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[1.0] KerbPaint - Paint layering for parts (March 30th, 2016) Community Update


Texel

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When 0.25 hits I will do my best to ensure the SP+ parts put into the game are still paintable in a timely manner.

Yay! Thank you.

We do really need someone to officially take on the Kerbpaint caretaker role, though. How restrictive is the licence in that respect?

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"This mod is released, for the time being, for no external distribution or revision except where otherwise listed (The paint masks)"

That effectively sums up the licence, it's at the bottom of the opening post. Everyone is free to make shader maps, distribution of those shader maps needs to be in agreement with the KerbPaint and the according mod(s) licence. Technically, you are not redistributing any part of the mod though it is most likely you used the mods texture files to derive the shader maps. In terms of the packs I put together thus far, I read their licences and simply PM'd the corresponding authors of the mods asking if they had any objections where it was appropriate. I also offered them the chance to view the files before agreeing should they wish. Some mods come with pretty much free rein to do what you like while others are more restricive, such as the KerbPaint plugin itself.

At this point, the KerbPaint plugin does not need any updates because it still works so for now, the fact Texel has not been around is not a big issue. If the mod ceases to function with future versions of KSP then that could be a problem for those of us that enjoy its functionality. Being optimistic, I would hope that Texel checks KerbPaint compatability with each patch, or at least checks this thread to see if anyone has issues that mean the code needs looking at.

Edited by Manwith Noname
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"This mod is released, for the time being, for no external distribution or revision except where otherwise listed (The paint masks)"

That effectively sums up the licence, it's at the bottom of the opening post. Everyone is free to make shader maps, distribution of those shader maps needs to be in agreement with the KerbPaint and the according mod(s) licence. Technically, you are not redistributing any part of the mod though it is most likely you used the mods texture files to derive the shader maps. In terms of the packs I put together thus far, I read their licences and simply PM'd the corresponding authors of the mods asking if they had any objections where it was appropriate. I also offered them the chance to view the files before agreeing should they wish. Some mods come with pretty much free rein to do what you like while others are more restricive, such as the KerbPaint plugin itself.

At this point, the KerbPaint plugin does not need any updates because it still works so for now, the fact Texel has not been around is not a big issue. If the mod ceases to function with future versions of KSP then that could be a problem for those of us that enjoy its functionality. Being optimistic, I would hope that Texel checks KerbPaint compatability with each patch, or at least checks this thread to see if anyone has issues that mean the code needs looking at.

Well, for example, Kerbpaint includes an archaic version of Module Manager (buried in a subfolder) that breaks FAR if not deleted. This sort of issue is only going to get worse as time progresses, and Kerbpaint represents very basic functionality. If Texel doesn't reappear, it's going to need to be reinvented.

Who's the earliest poster on this thread still active? At the very least, getting an early post edited to include links to the SP+ etc. shader maps would be useful.

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Actually, you make a fair point about module manager, I helped someone get KerbPaint working recently and they didn't quite understand how to install it. I also think the fact they had two MM.dll's might have been a big problem had I not checked my original KerbPaint.zip and found it in there, prompting me to point them to a new version of MM and instructions to delete the old one.

I've been meaning to start a KerbPaint Addon thread but was kind of holding out until I had some more shader maps to upload. Been travelling away with work a lot so making maps has been on the back burner.

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Hey people, do anyone know how to get the flags of textures in a model? I'm trying to make a patch for a mod, but its models use more than one texture.

It depends how the mod handles it. SP+ has 2 textures for it's radial intakes, one shader map covers both textures without any complications or extra config entries.

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It depends how the mod handles it. SP+ has 2 textures for it's radial intakes, one shader map covers both textures without any complications or extra config entries.

I'm trying to add compatibility with the mod Hangars. The problem is that the models are separated in many sections (main body, front door, back door, left leg, right leg, etc...). Some of those sections share the same texture, but all models use more than one texture. I've made the "_paint" files, but if I use Deepreplace it wont look good. I tried to add the ModulePaintable more than once to the same part, but none of them is painted in-game. The part has the module, but I can't paint it. I'm not sure if that's because I can't add more than one ModulePaintable to the same part, or because I'm using the wrong "Specific =" flag :/ I imported the models to Blender using a plugin, that's how I got the name of the sections, but I'm not sure if that is what I have to write in "Specific".

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Alright peeps.

Here is a pack that will allow you to paint the new stockified SP+ parts in 0.25. I had the day off so it seemed to be worth spending a few hours adapting the old SP+ pack.

StockSP+

It's not completely finished. All parts are paintable. Some changes were simple, others not so simple. If you tried using the old pack with the new stock parts you'd probably have laughed like I did....okay, maybe not. Main areas still needing attention are the new models for the inline cockpit and crew cabin. I'm also considering some adaptation of other parts but we'll have to see how that goes when I've next got a reasonable amount of time to play with it. Hopefully, tidying up and finishing off missing layers will be done early next week once I'm back from my work travels.

Also, I should point out, this pack worked for me but the way the parts have been implimented in to stock KSP means some of the models use old stock part names. If you get problems with the short MK2 adapter and a couple of control surfaces (off the top of my head, oh, the Delta Wing too), you might need to find the entry in the original KerbPaint.cfg and delete it.

Another also, you might want to delete the old SP+KerbPaint config and shader maps since they are pretty much redundant. The files will stay up as a legacy for those who may wish to continue playing older versions of KSP.

Enjoy.

P.S. Let me know if I've been completely dumb and missed something really obvious....I've had a few sherberts.

Edited by Manwith Noname
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...gaaaarrrghhh...

Yeah, I had a quick look at this and didn't work it out. I don't have blender or any other modelling software so I couldn't check for specific flags to use. I did try things like 000 and 001 but no joy.

I'd be inclined to say that's what you want to be trying, the specific flag that is, though don't mix it with deepreplace, incase you missed that in the kerpaint config. Deepreplace just seemed to cover the entire spaceport when all I'd painted was the door.

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Yeah, I had a quick look at this and didn't work it out. I don't have blender or any other modelling software so I couldn't check for specific flags to use. I did try things like 000 and 001 but no joy.

I'd be inclined to say that's what you want to be trying, the specific flag that is, though don't mix it with deepreplace, incase you missed that in the kerpaint config. Deepreplace just seemed to cover the entire spaceport when all I'd painted was the door.

Damn, I guess that in some cases, only mod authors are able to do these configs. Anyway, thanks for taking the time to try it. If you're interested, this is the plugin I used to import the model:

http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon

It works with Blender (free). Perhaps you find it useful someday. I have no idea how to use these modelling programs.

Oh and thanks for the updated SP+ config!

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Alright peeps.

Here is a pack that will allow you to paint the new stockified SP+ parts in 0.25. I had the day off so it seemed to be worth spending a few hours adapting the old SP+ pack.

StockSP+

It's not completely finished. All parts are paintable. Some changes were simple, others not so simple. If you tried using the old pack with the new stock parts you'd probably have laughed like I did....okay, maybe not. Main areas still needing attention are the new models for the inline cockpit and crew cabin. I'm also considering some adaptation of other parts but we'll have to see how that goes when I've next got a reasonable amount of time to play with it. Hopefully, tidying up and finishing off missing layers will be done early next week once I'm back from my work travels.

Also, I should point out, this pack worked for me but the way the parts have been implimented in to stock KSP means some of the models use old stock part names. If you get problems with the short MK2 adapter and a couple of control surfaces (off the top of my head, oh, the Delta Wing too), you might need to find the entry in the original KerbPaint.cfg and delete it.

Another also, you might want to delete the old SP+KerbPaint config and shader maps since they are pretty much redundant. The files will stay up as a legacy for those who may wish to continue playing older versions of KSP.

Enjoy.

P.S. Let me know if I've been completely dumb and missed something really obvious....I've had a few sherberts.

Thanks!

Mostly working so far, but a couple of things I've noticed:

* No paint for the standard nacelle.

* The paint jobs for the Mk1 cockpit are rough enough that I suspect that the wrong file got someplace. Using single-colour cockpits for now.

Collecting all of the required Kerbpaint patches (landing gear etc) into a single download would be very helpful. Or does the latest patch include the previous ones?

So far so good, though.

screenshot32_zps12de7062.png

Edited by Wanderfound
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* The paint jobs for the Mk1 cockpit are rough enough that I suspect that the wrong file got someplace. Using single-colour cockpits for now.

It's because the mk1 got a new model, so new texture as well. No "wrong" file, just old. :D

EDIT:

Collecting all of the required Kerbpaint patches (landing gear etc) into a single download would be very helpful. Or does the latest patch include the previous ones?

Found "Stock Addon V.4", the new StockSP+, and one with the retractable wheels. Did I miss any?

Also, as far as the mk1 is concerned, it doesn't look too bad painted. if you choose the same color for everything:

mjQeaYG.png

Edited by INSULINt
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It's because the mk1 got a new model, so new texture as well. No "wrong" file, just old. :D

EDIT:

Found "Stock Addon V.4", the new StockSP+, and one with the retractable wheels. Did I miss any?

Also, as far as the mk1 is concerned, it doesn't look too bad painted. if you choose the same color for everything:

http://i.imgur.com/mjQeaYG.png

Nice looking craft... No, great looking.... Any chance of getting a copy of it????

Cheers.

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Nice looking craft... No, great looking.... Any chance of getting a copy of it????

Cheers.

Sure: http://www./folder/lh7r8kaoade0e

when I loaded up the stealth version to add a description the paint job was a little borked. Just the adaptors. All the main fuselage parts are black primary and tertiary, green secondary. I wonder if its because the sp+ parts have the same name as the old and there's a problem with duplication between the mm scripts........

Instruction are in the description. Well, except for how to launch: SAS -> throttle full -> 1 -> wait until lift off, pitch/yaw/roll in the direction you wanna go, use 2 for a boost when needed.

The chutes on the stealth version are pretty much 1 use, unless you can somehow get the camera to the right angle clipped into the ship to repack the back ones. I turned them upside down cus the paint thing for them leaves the cap white. Unfortunately the only way to get the right click menu to show is to click the cap. You can't just click on the bottom of the chute body :(

If you want a better starting TWR for the jet engines you can clear the oxidizer out of the 2 adapters on the front/back of the docking port. This will reduce the boost to around 2min total. The docking port is basically there for nav ball fiddling. I haven't taken the design above 6km to test yet, so I don't know what kind of angle you can stick the thing in the mid atmo and not fall but it's basically there to give you a better nav ball "camera angle" if you're prograde is way off to the side. It's definitely not an ssto though. not by a long shot.

Alright, so I really just included basic instructions in the craft file :P:blush:

100% inspired by Cupcake Landers: http://forum.kerbalspaceprogram.com/threads/27424-Cupcake-s-Dropship-Dealership

Quick edit: Restarting ksp and loading up the craft file posted above seems to be fine. There are MM @part dupes tho, even in the kerbpaint.cfg from the main mod!

Edited by INSULINt
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And apparently I underestimated it's getting into spaceness. It's quite unstable, but if you can keep to prograde just above the horizon between 15-30km, then point 45* up till the engines flame out it takes about 1/2 the oxidizer to get to ~75x~75km. Just tested this with the oxy drained from the 2 centerline adapters. Crazy. It won't get to the mun, but damn..... Not bad for a first cobbled together design.....

Anyways, hope you enjoy. If you use NEAR/FAR it prolly won't do well above 10km, but hey, that's what the astronaut complex is for..... right? :D

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Damn, I guess that in some cases, only mod authors are able to do these configs. Anyway, thanks for taking the time to try it. If you're interested, this is the plugin I used to import the model:

http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon

It works with Blender (free). Perhaps you find it useful someday. I have no idea how to use these modelling programs.

Oh and thanks for the updated SP+ config!

No problem, sorry I couldn't work it out but I'll have another look if it has not been resolved when I have some more free time to do so. I only tried some quick ideas out.

Thanks!

Mostly working so far, but a couple of things I've noticed:

* No paint for the standard nacelle.

* The paint jobs for the Mk1 cockpit are rough enough that I suspect that the wrong file got someplace. Using single-colour cockpits for now.

Collecting all of the required Kerbpaint patches (landing gear etc) into a single download would be very helpful. Or does the latest patch include the previous ones?

So far so good, though.

The above parts are not related to SP+. If you take a look in the Squad folder within GameData you'll find a folder called SPP. This contains the Spaceplane Plus additions to stock. Everything in there should be covered with limitations in some cases. That's not to say I won't look at other stock parts that need attention but getting the old SP+ pack compatible with the new stockified versions is my current priority.

Found "Stock Addon V.4", the new StockSP+, and one with the retractable wheels. Did I miss any?

There's packs for Procedural Fairing and Wings too. I'll find the link in a sec.

...There are MM @part dupes tho, even in the kerbpaint.cfg from the main mod!

Yep, this could be a potential issue. I've not had any problems so far but I did think they may crop up depending on how ModuleManager handles conflicting data. I'm not 100% sure how things stand with distributing a modified replacement for the KerbPaint.cfg. It's easy to correct in your own install if you know what you are looking for (which you obviously do), though it would be nice if the original files/download could be updated.

Edit: Here is the original post for SP+ and the Procedural parts. The wings will need an update soon as they now contain SP+ style procedurals apparently.

Another Edit: Forgot this post. Another config for more procedural parts.

Edited by Manwith Noname
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So. Here is all the extra image files from the PF, PW, PP and SP+ mods, as well as the Stock V.4, stock sp+ and extras that just has the retractable gear bay:

http://www./download/e454a544cfne1qe

I've included a KerbPaint.cfg because some of the stuff in it was either duped in stock v.4 or model replaced in .25 by the addition of the sp+ mod in stock. I've also deleted the same in stock v.4 and edited down the sp+ in favor of the definitions in the stock sp+ config. none of the image files from the base mod are here, only extras. There are some unused at this point, but since ksp doesn't load them at start I figured it's fine.

Just extract and replace files when prompted, which if you clean install this whole mod should only be the KerbPaint.cfg. Hopefully including an cleaned up version of this doesn't break some law or something. I've kept all the cfgs separate in case you have all of them, and this will just prevent module duplication while not requiring a total delete->install process.

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Hello everyone, just went through this whole thread...

But let me start : I just reinstalled this mod (last time I tried was in 0.21). IXS Command Module is all white, as well as Kerbonov's KN2 Crew Cabin. I haven't looked at all the parts yet, but so far this made me want to uninstall it and forget about it again... But my spirit now refuses to do so, as I'm beginning to grow old as an IT tech/lifehacker, and I like to get things working. I tried playing with the .tga in my image editor to try and create the files to integrate in the .cfgs... It's not my area and I gave up pretty quick, as the instructions given are foggy for me and someone might have done the trick already for the whole bunch of mods out there.

I played with a lot of mods, but now reinstalled with just basics, and the Astronomer's Visual Pack is one of them (I guess the problem comes from either this, or a problem with the parts architecture). I really want to create the community this mod should have, because let's face it, after some time, even with the famous FAR, you can get pretty much everything in the sky, and the thing needed the most, will be the esthetics !! For that paint is the best ! Oh and yes, I know, some mods will stop you from getting ANYTHING up (thinking about resized solar system mods)

Maybe we could, at this point, make a reddit folder/forum thread for the user-made .cfg files ? Maybe it's already been done ?

If not (for both questions), would someone have the files for an IXS Command Pod and a Kerbonov .cfg please :D ?

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Ok I think I managed to work it on my own...

So, my easy way to add your "white parts" so that they are not white anymore :

!! This workaround is for the lazies/beginners who just want this mod with their other parts not all white !! It won't teach your how to make your masks for custom paintings !!

1. Open StockExtras.cfg with Notepad++ (in the Kerbpaint folder). If you don't use Notepad++, please be careful to respect the spacings

2. Add those lines for each part that are white :


@PART[[B]NameOfTheWhitePartAsItAppearsInThePartsFolderOfYourMod[/B]]
{
MODULE
{
name = ModulePaintable
Texture = BaseAll_Paint
Shader = [B]BumpSpec[/B]
DeepReplace = true
}
}

3. Change the bold writing when needed :

- Shader can be changed from 'BumpSpec to EmissiveBumpSpec' if the part is a complicated one (like rockets or command pods)

- BaseAll_Paint is a base that will change the color of the whole part. Make your own file for a custom paint (check the pictures of the mod's author on forst page)

4. Save the new .cfg file. Try it. If you want to know more about those options check Kerbpaint.cfg

5. Reply to this thread with your updated .cfg file, or with the lines you created.

Here are mine, I added 3 parts (Only for them to work, I might do the whole map when I have time. For now the paint is covering the whole parts without regards for windows or else) :

- Kerbonov's KN2

- Kerbonov's Minijet Engine

- IXS Command Pod.


@PART[SH_KN2Cabin]
{
MODULE
{
name = ModulePaintable
Texture = BaseAll_Paint
Shader = BumpSpec
DeepReplace = true
}
}

@PART[SH_Minijet]
{
MODULE
{
name = ModulePaintable
Texture = BaseAll_Paint
Shader = BumpSpec
DeepReplace = true
}
}

@PART[IXSCommandModule]
{
MODULE
{
name = ModulePaintable
Texture = BaseAll_Paint
Shader = EmissiveBumpSpec
DeepReplace = true
}
}

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So. Here is all the extra image files from the PF, PW, PP and SP+ mods, as well as the Stock V.4, stock sp+ and extras that just has the retractable gear bay:

Appreciate the effort but I think in this case it might be a bad idea for a number of reasons. For example, people might not want all the packs, keeping track of what needs updating could be problematic and time consuming. There's also the legalities of following licences, all these packs are bound by the original KerbPaint Licence aswell as the mod for which they apply, as far as I am aware.

The best solution I think is for links to each pack be put in the opening post of this thread, failing that a new thread that contains links in the opening post and is maintained as new packs come about (hopefully). I've been meaning to do this, I'm just unsure about where to post it really. These are not really new mods and the concept for the thread would be partly about developing new packs for the multitude of mods out there. I posted about this a while back in this thread. I guess the best place is actually in the Addon Releases.

Anyway, here is a link to the current StockSP+ pack which I've updated.

This needs a .25 update, OP! :) Now with the SP+ plus extra parts as part of the default install..

See above.

Edit: Though the original pack could do with an update in terms of it's config and modulemanager.dll.

Edited by Manwith Noname
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