Tyko 2,403 Posted July 2, 2018 Share Posted July 2, 2018 22 hours ago, scottadges said: Maybe there could be a white version? or different versions for a couple different colors? Understand it's not able to change colors, but maybe alt versions? That'd be really cool...the three colors I primarily use are Red & Green for navigation lights and White for general lighting. Quote Link to post Share on other sites
KaosKatapult 0 Posted July 3, 2018 Share Posted July 3, 2018 The downloads of the original assets (models & textures) are down. Anyone have a mirror? Quote Link to post Share on other sites
woeller 279 Posted July 7, 2018 Share Posted July 7, 2018 @Kerbas_ad_astra The Rockomax X200-48 Fuel Tank (fuelTank1-5) has no resources. This should be the right numbers: RESOURCE { name = LiquidFuel amount = 2160 maxAmount = 2160 } RESOURCE { name = Oxidizer amount = 2640 maxAmount = 2640 } Quote Link to post Share on other sites
serg1983 0 Posted July 10, 2018 Share Posted July 10, 2018 problem with the part "clamp-o-tron mk16-xxl docking port".does not extend the docking port, or rather it extends but immediately moves back itself Quote Link to post Share on other sites
Firemahn 3 Posted July 20, 2018 Share Posted July 20, 2018 On 11/13/2017 at 9:19 AM, Electrocutor said: So... I was going to work on making a patch .cfg to allow Vens stuff to use the PBR shaders from ShadowMage, but I'm obviously missing something; every single part that should have a new model is missing from the game and the log is filled with "Model was not compiled correctly" errors. I apologize in advance if this is a stupid question, but 'How do I make this work?' I checked a few pages back, but do not see anyone else having an issue? [Update] n/m I figured it out. So... really curious. Do you have the .cfg for PBR with this or tips on how to do this?! Ive messed with separate .cfg from the electrocutors stock patch but i cannot get it to work... Quote Link to post Share on other sites
EdwardB3020 74 Posted July 20, 2018 Share Posted July 20, 2018 what about the new antenna that were added during 1.2.2 Quote Link to post Share on other sites
juanml82 393 Posted July 20, 2018 Share Posted July 20, 2018 7 hours ago, Firemahn said: So... really curious. Do you have the .cfg for PBR with this or tips on how to do this?! Ive messed with separate .cfg from the electrocutors stock patch but i cannot get it to work... Here's the one I have, I guess it's from Electrocutor. I'm not currently using Ven's Stock Revamp and I know Textures Unlimited changed the sintaxis at some point, so I don't know if this is up to date @REFLECTION_CONFIG[default] { %enabled = true } KSP_COLOR_PRESET { name = rgb_gray title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 } @PART[*]:AFTER[VenStockRevamp]:HAS[@MODEL:HAS[#model[VenStockRevamp*]]] { MODULE { name = KSPTextureSwitch sectionName = Appearance currentTextureSet = VenStockRevamp_DefaultMetal textureSet = VenStockRevamp_Default textureSet = VenStockRevamp_DefaultMetal textureSet = VenStockRevamp_Metal } } @PART[launchClamp1]:AFTER[VenStockRevamp]:HAS[@MODEL:HAS[#model[VenStockRevamp*]]] { @MODULE[KSPTextureSwitch] { @currentTextureSet = VenStockRevamp_DefaultMetal_clamp @TEXTURESET[VenStockRevamp_Default] { @name = VenStockRevamp_Default_clamp } @TEXTURESET[VenStockRevamp_DefaultMetal] { @name = VenStockRevamp_DefaultMetal_clamp } @TEXTURESET[VenStockRevamp_Metal] { @name = VenStockRevamp_Metal_clamp } } } KSP_TEXTURE_SET:NEEDS[VenStockRevamp] { name = VenStockRevamp_Default title = Default recolorable = false MATERIAL { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform excludeMesh = Shine excludeMesh = windows-base excludeMesh = CoupShine excludeMesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/MetallicTransparent mesh = Shine mesh = CoupShine PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/Metallic mesh = windows-base mesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } KSP_TEXTURE_SET:NEEDS[VenStockRevamp] { name = VenStockRevamp_DefaultMetal title = Default Metal recolorable = false MATERIAL { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform excludeMesh = Shine excludeMesh = windows-base excludeMesh = CoupShine excludeMesh = Windows PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/MetallicTransparent mesh = Shine mesh = CoupShine PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/Metallic mesh = windows-base mesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } KSP_TEXTURE_SET:NEEDS[VenStockRevamp] { name = VenStockRevamp_Metal title = Metal recolorable = false MATERIAL { shader = SSTU/PBR/Metallic excludeMesh = flagTransform excludeMesh = Shine excludeMesh = windows-base excludeMesh = CoupShine excludeMesh = Windows PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } MATERIAL { shader = SSTU/PBR/MetallicTransparent mesh = Shine mesh = CoupShine PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/Metallic mesh = windows-base mesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } +KSP_TEXTURE_SET[VenStockRevamp_Default]:NEEDS[VenStockRevamp] { @name = VenStockRevamp_Default_clamp @MATERIAL,0 { excludeMesh = Girder } } +KSP_TEXTURE_SET[VenStockRevamp_DefaultMetal]:NEEDS[VenStockRevamp] { @name = VenStockRevamp_DefaultMetal_clamp @MATERIAL,0 { excludeMesh = Girder } } +KSP_TEXTURE_SET[VenStockRevamp_Metal]:NEEDS[VenStockRevamp] { @name = VenStockRevamp_Metal_clamp @MATERIAL,0 { excludeMesh = Girder } } Quote Link to post Share on other sites
Firemahn 3 Posted July 25, 2018 Share Posted July 25, 2018 On 7/20/2018 at 7:57 PM, juanml82 said: Here's the one I have, I guess it's from Electrocutor. I'm not currently using Ven's Stock Revamp and I know Textures Unlimited changed the sintaxis at some point, so I don't know if this is up to date @REFLECTION_CONFIG[default] { %enabled = true } KSP_COLOR_PRESET { name = rgb_gray title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 } @PART[*]:AFTER[VenStockRevamp]:HAS[@MODEL:HAS[#model[VenStockRevamp*]]] { MODULE { name = KSPTextureSwitch sectionName = Appearance currentTextureSet = VenStockRevamp_DefaultMetal textureSet = VenStockRevamp_Default textureSet = VenStockRevamp_DefaultMetal textureSet = VenStockRevamp_Metal } } @PART[launchClamp1]:AFTER[VenStockRevamp]:HAS[@MODEL:HAS[#model[VenStockRevamp*]]] { @MODULE[KSPTextureSwitch] { @currentTextureSet = VenStockRevamp_DefaultMetal_clamp @TEXTURESET[VenStockRevamp_Default] { @name = VenStockRevamp_Default_clamp } @TEXTURESET[VenStockRevamp_DefaultMetal] { @name = VenStockRevamp_DefaultMetal_clamp } @TEXTURESET[VenStockRevamp_Metal] { @name = VenStockRevamp_Metal_clamp } } } KSP_TEXTURE_SET:NEEDS[VenStockRevamp] { name = VenStockRevamp_Default title = Default recolorable = false MATERIAL { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform excludeMesh = Shine excludeMesh = windows-base excludeMesh = CoupShine excludeMesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/MetallicTransparent mesh = Shine mesh = CoupShine PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/Metallic mesh = windows-base mesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } KSP_TEXTURE_SET:NEEDS[VenStockRevamp] { name = VenStockRevamp_DefaultMetal title = Default Metal recolorable = false MATERIAL { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform excludeMesh = Shine excludeMesh = windows-base excludeMesh = CoupShine excludeMesh = Windows PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/MetallicTransparent mesh = Shine mesh = CoupShine PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/Metallic mesh = windows-base mesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } KSP_TEXTURE_SET:NEEDS[VenStockRevamp] { name = VenStockRevamp_Metal title = Metal recolorable = false MATERIAL { shader = SSTU/PBR/Metallic excludeMesh = flagTransform excludeMesh = Shine excludeMesh = windows-base excludeMesh = CoupShine excludeMesh = Windows PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } MATERIAL { shader = SSTU/PBR/MetallicTransparent mesh = Shine mesh = CoupShine PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } MATERIAL { shader = SSTU/PBR/Metallic mesh = windows-base mesh = Windows PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } +KSP_TEXTURE_SET[VenStockRevamp_Default]:NEEDS[VenStockRevamp] { @name = VenStockRevamp_Default_clamp @MATERIAL,0 { excludeMesh = Girder } } +KSP_TEXTURE_SET[VenStockRevamp_DefaultMetal]:NEEDS[VenStockRevamp] { @name = VenStockRevamp_DefaultMetal_clamp @MATERIAL,0 { excludeMesh = Girder } } +KSP_TEXTURE_SET[VenStockRevamp_Metal]:NEEDS[VenStockRevamp] { @name = VenStockRevamp_Metal_clamp @MATERIAL,0 { excludeMesh = Girder } } Thank you for this. It seems to be working fine... Quote Link to post Share on other sites
scottadges 730 Posted August 2, 2018 Share Posted August 2, 2018 Hi everyone, love this mod dearly (as I'm sure lots others do) and I'm wondering about something I noticed in my fresh 1.4.5 install. I'm seeing these errors in the log file: [ERR 01:45:55.639] Texture 'VenStockRevamp/Squad/Parts/Aero/model000' not found! [ERR 01:45:56.414] Texture 'VenStockRevamp/Squad/Parts/IVA/AirplaneTail_LUM' not found! [ERR 01:45:56.542] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/AirspeedFace' not found! [ERR 01:45:56.552] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/AOAFace' not found! [ERR 01:45:56.573] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/DynPressureFace' not found! [ERR 01:45:56.674] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/MachFace' not found! [ERR 01:45:56.786] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SmallEngines_NRM' not found! [ERR 01:45:57.286] Texture 'VenStockRevamp/Squad/Parts/Propulsion/Decouplers_NRM' not found! [ERR 01:45:57.517] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SRB_CLR' not found! [ERR 01:45:57.517] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SRB_NRM' not found! [ERR 01:45:57.517] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SRB_LUM' not found! [ERR 01:45:57.572] Texture 'VenStockRevamp/Squad/Parts/Propulsion/vernierEngine-NRM' not found! [ERR 01:45:58.224] Texture 'VenStockRevamp/Squad/Parts/Structural/model000' not found! I did install this via CKAN and it's telling me this is from version v1.96 of the mod. I saw on GitHub that the Readme.txt shows v1.95 but I'm assuming that just hasn't been updated. (Apologies, I don't know that much about using GitHub) I'm not sure this is causing any problems, but I wanted to point it out and see if there was anything I should/could do about these errors? Quote Link to post Share on other sites
Jesusthebird 143 Posted August 16, 2018 Share Posted August 16, 2018 On 8/2/2018 at 11:14 AM, scottadges said: Hi everyone, love this mod dearly (as I'm sure lots others do) and I'm wondering about something I noticed in my fresh 1.4.5 install. I'm seeing these errors in the log file: [ERR 01:45:55.639] Texture 'VenStockRevamp/Squad/Parts/Aero/model000' not found! [ERR 01:45:56.414] Texture 'VenStockRevamp/Squad/Parts/IVA/AirplaneTail_LUM' not found! [ERR 01:45:56.542] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/AirspeedFace' not found! [ERR 01:45:56.552] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/AOAFace' not found! [ERR 01:45:56.573] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/DynPressureFace' not found! [ERR 01:45:56.674] Texture 'VenStockRevamp/Squad/Parts/IVA/Props/MachFace' not found! [ERR 01:45:56.786] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SmallEngines_NRM' not found! [ERR 01:45:57.286] Texture 'VenStockRevamp/Squad/Parts/Propulsion/Decouplers_NRM' not found! [ERR 01:45:57.517] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SRB_CLR' not found! [ERR 01:45:57.517] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SRB_NRM' not found! [ERR 01:45:57.517] Texture 'VenStockRevamp/Squad/Parts/Propulsion/SRB_LUM' not found! [ERR 01:45:57.572] Texture 'VenStockRevamp/Squad/Parts/Propulsion/vernierEngine-NRM' not found! [ERR 01:45:58.224] Texture 'VenStockRevamp/Squad/Parts/Structural/model000' not found! I did install this via CKAN and it's telling me this is from version v1.96 of the mod. I saw on GitHub that the Readme.txt shows v1.95 but I'm assuming that just hasn't been updated. (Apologies, I don't know that much about using GitHub) I'm not sure this is causing any problems, but I wanted to point it out and see if there was anything I should/could do about these errors? I took a look in the install folder, im no dev but a little hunting can go a long way sometimes. I didnt look at each and every cfg but the ones I did look at(Main folder, PathPatches and vens Squad) I didnt find any that point to these paths. Nor did I find the textures. It also it happens during Load(model). A lot of patches delete the parts "mesh= blank" property as well as the MODEL nodes and replaces it with its own. from what I understand a mesh can be a model AND texture set wheres model is just a model and you would also have to define a texture = somewhere. So Im going to take a wild guess. old/removed legacy textures that the models reference internally somehow? Also im kind of puzzled. Ckan latest release is 1.9.6 however both ven and astras version is stated as 1.9.5 on github with vens version file being 1.9.5 and astras being 1.9.8? So im not really sure whats what minus: it seems to be the consensus that the most recently updated version is from astras fork. Either way, I look forward to seeing this mod continue. I havnt used it in a long time, but I can appreciate the hardwork and dedication thats gone into it. Quote Link to post Share on other sites
TenaX3000 0 Posted August 21, 2018 Share Posted August 21, 2018 Hi everyone! Anybody know, how i can install this mod without new parts? I need only textures for vanilla parts. Tnx. Quote Link to post Share on other sites
Tyko 2,403 Posted August 21, 2018 Share Posted August 21, 2018 4 hours ago, TenaX3000 said: Hi everyone! Anybody know, how i can install this mod without new parts? I need only textures for vanilla parts. Tnx. Inside the mod folder there are subfolders for squad parts and new parts. they're compartmentalized so you should be able to throw out the new parts folder. Quote Link to post Share on other sites
ebigunso 15 Posted August 24, 2018 Share Posted August 24, 2018 @Kerbas_ad_astra Hi. I want to know if your branch has any known incompatibilities with KSP 1.3.1. I want to use this mod along with RO. Quote Link to post Share on other sites
1990eam 7 Posted August 25, 2018 Share Posted August 25, 2018 Does this work for 1.4.5? Quote Link to post Share on other sites
Kerbas_ad_astra 1,078 Posted August 25, 2018 Share Posted August 25, 2018 21 hours ago, ebigunso said: @Kerbas_ad_astra Hi. I want to know if your branch has any known incompatibilities with KSP 1.3.1. I want to use this mod along with RO. Several parts now use the stock part variant system, which is new in KSP 1.4. 1 hour ago, 1990eam said: Does this work for 1.4.5? I should update the parts so that e.g. the truss variants of engines support the new cost and mass feature, but everything should still be functional. Quote Link to post Share on other sites
Stone Blue 1,929 Posted August 25, 2018 Share Posted August 25, 2018 (edited) @Kerbas_ad_astra I'm sure youve already considered making your own "continued" thread for your branch of the mod.... But any chance of reconsidering? At the very least, being able to update the thread title with the current supported version of KSP might head off a lot of these "is this compatable with KSP version x.x.x" posts... vOv Also, is it an intentional reason why the links for the original model and teture source files no longer work?... or...?? Edited August 25, 2018 by Stone Blue Quote Link to post Share on other sites
Cousnouf 1 Posted September 30, 2018 Share Posted September 30, 2018 (edited) Hello does this mod exist without the extra parts that make the save games incompatible with a stock version of the game? I guess the most simple way is to avoid using new revamp part right? Or if it exists without... Sorry it's okay I've just read above and it's okay Edited September 30, 2018 by Cousnouf Quote Link to post Share on other sites
juanml82 393 Posted October 6, 2018 Share Posted October 6, 2018 Was there a way to use the parts in this mod in addition to the stock parts? I miss the look of some of the parts and a few of the added parts, but with 1.5 incoming with a graphics overhaul, I'd rather be able to use either set of parts instead of one or the other Quote Link to post Share on other sites
Kerbas_ad_astra 1,078 Posted October 6, 2018 Share Posted October 6, 2018 5 hours ago, juanml82 said: Was there a way to use the parts in this mod in addition to the stock parts? I miss the look of some of the parts and a few of the added parts, but with 1.5 incoming with a graphics overhaul, I'd rather be able to use either set of parts instead of one or the other You should be able to delete the Squad sub-folder and go from there. It's also possible to take advantage of the part variant system so you can have your cake and eat it, too, but that's more work. (I've done that for the fuel tanks, for example.) Quote Link to post Share on other sites
juanml82 393 Posted October 6, 2018 Share Posted October 6, 2018 49 minutes ago, Kerbas_ad_astra said: You should be able to delete the Squad sub-folder and go from there. It's also possible to take advantage of the part variant system so you can have your cake and eat it, too, but that's more work. (I've done that for the fuel tanks, for example.) Is there a template for using the stock part variant system? That would be more work, but it should allow me, for instance, to keep the stock Rhino and also use the VSR Rhino. Alternatively, I guess it's a matter of going through the mm patches and deciding which parts to keep - my main concern is being unable to revert back from VSR to stock, since some parts have different dimensions Quote Link to post Share on other sites
SuperTrev 1 Posted October 11, 2018 Share Posted October 11, 2018 (edited) On 7/7/2018 at 12:30 PM, woeller said: The Rockomax X200-48 Fuel Tank (fuelTank1-5) has no resources. This should be the right numbers: RESOURCE { name = LiquidFuel amount = 2160 maxAmount = 2160 } RESOURCE { name = Oxidizer amount = 2640 maxAmount = 2640 } @woeller Thank you! Edited October 11, 2018 by SuperTrev Quote Link to post Share on other sites
Electrocutor 650 Posted October 15, 2018 Share Posted October 15, 2018 On 10/6/2018 at 5:51 PM, juanml82 said: Is there a template for using the stock part variant system? That would be more work, but it should allow me, for instance, to keep the stock Rhino and also use the VSR Rhino. Alternatively, I guess it's a matter of going through the mm patches and deciding which parts to keep - my main concern is being unable to revert back from VSR to stock, since some parts have different dimensions I put an example of how to do it in my PartVariant guide, but no one seemed too enthusiastic on implementing it: I have worked on this in my own install as time allows, but not anywhere near done. @PART[mk1pod]:NEEDS[KSP-UnofficialPatch] { MODEL { model = VenStockRevamp/Squad/Parts/Command/CommandPods/MK1 } %MODULE[ModulePartVariants] { %name = ModulePartVariants %baseVariant = Basic %VARIANT[Basic] { %name = Basic %displayName = Basic %primaryColor = #ffffff %secondaryColor = #ffffff %GAMEOBJECTS { %Squad/Parts/Command/mk1pod/model(Clone) = true VenStockRevamp/Squad/Parts/Command/CommandPods/MK1(Clone) = false } } @VARIANT,* { @GAMEOBJECTS { %VenStockRevamp/Squad/Parts/Command/CommandPods/MK1(Clone) = false } } +VARIANT[Basic] { %name = Ven %displayName = Ven %GAMEOBJECTS { %Squad/Parts/Command/mk1pod/model(Clone) = false %VenStockRevamp/Squad/Parts/Command/CommandPods/MK1(Clone) = true } } } } *The UnofficialPatch listed as requirement is a mod I have locally that fixes stock things. In this case, it updates all the parts that still use the old mesh= into the new MODEL{model=}, which is needed to work with PartVariants. Quote Link to post Share on other sites
Electrocutor 650 Posted October 15, 2018 Share Posted October 15, 2018 @Ven @Kerbas_ad_astra Will you guys be editing the model files to use the new fancy KSP shader? Quote Link to post Share on other sites
Kerbas_ad_astra 1,078 Posted October 15, 2018 Share Posted October 15, 2018 I'm certainly not -- that's beyond my skillset. In a week or two I'll adapt the part patches to add Ven's models as alternate variants (as applicable -- some parts with special features, like pods with RCS and lights, that may not be possible). Quote Link to post Share on other sites
Electrocutor 650 Posted October 15, 2018 Share Posted October 15, 2018 (edited) 20 minutes ago, Kerbas_ad_astra said: I'm certainly not -- that's beyond my skillset. In a week or two I'll adapt the part patches to add Ven's models as alternate variants (as applicable -- some parts with special features, like pods with RCS and lights, that may not be possible). I added the cupola as a variant, and it just adds the animation button to all variants (but shows nothing happening when not set to the Ven model). I expect with the RCS effects, it would be the same: you would just have the effects on all variants. They've also adjusted some of the attach points in 1.5, so you may or may not need to include those in the variants. Edited October 15, 2018 by Electrocutor Quote Link to post Share on other sites
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