-
Posts
699 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Electrocutor
-
I can only assume you mean Spectra, which is Avera9Joe's mod? I'm afraid you're in the wrong place to get support for that.
-
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Electrocutor replied to Nils277's topic in KSP1 Mod Releases
@Nils277 Do you intend to give this mod the TU PBR treatment as well? -
@Shadowmage How tricky would it be to make a pop-up during KSP startup if the game is not being run as glcore? Something to the effect of "We've detected you are running the game in <d3d9/d3d11/etc>. Textures Unlimited will not work correctly without -force-glcore." Since previously, d3d11 worked for TU, quite a few people are using it again, even though it doesn't work right for 1.4.1. You _could_ restore d3d11 functionality if you can figure out which faces are rendered wrong now in all d3d modes (and specifically what scenarios this happens in), then invert/rotate them as needed, but that'd be a good bit of code.
-
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Electrocutor replied to Waz's topic in KSP1 Mod Releases
Only personal testing, sorry. Officially from Private Division, Windows platform only supports dx9 and Mac/Linux only supports OpenGL; that said, GLCore works better than both of those on all 3 platforms from everything I have tested, whether it be performance, bugs, or frequency of exceptions/crashes. [Addendum] dx12 has a number of oddities, such as anti-aliasing refresh issue dx11 to-date I have only found a problem with the KSP shaders. This currently includes the editor part shader (fixed via mod using TU shader) and whatever is being used to render the cubemap for the combination of local and scaled space. [Unrelated Bugs] - The atmo re-entry effect and atmo supersonic effect particle shaders seem to be set to the wrong render queue or have occlusion disabled, thus being rendered without occlusion from parts. -
[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Electrocutor replied to Waz's topic in KSP1 Mod Releases
-force-glcore is what should be used. It is more stable than dx9 and opengl, higher performance than dx9 and opengl, supports new shader models, works on all 3 platforms, and does not have the bugs associated with dx11 and dx12. -
Gimbals are done through PartModules, which are part of the part-config, and variants do not allow you to change cfg properties. The showing and hiding of meshes within a model via PartVariant is visual only. These will have to be two separate parts, but I think it'd make more sense to just set gimbal to 0 via right-click.
-
Porkjet Stock has been updated again. It seems the shader now correctly maintains luminescence, so I removed the compensated brightness adjustment.
-
After hearing a couple comments from people, make sure you guys remember that the d3d11/12 patch is not for TexturesUnlimited. In 1.4.1, TexturesUnlimited only works right with -force-glcore. The rendering is done very differently in dx9, 11, and 12, and does not work with the code of TU. Honestly, I think everyone should be using -force-glcore, even not using any mods, because it is more stable and higher performance than dx9.
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Electrocutor replied to Ven's topic in KSP1 Mod Development
Unfortunately, not. Ven has made better models and his textures are for the new models. The stock texture/model switcher does not actually allow you to switch models, only to enable or disable parts of the existing ones. -
The Porkjet Stock config has been updated to the new TU syntax.
-
ManwithNoname got me, I had forgotten to switch from TEXTURESET{name} to textureSet.
-
@Shadowmage This only occurs when you swing your view around at certain angles. The fuselage is using the stock shader and the flag is excludeMesh (so is using ksp shader). When you hit just the right camera angle, anywhere that the flag had alpha/transparency, the fuselage also disappears. This does not occur when the fuselage is using a ksp shader. It may not be easy to figure out though, as it feels a bit like a z-fighting issues between the flag and the fuselage. Does the stock shader have any kind of transparency code in it (perhaps for that opacity parameter)?
-
Does the new syntax not allow shared texture sets like so (at the root of the file instead of under an @PART)? KSP_TEXTURE_SET { name = PorkjetStock_DefaultMetal title = Default Metal recolorable = false MATERIAL { shader = SSTU/PBR/StockMetallicBumped excludeMesh = FLAG excludeMesh = flare excludeMesh = Flare PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } [LOG 07:56:33.789] ERROR: KSPTextureSwitch could not locate texture set for name: PorkjetStock_DefaultMetal
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Electrocutor replied to nightingale's topic in KSP1 Mod Releases
How tricky would it be to make some kind of conversion that allowed a subset of what is available in the Mission Builder to auto-create a contract pack? My thought is that the GUI for mission builder is much easier to mess with than straight up syntax for configuring contracts.- 5,206 replies
-
- 1
-
Thanks, I got that from sarbian's response; I had thought that since making a mod required you to include Assembly-CSharp from KSP, that it was considered using the software. Whatever... seems there are only two sides to the whole discussion: the people who go crazy about legal terms changes and the people who yell and scream back at them. Getting any kind of actual, calm, and official answer seems to simply be impossible. I'll just take my normal stance of ignoring it unless it becomes an issue. I had also read that the terms for using a github public repo conflicted with some mod licenses that were located there. I'm glad I'm not a lawyer.
- 126 replies
-
- 2
-
- licensing
- not legal advice
-
(and 3 more)
Tagged with:
-
Is not a mod considered user created content?
- 126 replies
-
- licensing
- not legal advice
-
(and 3 more)
Tagged with:
-
As far as I've seen, TT has never pursued actually doing this, but it's in there nonetheless. Hence, why I wanted clarification on what licenses would be valid.
- 126 replies
-
- licensing
- not legal advice
-
(and 3 more)
Tagged with:
-
Thanks. The mod is still throwing some exceptions though: [ERR 16:27:51.759] Exception handling event OnPartLoaderLoaded in class TexturesUnlimitedLoader:System.NullReferenceException: Object reference not set to an instance of an object at KSPShaderTools.TexturesUnlimitedLoader.applyToPartIcons () [0x00000] in <filename unknown>:0 [LOG 16:28:16.986] SSTUReflectionManager created camera: TRReflectionCamera (UnityEngine.Camera) [EXC 16:28:16.988] MissingMethodException: Method not found: 'UnityEngine.RenderTexture.set_generateMips'.
-
I feel really stupid now... thanks for pointing this out. Updated.
-
The direct subject of this thread aside, I have thought it would be really nice if Take-Two would give us a list of valid licenses to use for mods because several mods currently use a license that explicitly prohibits commercial release and profit of the content, which is directly conflicting with the new Take-Two agreement which explicitly states that any mod made for KSP is theirs to do with as they please, including releasing commercially and for profit. I doubt they will though, because they have still not said a word about it for GTA. They just send a Cease and Desist if they feel someone crosses the line.
- 126 replies
-
- licensing
- not legal advice
-
(and 3 more)
Tagged with:
-
The key is that having to specify inheritance for every property is way too much cfg spam and busywork; for a quick solution, perhaps simply having default be using existing material, but have an option to specify like newMaterial = true or whatever to change the behavior if you need it.
-
You can grab my dx11/12 fix to get rid of those annoying gray icons at least...