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Everything posted by Electrocutor
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That depends how you made your models and/or if you have some tools to easily manipulate UVMaps. By far the best setup if you have the tools is just to create 2 additional UVMaps: MetalGloss (R, A) and Mask (R, G, B). If you just want things metal and you've made proper specular alpha channel on your textures, then you can just 'turn it on' and it looks fine without any settings at all.
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The Masked recolor for these patches uses the TINT mode recolor and not the fully integrated recolor because that requires the pass 3 "proper recolor map". The TINT mostly works against the white or red, blue, and green colored texture places as I just feed the diffuse back into the mask. You can achieve the same result in most cases, but the actual values for colors main, secondary, and detail will be different. For example, if the diffuse used to be white, I usually like to set one of the colors to black to keep it from being washed out. Main - Red, Secondary - Green, Detail - Blue. Therefore, if you had a diffuse texture with some red or orange parts, then changing the Main color would mostly be the only one that would affect their color. That's why things that are white are affected by all 3.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Electrocutor replied to Nils277's topic in KSP1 Mod Releases
I think there's a bug with the red lights on the airlock part in general. If you change them to white, turn them on then switch back to red, they are lit up fine. But while set at red, they will not turn on or off. Some of the parts don't even have the option to turn the lights on and off, such as the rear fuel tank. That aside, Pass 1 complete for Feline. -
@Avera9eJoe If you're ever interested in moving Windowshine from TR to TU, I can help you out if you wish. You've put in a ton of work making textures that TU can also utilize.
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Yeah; hence the screenshot; the fairings were originally white.
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The reason I call it pass 0 is because it is a forced metallic change that is a static assignment. The Porkjet stock config is where I am heading for the config-only options where you choose between Default (how it normally looks in KSP, but where specular is pulled from reflection), DefaultMetal (this sets a uniform metallicy on the part, but uses the original artist's specular to decide how shiny it is or not), Metal (this forces the surfaces to look metallic, regardless of what the artist intended), and Custom (this allows a basic level of customized color tinting). Done.
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If anyone has requests for which mods they'd like to see in PBR shaders, just ask. If the original models or textures are well made, it is very easy to make a pass 1 cfg.
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Kerbal Space Program Framework Guides Contributions Game Object Hierarchy This archive should be useful to any modders that are trying to find out where something is located within the game to be able to modify it. It also lists all the texture names and shaders for everything, so could be useful for TextureReplacer and Textures Unlimited. Note, that it breaks up the hierarchy every 2 depth levels into a new directory to help keep things clean. This means you can only extract it something like c:\kspdata or you'll run out of filesystem character length.
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Are you using a custom PP stack or the one that is included with Unity that Squad just never imported? https://www.assetstore.unity3d.com/en/?&_ga=2.180724583.1586170214.1513898714-1404763540.1513898714#!/content/83912
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[1.3+] Stockalike Station Parts Expansion [retired]
Electrocutor replied to Nertea's topic in KSP1 Mod Releases
@Nertea Do you know if the B9PartSwitch plays nice with ModuleStructuralNode? If so, you could make it so that the end caps only show up when you have something attached to that node. By the way... the new station parts are absolutely gorgeous. -
[WIP] Nert's Dev Thread - Current: various updates
Electrocutor replied to Nertea's topic in KSP1 Mod Development
Here's a quick TexturesUnlimited cfg for FarFutureTech for those chomping at the bit. https://drive.google.com/open?id=1QTIOa_OIah0i7oU-1qOKUndzQweiA3Gl A quick comment about my observations: The really shiny/smooth parts have proper specular, but the rougher metal specular is too low right now (with some exceptions). The AA-F1 and AEX-25 are currently missing specular completely, so I just defaulted those to be forced metal so they don't look strange. -
KSP Interstellar Extended Support Thread
Electrocutor replied to FreeThinker's topic in KSP1 Mods Discussions
@PART[<PartName>]:Final { @TechRequired = <TechNodeName> } For you, the Tech node name is precisionEngineering, but I'm not sure which thruster you're referring to. -
Pass 1 on B9 Aerospace is complete. https://drive.google.com/open?id=1090zLtTdVYibhCIwUlwLUJZp_ChI6FA2 I only checked it vaguely as I do not usually use this mod. Let me know if anyone sees any issues. Pass 1 on RemoteTech is complete. https://drive.google.com/open?id=1HrmFqei_eppmX6zxgzOnYaRIBs8ei6lx
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I think Kopernicus _can_ cause issues with dx11, but only in specific circumstances. For example, I've never had major issues with dx11, Kopernicus, and KSPRC terrain; but with SVT it does have major issues. I've not taken the time to hammer testing what exactly causes it because the Kopernicus cfgs are huge.
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Make sure you are using version 1.0.0.7. v1.0.0.6 was bugged. If so, please give a screenshot of which part is having an issue.
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A quick note: my cfg's don't work as-intended in version 1.0.0.6 as there seem to have been some code reversions to config syntax since 1.0.0.5.
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Request for a contract tweaker mod
Electrocutor replied to Corinthas's topic in KSP1 Mods Discussions
That may be... I know that Contracts and Missions are completely different, but I had hoped that the Mission gameplay mechanic would still be integrated into the game instead of its own off-shoot scenario-maker. -
Request for a contract tweaker mod
Electrocutor replied to Corinthas's topic in KSP1 Mods Discussions
I agree, which is why I use Contract Configurator and a bunch of contract packs. They're not perfect, but they're far better than what comes stock. My favorite contracts are the progressive ones, such as Career Evolution or Give Aircraft a Purpose. They have some issues, but in the long run make the game more fun as they give a direction for you to follow. Whether or not the Mission Editor will fit your needs, you won't know until it's released. The difference I see from their descriptions and what you want is that the Mission Editor would require you to think everything up before-hand and then progress through it instead of being able to change it adhoc along the way. -
Mod-Idea Teach Kerbals to auto.transport stuff
Electrocutor replied to smallspotstone's topic in KSP1 Mods Discussions
What you want is broken into different parts. Having a game mechanic where you are required to shuttle resources to and from stations can be accomplished with @RoverDude 's MKS mod. MKS also includes its own small-scale logistics capabilities (I recall hearing that he intends to expand upon the gameplay mechanics for logistics in the future though). If you're looking for something that better fits your description, then that would be Routine Mission Manager. -
Request for a contract tweaker mod
Electrocutor replied to Corinthas's topic in KSP1 Mods Discussions
With your updated original post, it is now clearer what you are looking for. I had thought that you wanted better logic for contracts which Contract Configurator could provide as long as someone made a contract pack with better logic. However, it seems your actual goal is instead of having any kind of contract, you actually want to define your own missions and tasks and then get paid to complete them. Honestly, you may consider playing in Science mode instead of Career as that would remove the money requirement while still being progressive, then you could just assign tasks to each of your missions as you saw fit. The idea of a contract is that is some outside organization wants you to do something, and then you either solely accomplish that or design your missions around that in order to complete it along the way. If you are keen on simply defining your own list of things to do outright, then it sounds like what Squad is working on for Making History will accomplish that as they will release a mission editor along the Missions game mechanic. -
The PorkjetStock and Porkjet Part Overhauls cfgs use this currently. Ven's will be the next to get this treatment (though Ven's has partial support already, excluding recoloring).
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Electrocutor replied to Galileo's topic in KSP1 Mod Releases
I have not seen any issues whatsoever using stock KSP in dx11. I have also only seen one small glitch when I only load Kopernicus and KSPRC terrain. I wonder if it has something to do with texture resolution versus tiling settings ratios or something, as SVT seems to have a lot more issue with dx11 than KSPRC, but both are using the same features.- 1,019 replies
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