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Electrocutor

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Everything posted by Electrocutor

  1. I'm running some of the stock textures through crazy bump to see if I can just mass-produce the missing assets and have them look decent; we'll see, but since there are a fair number of normals already there that just aren't showing up: that helps too.
  2. Since KK uses the stock assets, it should. I just change the shader from KSP's scenery to TU. As a matter of note... there are quite a lot of Scenery shaders that say Bump in their name, but do not support any kind of bump map; same too with Specular shaders not showing any specular light. A good example is the launchpad grate. All I did was switch it to TU shader and turn metal on, and the bump map that has always been there magically starts working because the TU shader isn't broken.
  3. @Kerbas_ad_astra ModulePartVariants does not read rescaleFactor or scale for the NODES block. It assumes both are 1.0, even though rescaleFactor's default is 1.25.
  4. @Shadowmage Textures Unlimited can really help bring out the stock buildings too.
  5. BoulderCo is the folder for the default configs: he doesn't update those often, so you have to scroll down to a previous release to see the download link.
  6. How do you resolve the terrain texture stretching? The normal map is fine, but the diffuse has one dimension stretched to high heaven, so they don't match up. (tried running in d3d9, d3d11, and glcore: all the same)
  7. You can look at this thread and the wiki on the TU github. There's many ways to accomplish it: the easiest is if the author wants to implement it since they have the original uvmaps though. If you hit a spot, just post what you have and what is not working.
  8. He has an MM patch for that if you read his forum thread. This thread is for TU itself.
  9. Fixed bug with UnofficialPatch that it wouldn't turn off when TU was detected.
  10. TURD has not been updated for the new models/textures yet, so you'll have to remove those parts from the TURD configs.
  11. Any of the new parts that were introduced in 1.5 will not work with this yet because they remade the models, so the uvmaps do not line up. You'll just have t wait.
  12. ModulePartVariants has a number of bugs that makes it less than optimal for use in mods aside from a few low-key texture switches. The NODES settings ignore rescaleFactor and scale completely If ModulePartVariants is included on the part, it will oftentimes delete attachment nodes unless they are the standard top/bottom/surface; even when you do not specify any change via NODES The other part modules, like ModuleEngines, ModuleJettison, FlagDecal, and any others that require a transform to be specified do not look for more than 1 transform, so model switching doesn't work unless all switched models are specifically designed for a single part with multiple variants: namely a single model with multiple meshes to choose from inside. i.e. You switch between two engine models and the second model has its shroud always on and the thrustTransform animation is always visible. The same goes for the ColorChanger module and having a different emissive map. The only properties allowed to be changed are mass and cost alongside the model/texture; so integration into upgrades or having distinction between variants, such as resources is out. @Kerbas_ad_astra is currently working on trying to get Ven's Stock Revamp into a variant-friendly form, but it is a lot of work due to having to work around these bugs. I've written a plugin that expands ModulePartVariants to be able to set any field on any PartModule along with the variant, but I've not seen any interest in it.
  13. Don't forget that Unity doesn't show the texture2d, it shows the meshrenderer or canvasrenderer or whatever is being used.
  14. You could put your interface into the settings window too, as usually, scatterer doesn't need a real-time gui: just something to set things up once how you want them.
  15. https://forum.kerbalspaceprogram.com/index.php?/topic/174188-textures-unlimited-recolour-depot/ Since TU runs on the PBR flow, it just has reflections as a consequence if you make something really shiny.
  16. I'll note that the windows on the stock parts recolour mod also includes reflective windows. He hasn't finished updating for 1.5 yet, though, so not sure if there are any issues with it there (aside from the obvious new parts).
  17. Here's the list of available fields you can change within a ModulePartvariant: I'll eventually add conditional application of variants, so you can do things like double the speed of a kerbal for x seconds if he's within x radius of an explosion and such.
  18. @PART[PartName] { @MODULE[ModuleControlSurface] { %ignoreRoll = true } } (untested)
  19. It seems this mod is not compatible with the current version of KSP. I removed everything I was trying to do and just made a single static contract, and it still blows up with exceptions and doesn't work. CONTRACT_TYPE { name = test title = test @/targetPart synopsis = Do this completedMessage = You did this description = description DATA { type = AvailablePart hidden = true targetPart = AvailablePart(liquidEngine2) } REQUIREMENT { type = All REQUIREMENT { type = TechResearched part = @/targetPart } REQUIREMENT { type = PartUnlocked part = @/targetPart invertRequirement = true } } BEHAVIOUR { type = ExperimentalPart part = @/targetPart } PARAMETER { type = PartTest part = @/targetPart PARAMETER { type = ReachState situation = LANDED } } } Clean KSP Install Module Manager, Contract Configurator, and this .cfg Steps to Reproduce Start Hard Career Unlock basicRocketry, but not any of the parts (so as to meet requirements) Exit Game Start Game, Load Save Mod Crashed
  20. This blows up completely, so obviously not the way to do it... ---- Is this a valid option somehow? I can't get that to work either. BEHAVIOUR { type = Expression CONTRACT_COMPLETED_SICCESS { SC_Count@/targetPart = $SC_Count@targetPart + 1 } } ---- Or this: CONTRACT_TYPE { name = PartTesting.@/targetPart ---- Ugh, too many hours spent on this: I just wanted to use how many times a contract was completed for a given part as requirement for a different contract... it didn't seem too complicated until I tried. ---- Since I was getting nowhere, I tried to just create a generic one-time contract instead, but even this causes it throw exceptions and not work? DATA { type = AvailablePart hidden = true targetPart = AllParts().Where(p => !p.IsUnlocked() && p.TechRequired().IsUnlocked() && p.Category() == Engine && p.EngineVacuumThrust() != 0).Random() } REQUIREMENT { type = TechResearched part = @/targetPart }
  21. @nightingale Could you help me with syntax a bit? I have a test contract for available parts. I want another contract to have a requirement that a part had the test contract performed on it at least 3 times. I see you have the ContractComplete requirement, but that is only for an entire contract type, which would include all parts; I want it specific to a single part that has had that test contract completed 3+ times. Consequently, I'd also like the part test contract to only allow it to be performed 10 times before no longer being available for test, which would be a similar Where clause.
  22. Squad\zDeprecated\Parts\FuelTank\fuelTankT800_v1\model000 Squad\zDeprecated\Parts\FuelTank\fuelTankT800_v1\model001
  23. @Poodmund If you want to see something interesting: switch all cameras to Deferred Shading. You'll notice that PQS draws the terrain of Kerbin precisely where KSC becomes flooded. If you want to improve performance, the first step would be change how it renders: right now it moves with the camera and has to re-render every frame to keep up with that, but in fact you could render much less frequently against a non-rotating skybox instead (for the far scatter), so the camera moving around just show different parts of the skybox. Also, try not to ever copy any textures or renders. For example, a static skybox material can be used for the background galaxy; then each of the 6 atmosphere skybox cameras could have their own skybox object referenced to that same single galaxy material, and all 6 rendering each into 1 face of another skybox material. That atmosphere skybox material is then used as the full game skybox: i.e. RenderSettings.Skybox. Due to the location of main camera being the same location as the atmo camera cluster, even though the camera cluster rotation is static, it appears correctly due to the atmo shader rendering against the depth from the scaledspace objects. The last step is simply to change the main camera to have it's clearflags also using skybox (which is now a scattered atmosphere + galaxy skybox). The localscenery scatter will then be properly separated from the far scatter because the far scatter is part of the skybox anyway. This setup means that nothing renders twice and nothing is copied (the 6 atmo cams render directly into the clearFlags of the live local camera), they all use reference memory down the hierarchy from Galaxy -> Atmo / Scaled Space -> Local Scenery, and since it's all done within cubemaps, the camera can pan however it wants and you only have to render local scenery with it: all of the galaxy and atmo scattering/shading can be done as infrequently as you choose and the player is none the wiser. You could also put non-volumetric clouds in the atmo layer too, unless you want shadows cast from them onto local scenery (I'm unsure if the 2d clouds cast shadows, or if it's just the volumetric ones currently). Far Scatter Re-render: When on the ground, the far scatter only has to update to show the difference in time-of-day. So even once every 10+ seconds at no-time-warp is more than fine. this also means you can stagger the camera renders to be 1 face per x seconds and go round-robin to reduce tick lag When flying, the rate of re-render is dependent on the altitude change rate. At constant altitude, again, it only has to render maybe once every 10+ seconds for day/night. In orbit, it mostly just needs to re-render for day/night; but needs to be more frequent: like once every 2 or so seconds due to you moving so fast and your position versus the scaled space position slides when in low orbit.
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