-
Posts
699 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Electrocutor
-
In case people haven't realized, you can actually use these shaders without doing any PBR work at all or anything if you just want specular light and reflections to work. Just set the shader to SSTU/PBR/StockMetallicBumped with _Metal at 0 and you're done.
-
[WIP] Nert's Dev Thread - Current: various updates
Electrocutor replied to Nertea's topic in KSP1 Mod Development
Well, specular is supported by stock KSP and used by the porkjet-made parts. Whether or not you choose to utilize it is up to. For example, RoverDude usually only makes diffuse textures in RGB and not RGBA, completely ignoring specular as it takes some extra time to do. If you choose to support specular, however, using TU helps greatly in finding the right values. -
[WIP] Nert's Dev Thread - Current: various updates
Electrocutor replied to Nertea's topic in KSP1 Mod Development
Correct, with TU, it is much easier to see the differences in specular values in-game and thus easier to get them to properly match. For example, right now the end-cap specular when set to white does not match the white padding on the structural pieces; the same goes for some other parts. This config isn't yet complete, but has most of the 25 and 125 parts covered, so should be quite helpful. The Default option is straight-up specular; no PBR anything; merely the specular supports reflections and properly reflects light unlike the stock shaders. The Mylar option is set with the 25m Hub specular value as reference. -
[WIP] Nert's Dev Thread - Current: various updates
Electrocutor replied to Nertea's topic in KSP1 Mod Development
@Nertea This should help you in getting all the parts speculars uniform... -
Well, changing Yellow to Blue and Magenta to Green takes a total of 1 quick operation then a save, so you can probably do all the stock parts in less than an hour. You can actually still use yellow, magenta, and cyan; but they need to be at half intensity. White needs to be at 33% intensity. These will mix the 3 colors that are picked.
-
Step1. Get your mask into RGB. Step2. Create a texture that is 1x1 and set RGBA all to 192; then save it as 'silver' Step3. Do the same thing again, only set it to 64,0,0,0 and save as 'nonmetallic'. Step4. Edit all of the default color presets that come with TU because they are very strange colors.
-
The example you showed in the TU thread had red, green, and blue; these are red, yellow, and magenta. Did you just recolor the diffuse or something for that one?
-
Could you send me one of your kerbpaint recolor masks so I can see what I can do with it with the least effort?
-
Do you have a real masked texture to use that is black, red, green, and blue? Or do you mean with my stock pork configs?
-
Over-saturation causes weirdness. The masked shaders works in completely different ways than the others, you can't use the same values. For example, the white sections of pork parts for recoloring, i would set only 1 of the 3 colors to a metallic color, and one of the colors to black.
-
This is caused when there is a fake texture used to create a blur visual instead of just relying on the animation to show it spinning. You need to find the mesh name for that and either exclude it or set it to the transparent shader version. I linked it on the front page. I saw your chute screenshot and fixed it long ago.
-
Perhaps this might help you get started... @REFLECTION_CONFIG[default] { %enabled = true } KSP_TEXTURE_SET { name = MyMod_Recolor title = Recolor recolorable = true TEXTURE { shader = SSTU/PBR/Masked excludeMesh = flagTransform excludeMesh = FLAG } COLORS { mainColor = white secondColor = steel detailColor = gold } } @PART[MyPart] { MODULE { name = KSPTextureSwitch sectionName = Appearance currentTextureSet = MyMod_Recolor_MyPart TEXTURESET { name = MyMod_Recolor_MyPart } } MODULE { name = SSTURecolorGUI } } +KSP_TEXTURE_SET[MyMod_Recolor] { @name = MyMod_Recolor_MyPart @TEXTURE,0 { texture = _MainTex,MyMod/Parts/MyPart/MyPart_RecolorDiffuse texture = _SpecMap,MyMod/Parts/MyPart/MyPart_RecolorSpec texture = _MaskTex,MyMod/Parts/MyPart/MyPart_RecolorMask } } As far as needing 3 textures just to make it work right... I'll refer to my previous comment of "I'm not fond of the Masked shader because it does not work logically to how KSP works or how you'd think a masked pbr shader would". In my opinion, you should just need your original diffuse with specular on the alpha, a mask texture with black where not to mask and the 3 colors where it should, and the ability to set _Metal and _Smoothness as a float for the part that is not masked. This way you don't have a bunch of extra textures to make and load; but... that's not how it is.
-
I was going to start work on a project like this, but hesitated after seeing all the screenshots for v1.4. It seems as though Squad is making a lot of dramatic changes in 1.4 to textures and graphics, so I wanted to at least wait until I didn't have to redo everything. Since you already have the maps, why not just hook them up? It also appears to me that very few people are interested in PBR KSP; though perhaps this will change after some new life is drawn in via the DLC.
-
It infinitely varies the skin tone of of kerbals to various shades of green, has 5 or 6 head versions it chooses from, and changes their safe IVA/EVA to casual clothes. The _MaskTex is the masked texture used for recoloring. I have used a trick whereby I can set the mask to the original texture and somewhat use it for recoloring because white is made up of all 3 colors (red, green, and blue). The recolor GUI has sliders for metallic and smoothness. This is not a bug, it is meant for you to set as wish. In your Default config you have set both a part for StockMetallicBumped and for Masked, but you have not specified any excludeMesh or mesh criteria, so the Masked shader overwrites all of the StockMetallicBumped ones.
-
I added the product of some experimenting with kerbals and squad assets; by no means a complete a mod, but some may find it useful. Don't forget that in windows, you have to right-click and trust a .dll that you download from the internet.
-
@Manwith Noname From my understanding... _MainTex Where _MaskTex is black, this should be used as per normal with WYSIWYG Where _MaskTex is not black , this should be gray in areas that you want recolored. 127,127,127 means 100% recolor. Higher and lower values from 127,127,127 will blend the recolor with the diffuse, with intensity depending on how bright the _MaskTex color is (brighter _MaskTex means less diffuse). Alpha is ignored _BumpMap Used normally Note that you must make your _MaskTex match this because there is no masked normal Uses DXT5nm format _MaskTex Should be black in areas where you want to use the diffuse as usual Red channel is Main, Green channel is Secondary, Blue channel is Detail The total color value should not exceed 255, but blending between channels is allowed. f.e. a gradient of 255,0,0 at one end, 0,255,0 at the other and 127,127,0 in the middle. Alpha is ignored _SpecMap Where _MaskTex is black, the Red channel is specular and Alpha channel should be metallic (I cannot confirm since metallic currently is set to use the full RGBA) Where _MaskTex is not black, this should be gray in areas that you want recolored. 127,127,127,127 means 100% recolor specular and metallic Higher and lower values from 127,127,127,127 will blend the recolor with the _SpecMap, with intensity depending on how bright the _MaskTex color is (brighter _MaskTex means less _SpecMap) _AOMap Standard grayscale occlusion map _Emissive Standard emission map for KSP _MaskColor1, _MaskColor2, _MaskColor3, _MaskMetallic These are the variable parameters that get set when using the recolor GUI _MaskColor alpha channel contains the specular _MaskMetallic is a vector, so x, y, z are 1, 2, and 3 Meshes You can utilize multiple meshes by grouping meshes into their own named sections which will all show up in the recolor GUI. This allows you to have more than 3 recolorable regions on parts. You can blend the 3 regions in a single section depending on what color you make the _MaskTex, but you cannot blend between sections. Because each section has its own properties, you can utilize this to also change normal maps per section. Overrides The KSPTextureSwitch PartModule works on a top-down and cumulative workflow. This means that you could in fact have two instances of KSPTextureSwitch on the same part where one had a single TextureSet that specified your masked shader, mask texture, and recoloring defaults while another allowed you to choose between a of number normal maps and specular maps to change the look of the part; for example, plates and bolts vs foil or pristine vs cracked glass.
-
Don't forget that KSP defies a lot of Unity rules, especially when concerning the main camera. There are in fact multiple main cameras that are blended.
- 1,022 replies
-
- beautify
- visualoverhaul
-
(and 1 more)
Tagged with:
-
The RGB_Gray is a color preset I made because it most closely causes TINT-mode recoloring to be equal to the original colors of the diffuse. To recolor parts in-game, you'll need to use the SSTU/PBR/Masked shader, create and set a _MaskTex texture with the _MainTex.A copied into _MaskTex.A and with _MaskTex.RGB set to the three-region recolor zones; then add the SSTURecolorGUI partmodule and set recolorable = true. I'm not fond of the Masked shader because it does not work logically to how KSP works or how you'd think a masked pbr shader would; so you'll need to look at Shadowmage's SSTU config files and textures to see how to use it properly.
-
MODULE { name = KSPTextureSwitch canChangeInFlight = true } MODULE { name = SSTURecolorGUI } I've never tested if this works as intended though. I'm not sure what this means?
-
He seems pretty close to release; should I wait until he is finished first? Here is where I would start from:
-
Can you be more specific, I was not aware that any of the stock command pods even used transparent textures. I know that Ven's does and should have them set properly.
-
"One of these things is not like the others..." :-) Also, don't ever use FINAL in a patch made to be distributed. FINAL is basically reserved for personal MM edits to override everything else. I actually started working on KSPIE, but the whole pack is made of mismatched models and textures that are from other packs and from all sorts of different authors/artists, so there is no clean way to do it. It will be a chore because each individual part will need its own cfg block. I'll eventually get there, but for now it makes more sense to me to get cfgs for packs made by the same author/artist because they use the same patterns when making their things. I'll be making Pass 1 or 2 patches for all of Nertea's stuff at least before KSPIE; but I will eventually get it done.
-
I'm not a 3d artist, so once you have built a mesh, you can no longer cut out a part of it without a ton of work? I had thought that the original file type for 3d programs would allow you to add/modify/remove bits and parts of meshes that you made before (kind of like texture layers, where you could just highlight a single triangle and delete it.). I know that Ven had created additional meshes on top of his windows that are just a small fully transparent texture and named them all Shine; perhaps he ran into the same problem.
-
Would you be open to some change suggestions while I go through your parts? For example, if I list out any parts where the Windows are not on their own mesh named Windows?
-
So... in case anyone wants to work on these on their own... The first step is to give all parts the ability to look like default (with specular), default metal, and metal as options. Here is the start for Bluedog: Now this sets them all to defaultly use DefaultMetal which sets all parts to look metallic and how shiny they are depends on the specular value set for that part by the artist. If you follow along with the Bluedog DB mod installed, you'll see that some of the metal parts have good values set on their speculars, such as the Inon-ACS's angle ring; but other bits not so much, such as the black metal bits on the same part and the worn edges. The amount of time the artist spent on making textures will begin to show itself as soon as you drop the pbr shaders into place because the light reflection makes the specular much more noticeable. In Bluedog's case, I'd rate that these textures are above-average because he has taken the time to not only create a specular layer, but also set basic level variance on it. Usually, I will set the default option as DefaultMetal for the part when this is the case. Now, look at HLR-ASTX probe core. If you switch from DefaultMetal to Default you'll see that aside from losing a bit of luster, there's not much change. Generally, this means that the part does have a specular set (if there is no specular, then the part will like super glossy/polished), but since you cannot see any variance, it is likely that the specular is uniform and this case, since you do not see much light reflection, I would consider the specular value as being too low for being metal. In this case you have two options: if the artist did indeed put specular variance on texture, but the values are just a bit too low, then you can specify a _Smoothness of greater than 1.0; for example 1.5; which acts as a multiplier. If instead you just want to apply a fixed metallic value to the whole thing, then change to the Metal option, which switches the shader from stock to Metallic, causing the artist's original specular to be completely ignored. If I were the author/artist, I would notice that the specular values on the part were originally a bit too low, then adjust the specular values higher in the diffuse texture to make them correct for being metal. Then, simply using the stock pbr shader, it would look fine in the next update. Since in this case I am not, my only choices are to multiply the specular or ignore the specular and set my own uniform specular. The choice you make will ultimately depend on how much time you want to spend. In my case, I just want it to work right now without spending much time and to-heck with the details, so I would simply select this part to use the Metal as the default selection instead of DefaultMetal. This way the default appearance is that of metal, but the option remains that the player can revert it to the artist's intended specular along with non-metal or metal if they choose. ... more to come. Okay, so _Metal decides how much diffuse texture to use and how much reflection texture to use. The _Smoothness decides how shiny it is, more shiny means higher light intensity. The fastest solution would be if all the painted color parts of your models were on their own mesh(es) and the metal on their own, and you had a proper specular value set across the whole diffuse. This way you can just set each mesh to a different _Metal value and the rest takes care of itself.