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KSP2 Release Notes
Everything posted by Electrocutor
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PartVariant Guide
Electrocutor replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
I've not messed with surface ones; if you can fully reproduce it, be sure to add that as a bug to the ksp bugtracker (bugs.kerbalspaceprogram.com). -
Rational Resources 3.0.2 [Sep 24, 2024]
Electrocutor replied to JadeOfMaar's topic in KSP1 Mod Releases
How far down the rabbit hole are you going to go? Pressure vessels, phase-change thermals, gas stoichiometry, etc- 1,055 replies
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I actually already have it locally. Did you have a scope in mind? I am no artist, so I would have to re-use existing stock parts for it. I also have steam power locally, but I've not gotten around to making the tech tree, upgrades, contracts, etc to go along with it. I figured most people wouldn't care since it's data-driven and has no models, textures, vfx, or sfx.
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"this"?
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[1.12.x] Textures Unlimited Recolour Depot
Electrocutor replied to Manwith Noname's topic in KSP1 Mod Development
If you're still working on this, you might consider a broader NEEDS[!ReStock] for some of the patches to make your life simpler. -
PartVariant Guide
Electrocutor replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
Unfortunately, scale is not one of the built-in components of variants. You could still create a mod that changes scale and uses EXTRA_INFO from PartVariants to set what scale it should use, but you would still have to create that mod. Basically, PartVariants can be extended via 3rd party mods if they choose instead of having their own gui mechanism, but I've not seen any except TexturesUnlimited do this. Kind of... you cannot add or remove attach nodes, but you can hide them by moving their location. So, you could for example, have a clump of optional nodes at the center of the part that get moved where you want them depending on the variant. -
PartVariant Guide
Electrocutor replied to Electrocutor's topic in KSP1 Modelling and Texturing Discussion
You don't have to specify anything else; that module looks for the specific variable names and uses the values. -
If you're not the one who setup TU on the part, you should let the person who did know about it. If you are the one... just change the name of the shader to the transparent one.
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If the original shader was a transparency shader, you should either exclude it or use the TU transparent shader instead of the opaque one.
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which graphical mod to choose and install ?
Electrocutor replied to mustard's topic in KSP1 Mods Discussions
Kopernicus allows terrain modification The defaults show no changes from stock, SVT (stock visual terrain) has passable improvements I prefer the KSPRC implementation, but it was never finished and requires a lot of tweaking and fixing to work right EVE adds cloud shaders EVE has an optional default config, but other mods do it better; for example, SVE (stock visual enhancements) Scatterer adds atmospheric and ocean shaders The default implementation of scatterer is good enough TextureReplacer allows for replacing default textures with new ones I would suggest extracting some of the textures from KSPRC for this You can also find some head and suit packs to give your kerbals variety PlanetShine lets atmospheric planets put off some light KS3P has a bunch of post-process shaders He'll have a 1.7 version out before too much longer ReStock replaces the default stock parts with far better models and textures, without breaking/changing other things I highly recommend running KSP with -force-glcore for stability, graphics, and performance improvements. -
glcore works by default, there is just a slight glitch in that the part icons are shifted down a tad. In fact, glcore is more stable and noticeably higher performance than the game's default dx9, which is kind of funny. dx11 requires that you have TU present, otherwise your part icons will be gray. The most recent versions of ksp seem to not mind dx12 either (same issue as dx11), but there are some mods that don't support it. https://wiki.kerbalspaceprogram.com/wiki/Startup_parameters
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TU and TextureReplacer are not the same nor similar. TU is a pbr shader with config capabilities (there is no implementation without other mods using it (like SSTU)); TextureReplacer is a 'put named textures into a folder and it replaces them' and a 'randomize my kerbal heads and suits'. https://forum.kerbalspaceprogram.com/index.php?/topic/117090-wip17x-sstulabs-low-part-count-solutions-orbiters-landers-lifters-dev-thread-11-18-18/
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I do, I'm not sure of any other setting that would cause reflective surfaces to appear dark.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Electrocutor replied to Nertea's topic in KSP1 Mod Releases
This is uplifting at least; I am no artist and do not pretend to be. I can only use the resources that are already there. Obviously, using a diffuse as the specular will not be correct, but it at least gets 20-30% of the way there. I don't want to veer the thread too far off-topic, I just wanted to let people know that you can add a metal variant that uses the new shaders if you wish; in my opinion it'd be awesome if the restock metal parts and 'Metal' variants were actually metal, but it would seem I am in the minority. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Electrocutor replied to Nertea's topic in KSP1 Mod Releases
I never understood why some people prefer a flat gray paint instead of an actual metal; is it because KSP originally didn't have it? In real-life, these things are far shinier. To be fair, without the great normal maps from the pack, metal is far less enticing as can be seen when comparing the trusses versus the rockomax tanks. I would personally love to see restock have a set of spec maps so it's proper metal instead of a generic/meh one. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Electrocutor replied to Nertea's topic in KSP1 Mod Releases
For those interested, it is very easy to add a metal variant of parts. Here is a quick example that adds a variant to the 3 micro cubic octag parts for metal. Don't forget that reflections need to be turned on to at least low for metal to show up in-game (under graphics). @PART[strutCube,strutOcto,structuralMiniNode]:AFTER[ReStock] { MODULE { name = ModulePartVariants VARIANT { name = Metal TEXTURE { shader = KSP/Bumped Specular (Mapped) _SpecMap = ReStock/Assets/Structural/restock-truss-micro-1 _Shininess = 0.75 } } } } rockomax tanks, oscar tanks, station hub, stack mount: -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Electrocutor replied to Thomas P.'s topic in KSP1 Mod Releases
What is the syntax to use the Standard Unity shader for scatters? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Electrocutor replied to Ven's topic in KSP1 Mod Development
@Kerbas_ad_astra Have you considered making an offshoot of Vens meant to expand upon Restock+, only adding the extra parts or changes using that as base? -
[1.12.5] Restock - Revamping KSP's art (August 28)
Electrocutor replied to Nertea's topic in KSP1 Mod Releases
As can be seen by their inclusion of a white-list approach and work on code to unload old models/textures, it can be seen that efficiency is a major part of this mod; as such, using variants that keep hold of the original parts while also allowing you to select the new one doesn't really make sense as that is counter-productive to what they are working towards. On top of that, there are a number of bugs and issues with using model changes in variants in regards to more than just textures; for example: attachment nodes, drag cubes, animation mesh names, jettison mesh names, etc. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Electrocutor replied to Nils277's topic in KSP1 Mod Releases
Okay, I updated the download with a couple changes. Let me know if I missed anything. I'll keep working on the 1.6.1 version that adds TU variants (but this will take quite a while, so stick with the basic recolor for now). [Addendum] As an aside, someone mentioned to me that KSP 1.7 should contain a quasi-PBR shader that supports emissions. -
My first thought would be to borrow the idea of how XAML works. Build a singular generic plugin that reads .cfg data to build UI elements. You would also need a predefined list of basic UI functionality, such as hiding/showing things or executing scripts on-click and what not. I've not thought it through much yet.
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[WIP] Restock: KSP Part Art Revamp (Released March 06)
Electrocutor replied to Nertea's topic in KSP1 Mod Development
@Nertea Are there any thoughts on having an optional add-on that does affect gameplay? i.e. implements part upgrades for a progression of efficiency, power, or what not?