layout KSP_TEXTURE_SET:NEEDS[TexturesUnlimited&ProceduralParts] { name = Smooth-Metal-Solid title = Smooth Metal Solid recolorable = true MATERIAL { shader = TU/Metallic texture = _MainTex, ProceduralParts/Textures/Mains/Metal-DIFF texture = _BumpMap, ProceduralParts/Textures/Normals/Smooth-NRM texture = _MetallicGlossMap,ProceduralParts/Textures/Metallic/Smooth-METAL texture = _MaskTex, ProceduralParts/Textures/Masks/Solid-MASK keyword = TU_RECOLOR channelMask = 1 vector = _DiffuseNorm, 0.5,0.5,0.5 vector = _MetalNorm, 0.5,0.5,0.5 vector = _SmoothnessNorm, 0.5,0.5,0.5 mode = create } COLORS { mainColor = silver } } // Creating mesh specific sets +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Surface @MATERIAL { mesh = surface } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Leading @MATERIAL { mesh = edge_leading_type0 mesh = edge_leading_type1 mesh = edge_leading_type2 mesh = edge_leading_type3 } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Trailing @MATERIAL { mesh = edge_trailing_type0 mesh = edge_trailing_type1 mesh = edge_trailing_type2 mesh = edge_trailing_type3 } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Endplate @MATERIAL { mesh = section } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Frame @MATERIAL { mesh = frame } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Edge @MATERIAL { mesh = edge_type0 mesh = edge_type1 mesh = edge_type2 } } // B9PW Type A & C @PART[B9_Aero_Wing_Procedural_TypeA,B9_Aero_Wing_Procedural_TypeC]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited&ProceduralParts] { MODULE { name = KSPTextureSwitch sectionName = Surface currentTextureSet = Smooth-Metal-Solid-Surface textureSet = Smooth-Metal-Solid-Surface } MODULE { name = KSPTextureSwitch sectionName = Leading Edge currentTextureSet = Smooth-Metal-Solid-Leading textureSet = Smooth-Metal-Solid-Leading } MODULE { name = KSPTextureSwitch sectionName = Trailing Edge currentTextureSet = Smooth-Metal-Solid-Trailing textureSet = Smooth-Metal-Solid-Trailing } MODULE { name = KSPTextureSwitch sectionName = End Plate currentTextureSet = Smooth-Metal-Solid-Endplate textureSet = Smooth-Metal-Solid-Endplate } %MODULE[SSTURecolorGUI] { %name = SSTURecolorGUI } } // B9PW Type B @PART[B9_Aero_Wing_Procedural_TypeB]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited&ProceduralParts] { MODULE { name = KSPTextureSwitch sectionName = Surface currentTextureSet = Smooth-Metal-Solid-Surface textureSet = Smooth-Metal-Solid-Surface } MODULE { name = KSPTextureSwitch sectionName = Frame currentTextureSet = Smooth-Metal-Solid-Frame textureSet = Smooth-Metal-Solid-Frame } MODULE { name = KSPTextureSwitch sectionName = Edge currentTextureSet = Smooth-Metal-Solid-Edge textureSet = Smooth-Metal-Solid-Edge } %MODULE[SSTURecolorGUI] { %name = SSTURecolorGUI } } Edited March 16, 2020 by Manwith Noname Quote Link to post Share on other sites
jrodriguez 1,082 Posted March 16, 2020 Share Posted March 16, 2020 20 hours ago, Manwith Noname said: This is really good to see, so thumbs up for getting that working but I have some observations and suggestions. 1) If TU isn't installed, the B9 colour system doesn't function. I assume this is a side effect of having to disable them to get TU functioning. Is it not possible, like I suggested in the PM months ago, to enable a switch system so default behaviour is to continue using the B9 system and if a flag is set by a config that wants to apply TU, the old system is disabled? Hmm, scrub this, I have it working now. 2) Remove the transform specified in the texture switch module. Right now, due to this, everything breaks when you try to switch the mesh for the leading and trailing edges. Reveal hidden contents If you write the configs differently and make appropriate texture sets, then apply them in the right switcher, this edge mesh switch still functions... Reveal hidden contents 3) Don't force a hard dependency on Procedural Parts. By all means, supply a patch that creates a set using textures from there if they are present (using the NEEDS field) but it would be preferable if a standalone B9 Proc Wings could exist. 4) Following on from 3, as can be seen in the pictures, make a set of default patches that look like B9 and can be added to easily through using FOR patching by others. I know what this involves, I've spent a bit of time looking through the default art assets and can see where the problems lie but it's achievable with a bit of time. I can help with this if you're interested, obviously I've fixed some things myself and half setup a means of having B9 alike recolour in these shaders. Though, I have other projects which should be the primary focus right now. It is already done... Reveal hidden contents 2) Thanks for the feedback I guess I did not test to switch the mesh. 3) I know the ideal thing is to include new specific textures for B9 ProcWings but I'm not an expert in creating textures so for the moment I made the decision to just use the ones included in ProceduralParts. 4) If you have the time to add those features/improvements feel free to do Pull Request or even a fork. I only decided to make public the TU support because I did it for my own benefit and a lot of people were begging me to make it public but I don't have plans to make any further improvements. I will do the basic maintenance or bug fixing to keep the mod alive. 1 hour ago, Manwith Noname said: @Acvila Indeed, you can find the a collection of packs which add TU shaders to Stock and some mods (including the original pWings) here... Edit: Oh also, @jrodriguez, in the spoiler below is an adjusted version of your supplied config. This is to show how the setup should occur to maintain functionality of the leading and trailing edge mesh switching. Reveal hidden contents // TU Colour Presets KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = white-metallic title = White Paint (Metallic) color = 236, 236, 236 specular = 176 metallic = 255 } KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = blue-metallic title = Blue Paint (Metallic) color = 84, 214, 237 specular = 176 metallic = 255 } KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = black-metallic title = Black Paint (Metallic) color = 46, 46, 46 specular = 176 metallic = 255 } // Procedural Parts Metal Sets // Main layout KSP_TEXTURE_SET:NEEDS[TexturesUnlimited&ProceduralParts] { name = Smooth-Metal-Solid title = Smooth Metal Solid recolorable = true MATERIAL { shader = TU/Metallic texture = _MainTex, ProceduralParts/Textures/Mains/Metal-DIFF texture = _BumpMap, ProceduralParts/Textures/Normals/Smooth-NRM texture = _MetallicGlossMap,ProceduralParts/Textures/Metallic/Smooth-METAL texture = _MaskTex, ProceduralParts/Textures/Masks/Solid-MASK keyword = TU_RECOLOR channelMask = 1 vector = _DiffuseNorm, 0.5,0.5,0.5 vector = _MetalNorm, 0.5,0.5,0.5 vector = _SmoothnessNorm, 0.5,0.5,0.5 mode = create } COLORS { mainColor = silver } } // Creating mesh specific sets +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Surface @MATERIAL { mesh = surface } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Leading @MATERIAL { mesh = edge_leading_type0 mesh = edge_leading_type1 mesh = edge_leading_type2 mesh = edge_leading_type3 } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Trailing @MATERIAL { mesh = edge_trailing_type0 mesh = edge_trailing_type1 mesh = edge_trailing_type2 mesh = edge_trailing_type3 } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Endplate @MATERIAL { mesh = section } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Frame @MATERIAL { mesh = frame } } +KSP_TEXTURE_SET[Smooth-Metal-Solid]:NEEDS[TexturesUnlimited&ProceduralParts] { @name = Smooth-Metal-Solid-Edge @MATERIAL { mesh = edge_type0 mesh = edge_type1 mesh = edge_type2 } } // B9PW Type A & C @PART[B9_Aero_Wing_Procedural_TypeA,B9_Aero_Wing_Procedural_TypeC]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited&ProceduralParts] { MODULE { name = KSPTextureSwitch sectionName = Surface currentTextureSet = Smooth-Metal-Solid-Surface textureSet = Smooth-Metal-Solid-Surface } MODULE { name = KSPTextureSwitch sectionName = Leading Edge currentTextureSet = Smooth-Metal-Solid-Leading textureSet = Smooth-Metal-Solid-Leading } MODULE { name = KSPTextureSwitch sectionName = Trailing Edge currentTextureSet = Smooth-Metal-Solid-Trailing textureSet = Smooth-Metal-Solid-Trailing } MODULE { name = KSPTextureSwitch sectionName = End Plate currentTextureSet = Smooth-Metal-Solid-Endplate textureSet = Smooth-Metal-Solid-Endplate } %MODULE[SSTURecolorGUI] { %name = SSTURecolorGUI } } // B9PW Type B @PART[B9_Aero_Wing_Procedural_TypeB]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited&ProceduralParts] { MODULE { name = KSPTextureSwitch sectionName = Surface currentTextureSet = Smooth-Metal-Solid-Surface textureSet = Smooth-Metal-Solid-Surface } MODULE { name = KSPTextureSwitch sectionName = Frame currentTextureSet = Smooth-Metal-Solid-Frame textureSet = Smooth-Metal-Solid-Frame } MODULE { name = KSPTextureSwitch sectionName = Edge currentTextureSet = Smooth-Metal-Solid-Edge textureSet = Smooth-Metal-Solid-Edge } %MODULE[SSTURecolorGUI] { %name = SSTURecolorGUI } } Thanks, I will include that config as part of the release, cheers. 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Manwith Noname 443 Posted March 16, 2020 Share Posted March 16, 2020 4 minutes ago, jrodriguez said: 4) If you have the time to add those features/improvements feel free to do Pull Request or even a fork. I only decided to make public the TU support because I did it for my own benefit and a lot of people were begging me to make it public but I don't have plans to make any further improvements. I will do the basic maintenance or bug fixing to keep the mod alive. That's fair enough. I don't have a github account so it's unlikely I'll be making any pull requests but if I do make some headway with a more standardised setup that can be built off and patched on to I'll let you know. What I wanted to do didn't work right (though it did strangely look quite cool, even though clearly broken) but I'll probably investigate in the future. Quote Link to post Share on other sites
Jebman82 120 Posted March 17, 2020 Author Share Posted March 17, 2020 On 3/16/2020 at 7:48 AM, Acvila said: thx for reply, but i was talking about these pwings . these are lighter:) like mass. Just set the strength slider lower, it reduces mass. 23 hours ago, jrodriguez said: 2) Thanks for the feedback I guess I did not test to switch the mesh. 3) I know the ideal thing is to include new specific textures for B9 ProcWings but I'm not an expert in creating textures so for the moment I made the decision to just use the ones included in ProceduralParts. 4) If you have the time to add those features/improvements feel free to do Pull Request or even a fork. I only decided to make public the TU support because I did it for my own benefit and a lot of people were begging me to make it public but I don't have plans to make any further improvements. I will do the basic maintenance or bug fixing to keep the mod alive. Thanks, I will include that config as part of the release, cheers. Happy to try and merge this in, means all the other bug fixes are in (symmetry etc). Just let me know! Quote Link to post Share on other sites
Acvila 58 Posted March 17, 2020 Share Posted March 17, 2020 19 minutes ago, Jebman82 said: Just set the strength slider lower, it reduces mass. I'm not playing with FAR... Quote Link to post Share on other sites
Destroyer_Harekaze 3 Posted March 18, 2020 Share Posted March 18, 2020 So I tried this mod since I do have interest to film a KSP short movie, but apparently B9 PWing isn’t compatible with Persistent Trails and cause the wings to appear as unadjusted parts. Is there a fix for it? Quote Link to post Share on other sites
kcs123 875 Posted March 18, 2020 Share Posted March 18, 2020 3 hours ago, Destroyer_Harekaze said: So I tried this mod since I do have interest to film a KSP short movie, but apparently B9 PWing isn’t compatible with Persistent Trails and cause the wings to appear as unadjusted parts. Is there a fix for it? Help developers to be able to help you. Provide some more info, like log files, screenshots or short video that describe issue in better way. Craft file with minimum mods used can help too, to reproduce bug on developer machine and make debuging easier. All that can help developers to solve issue faster in their limited personal free time. You can find more info how to get log files in this thread: Quote Link to post Share on other sites
Destroyer_Harekaze 3 Posted March 19, 2020 Share Posted March 19, 2020 (edited) 7 hours ago, kcs123 said: Help developers to be able to help you. Provide some more info, like log files, screenshots or short video that describe issue in better way. Craft file with minimum mods used can help too, to reproduce bug on developer machine and make debuging easier. All that can help developers to solve issue faster in their limited personal free time. You can find more info how to get log files in this thread: Forgot to send those, sorry about that Here's the craft file (It uses AP+): https://kerbalx.com/Destroyer_AmanogawaKai/Mikazuki-MA10-10 Here's the glitch I experienced: https://imgur.com/9qGGwG0 And here's the Output.log: https://www.dropbox.com/s/1sz4e1dh69tlytp/KSP.log?dl=0 For reproduction, just do a flight and use persistent trails to get a replay Edited March 19, 2020 by Destroyer_Harekaze Added reproduction steps Quote Link to post Share on other sites
kcs123 875 Posted March 19, 2020 Share Posted March 19, 2020 13 hours ago, Destroyer_Harekaze said: Forgot to send those, sorry about that Here's the craft file (It uses AP+): https://kerbalx.com/Destroyer_AmanogawaKai/Mikazuki-MA10-10 Here's the glitch I experienced: https://imgur.com/9qGGwG0 And here's the Output.log: https://www.dropbox.com/s/1sz4e1dh69tlytp/KSP.log?dl=0 For reproduction, just do a flight and use persistent trails to get a replay Download link for log gives error 404. Could be permission issue or something. Second question, is it that craft created in KSP 1.8.x and tried to use in KSP 1.9.x ? Asking, because I was have similar issue long time ago when KSP is upgraded. My crafts from older KSP release were not behave properly in new KSP version. However, that was already noticable in SPH and workaround was simple, to deattach wings and attach them again. Can you try to create new craft file to see if issue still happens ? To, be clear, I don't maintain this mod, but I use it for a long time, so I'm trying to narrow down to root of issue as much as possible to help developer, you and other users if come across with similar issue. Quote Link to post Share on other sites
New Horizons 24 Posted March 24, 2020 Share Posted March 24, 2020 Is it possibler to make even smaller wings? Widh is limited to 0.025, this is way to large for tiny wings on sounding rockets. Quote Link to post Share on other sites
siimav 140 Posted March 24, 2020 Share Posted March 24, 2020 19 minutes ago, New Horizons said: Is it possibler to make even smaller wings? Widh is limited to 0.025, this is way to large for tiny wings on sounding rockets. Reduce edge width/length. It's a separate slider. Quote Link to post Share on other sites
New Horizons 24 Posted March 24, 2020 Share Posted March 24, 2020 Ok, I am playing with those options. But for now I can not create really sharp (triangle) wings. Quote Link to post Share on other sites
cupkolupko 1 Posted March 28, 2020 Share Posted March 28, 2020 I've got a problem on 1.91, I can add, and see the wings (they load normaly). But, I can't push J button for editing the wings. Is there a bug with 1.91? Or am I missing something? Quote Link to post Share on other sites
New Horizons 24 Posted April 16, 2020 Share Posted April 16, 2020 (edited) Which version is correct for KSP 1.8.1? That download from 1.0.0 here points at a version file für 0.9.3? Another point. Im am experiencing a huge performance hit when using this wings here. Is this plausible? Are procedural wings more CPU heavy? Figured it out with great help in RO discord. Trajectories Mod is eating up frame rate, when cache is disabled. Edited April 16, 2020 by New Horizons Quote Link to post Share on other sites
KSP dogfight master 8 Posted April 22, 2020 Share Posted April 22, 2020 i recently updated to ksp 1.9.1 and found that the latest Proc Wings still have the "black wings" issue due to macs force opengl, however, an older version seems to not have this issue. Can someone take the time to compare the 2 and find a solution? https://drive.google.com/file/d/1XfjoAc4p7MI17i4p_s6nw3mUvBe3VZGF/view?usp=sharing i use a mac and the link above is an older version of procwings but seems to be working alright, it is also free of "black wings" glitch on macs Quote Link to post Share on other sites
kcs123 875 Posted April 22, 2020 Share Posted April 22, 2020 14 hours ago, KSP dogfight master said: i recently updated to ksp 1.9.1 and found that the latest Proc Wings still have the "black wings" issue due to macs force opengl, however, an older version seems to not have this issue. Can someone take the time to compare the 2 and find a solution? https://drive.google.com/file/d/1XfjoAc4p7MI17i4p_s6nw3mUvBe3VZGF/view?usp=sharing i use a mac and the link above is an older version of procwings but seems to be working alright, it is also free of "black wings" glitch on macs Have you tried this fork? AFAIK, those fixes are not yet included in official version of B9PW yet. Quote Link to post Share on other sites
KIMCHI 33 Posted April 27, 2020 Share Posted April 27, 2020 On 4/16/2020 at 5:28 PM, New Horizons said: Which version is correct for KSP 1.8.1? That download from 1.0.0 here points at a version file für 0.9.3? Another point. Im am experiencing a huge performance hit when using this wings here. Is this plausible? Are procedural wings more CPU heavy? Figured it out with great help in RO discord. Trajectories Mod is eating up frame rate, when cache is disabled. I am having this is but do NOT have Trajectories Mod installed. Was there any other mods that were brought up while you were looking? So far I have gone through most my mods and I know this is the mod that slows me down. Quote Link to post Share on other sites
New Horizons 24 Posted April 28, 2020 Share Posted April 28, 2020 9 hours ago, KIMCHI said: I am having this is but do NOT have Trajectories Mod installed. Was there any other mods that were brought up while you were looking? So far I have gone through most my mods and I know this is the mod that slows me down. I guess it is a combination of procedural wings flaps and Trajectories mod. I trippled my frame rate within atmosphere by enabling cache in Trajectories. Quote Link to post Share on other sites
KIMCHI 33 Posted April 28, 2020 Share Posted April 28, 2020 (edited) I don't use the Trajectories mod so it has to be something else. I wonder what it is. Edited April 28, 2020 by KIMCHI Quote Link to post Share on other sites
Cratzz 22 Posted May 7, 2020 Share Posted May 7, 2020 (edited) Texture/Shader Issue on KSP 1.9.1, tested with Direct X 9, 11 & OpenGL same on all. EDIT: Did a Windows Update & updated GPU drivers, problem, solved. Edited May 7, 2020 by Cratzz Quote Link to post Share on other sites
WhitestWizard 11 Posted May 16, 2020 Share Posted May 16, 2020 Textures unlimited makes the B9 procedural wings transparent. Is this a fact of life now or an easy fix I can implement? Quote Link to post Share on other sites
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