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KSP2 Release Notes
Everything posted by Manwith Noname
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It does use PartVariants and is working fine in the recolour project but I switched from "black listing" to "white listing" meshes a while back due to chasing tales of other mods that "replace" stock parts.
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[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
@Smalish To open the recolour GUI, when you have the "Bob Ross" set selected a new button should appear in the menu, typically right at the bottom of the list but above any fuel sliders. Clicking it should open the GUI. I forgot to mention that the OPT pack is not updated to the new normalisation shaders. I'm working on it right now, probably a bit more than half way through, so that will come Soon™. It might also be worth mentioning, it only covers the main OPT pack which might explain why you are not seeing a slider. The "legacy" pack has not been covered. Lastly, no, none of these packs apply anything to BDB. I've not seen any recolour packs for that but I do think some people may have uploaded configs for applying the metallic shaders. Finding them would most likely require digging through the main Textures Unlimited or BDB threads. -
[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
Alright, in true TURD style, just before a KSP update, there's an update to the recolour packs. Be advised, this will, again, break saved craft and those in flight if you install it. They should only revert to stock materials I think so it's not game breaking but I figure the warning should be given. All parts now use the normalising shader and for the most part have normalisation values. There are odd parts I have not quite got round to doing but they are those I would consider less important. The values are also "ball park". The part with values re not necessarily finalised in a lot of cases but they are close. Future changes to these values may alter the look of craft in flight and those with saved schemes but hopefully not significantly. There's a distinct difference in what people are used to from previous versions and it is now more inline with the intended usage of this particular feature of Textures Unlimited. If people find broken things and weirdness, please let me know. Reporting things helps fix them quicker. Of particular interest is preventing the conflicts when ReStock is installed as I will likely not find these unless they are reported. Otherwise, I hope people find this update pleasing. Edit: Oh....and I made a profile pic -
@Delay You'll need to remove the alpha channel from the texture and point to your modified version. There's a few more like this on other parts but I can't remember them all off hand. Pretty sure the new MK2 lander / rover has an odd alpha layer too.
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The texture switch module was the implementation before Squad introduced variants. It's probably still the preferred method based on my experience. The part variant module exists because of how Squad handled "GAMEOBJECTS" in their parts. There was a number of issues surrounding working with parts that Squad have introduced variants to. I might be misunderstanding the question but you can apply multiple variants much like you can apply multiple texture sets... The cockpits use TU texture switch and the rover parts use variants. From left to right, as can be seen in each menu, Stock shaders, metallic shaders and recolour shaders. If the rover / lander was converted to use the original texture switch module, the extra lander components would always be applied because Squad don't handle things as separate models as such. It's one "model" with meshes turned on and off via the "GAMEOBJECTS" flags. Rather than rewrite the entire system, the variant module integrates with the existing Squad system. ...and in posting this I've noticed something that needs fixing.
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[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
@Electrocutor I appreciate the offer. I'm close to releasing a significant update which I had hoped would be done by this weekend. There's a few more things I want to get done. Edit: Ok, I've had a bit to drink but where's the like button gone? -
They landed just fine. This is normal behaviour when entering physics range of a previously landed vessel.
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This is the main reason I dislike the current implementation of mods on workshop. I tend to grab things externally where possible but where it's not, I typically grab the mod from workshop and repack it as a local mod then unsubscribe.. This only works on games that have been designed to support both methods of mod install though. I don't believe that is the case, Steamworks is modular to my knowledge. KSP has Steamworks integration on Steam but is still DRM free as are a number of other titles. Certain Paradox strategy games come to mind.
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It should mostly work, if you have specific problems you want addressed post in the TURD thread. I suspect you either didn't install correctly, are missing a dependency or are running something which interferes with it. It's not "complete", some parts are missing (though not many), some things may be broken that I have not found due to recent updates to KSP itself. It's an ongoing and time consuming project though and I would advise not getting used to it should you want a problem free game because some future updates will drastically alter what you experience. This is work in progress for example... Every texture needs either doctoring or creating.
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List of things announced for KSP2
Manwith Noname replied to Superfluous J's topic in Prelaunch KSP2 Discussion
This is something close to my heart and I had been hoping it would be a recolouring system instead of just texture switching. Just watched this and it sounds to me like it's not just texture switching... -
[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
First things first. The Stock recolour file has been updated. There's a bit of a cleanup along with some of the new parts being configured. The cleanup involved removing some of the old parts that are no longer located in the GameData folder. I know some still exist outside in a deprecated folder but consider them gone, breakage may occur. You've been warned. Along with this update, against my better judgement in a way, the configs are moving toward Restock compatibility. This means that if Restock is installed, some files are blacklisted and certain configs will not load. For now, all I have done is look at the paths in the Restock blacklist file for the stock parts it prevents loading. Where these conflict with TURD, I have put measures in place to prevent that. This by no means...means there are no issues. I'd rather spend my time at least trying to finish getting Stock parts up to some semblance of completion, for now. If you find Restock parts with messed up variants or a TU texture switch slider that does nothing, name the part and I'll implement measures to prevent that. Before installing, delete the existing TURD folder from you install. There's also no need to delete the variant remover cfg. It should all be taken care of by "NEEDS" and at some point in the future, this file will no longer exist anyway...hopefully. -
I like this new detail slider. I'm noticing some weirdness with PartVariants though. If you place a part and switch to a recolour variant, paint it, all good. When you place the same part again and switch to the recolour variant, the previous colour scheme is applied. This in itself isn't a huge problem but what happens next is the weird part. If you alter the colour scheme for the newly placed part all looks good in the VAB/SPH, when you launch however both parts will display the newly designed scheme. Then, when you revert to the editor and redo the scheme and launch, it seems to work correctly. At least, from memory. I fiddled around with it a few days ago so might be slight error on which part gets altered going to launch.
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[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
@WallHaxx Just to be clear, this will not enable recolouring on Restock parts. I have altered a few things to help prevent any confusion on that end. Until I upload the next update you will want to delete the variant removal cfg to make Restock variants function correctly on affected parts. I'm aware of a number of issues in the current download that have come about due to changes by Squad I had not found until this past week but they're being worked on... -
[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
Did you just paste the new download over the old? I should perhaps make it clear in the OP but you'll need to delete the existing install before placing new files. Believe me, I would like nothing more than every single part in KSP being configured for TU, it's a huge undertaking though and in some cases licensing is an issue. I've been struggling to bring myself to do it but I have a plan in the back of my head to move over to the stock variant system for switching. I've done it with the Rockomax tanks (not uploaded yet) because they use the system. I dislike the idea of having some switching with stock and some switching with TU so I think going forward I'll convert everything to variants, there's just some issues with doing that. Also, when I get time I'll download restock and have a proper look at how to avoid problems. Heh, awesome. Reminds me of this... -
If this was dropped in a hot wash, would it shrink?
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[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
Oh...I just had a look at this and Squad slipped in some changes to these parts. I'll see what can be done. -
[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
I had a look on the github for B9 Pwings and how the configs for them are setup. Essentially, a procedural wings module is added to the part, which is all controlled in the dll. So, the only way I can see to alter the behaviour is to compile a dll with the bits of code relating to the recolour shader removed. I could be wrong on that but at first glance I'm not seeing another way. Do you have restock or ven's installed? It will not affect parts they alter. Well, it might if they just retexture an existing stock part but I don't think either pack simply does that but instead alters models, which in turn will have different mesh names. That's how I've prevented interference when they are installed. The configs target specific meshes in stock parts. If anyone makes a new model and happens to name a mesh within it the same as stock, it'll still get applied but will nerly always look odd or be broken in some way. I don't think this will work because both TU and B9 Proc wings recolour work by custom shaders. You can't apply multiple shaders to the same mesh but you can apply multiple shaders within the same model to different meshes. -
[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
@pingopete Since I can see you read the post I'll add this rather than edit what I should have realised earlier. Not long up, needed more coffee clearly. Getting B9 Proc Wings to play nice with TU will probably take a bit of work as it will be using custom shaders for the recolouring it includes. If there is a way to disable that, then you could possibly replace it entirely with TU shaders. I imagine it probably needs a rewrite of the B9 dll. -
[1.12.x] Textures Unlimited Recolour Depot
Manwith Noname replied to Manwith Noname's topic in KSP1 Mod Development
I've changed the link to a more up to date version. I can't recall exactly what state it is in but it was pulled straight from my game folder a few weeks back. I'm kinda surprised the MK2 pack still functions as I know there has been a number of changes there, new parts and such. As far as B9 proc wings, could it be done, probably. It has its own recolour system from memory so there's a bit of a conflict in that area but I imagine it would be possible to use that recolour system and apply TU metallic shaders over the top. The "new" download should hopefully remedy most of the issues with things like restock and ven's. -
Unity vs Graphics API - KSP2
Manwith Noname replied to GoldForest's topic in Prelaunch KSP2 Discussion
Cities Skylines bogs down when the AI simulation becomes too much for your CPU to process within the render time for a frame. KSP bogs down when the physics simulation becomes too much for your CPU to process within the render time for a frame. These problems are not draw call related, which is where most performance increases have come through DirectX revisions. KSP 2 will likely suffer from the same problems unless they simplify how physics per part are calculated. -
Unity vs Graphics API - KSP2
Manwith Noname replied to GoldForest's topic in Prelaunch KSP2 Discussion
I'm sure someone with more time on their hands can give a more lengthy response but I have two points to make. 1) You can run KSP in DX11 and get a really minor performance boost. The API is less significant to KSP performance issues than you think. 2) Cities Skylines has terrible performance and runs in DX11. Can Unity be used to make good games? Yes. however, there is a very common trend that complex Unity games run poorly. -
@Shadowmage That's why I always specifically define each texture for the appropriate set and added tiny place holders to stop "bleeding" of recolour sets in to plain metal but, here's where it gets interesting. I added _color, _metal and _smoothness parameters to the recolour set with basically 1.0 values everywhere and it all works. Textures change as they are supposed to, can switch back and forth. Not really sure where this crept in but it didn't really cross my mind to try this as those parameters were not specified as part of the recolour shader when I last looked at the source and I've had this setup going for a year and a half before I encountered this problem. At the time I just decided to wait it out and see what became of things with future changes. Edit: Recolour = True still persists but I imagine setting recolour = false in the metal set will solve that. Another edit: Oof, it's not a true or false flag in config setup.
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Ok, I just checked my logs and I can see what is happening to some extent... [LOG 20:32:23.256] Updated material properties Material Data : MK2Cockpit (Instance) (Instance) shader : KSP/Emissive/Bumped Specular renderQ : 2000 _MainTex : Squad/Parts/Command/mk2CockpitStandard/Cockpit (UnityEngine.Texture2D) _BumpMap : Squad/Parts/Command/mk2CockpitStandard/Cockpit_NRM (UnityEngine.Texture2D) _Emissive : Squad/Parts/Command/mk2CockpitStandard/Cockpit_Lum (UnityEngine.Texture2D) _Shininess : 0.4406686 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) [LOG 20:32:26.313] Updated material properties Material Data : MK2Cockpit (Instance) (Instance) shader : TU/Metallic renderQ : 2000 _MainTex : Squad/Parts/Command/mk2CockpitStandard/Cockpit (UnityEngine.Texture2D) _BumpMap : Squad/Parts/Command/mk2CockpitStandard/Cockpit_NRM (UnityEngine.Texture2D) _MetallicGlossMap : TURD/TU_Stock_Recolour/Command/MK2 Cockpit Standard/170_mk2Cockpit_Standard_Spec (UnityEngine.Texture2D) _Emissive : Squad/Parts/Command/mk2CockpitStandard/Cockpit_Lum (UnityEngine.Texture2D) _AOMap : TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ (UnityEngine.Texture2D) _MaskTex : TURD/TU_Stock_Recolour/Command/MK2 Cockpit Standard/131_mk2Cockpit_Standard_Paint (UnityEngine.Texture2D) _Thickness : _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (1.0, 1.0, 1.0, 1.0) _MaskColor2 : (1.0, 1.0, 1.0, 1.0) _MaskColor3 : (1.0, 1.0, 1.0, 1.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) _DiffuseNorm : (0.8, 0.8, 0.8, 0.0) _SmoothnessNorm : (0.7, 0.7, 0.7, 0.0) _MetalNorm : (0.2, 0.2, 0.2, 0.0) TU_RECOLOR : True [LOG 20:32:26.314] Updated material properties Material Data : MK2Cockpit (Instance) (Instance) shader : TU/Metallic renderQ : 2000 _MainTex : Squad/Parts/Command/mk2CockpitStandard/Cockpit (UnityEngine.Texture2D) _BumpMap : Squad/Parts/Command/mk2CockpitStandard/Cockpit_NRM (UnityEngine.Texture2D) _MetallicGlossMap : TURD/TU_Stock_Recolour/Command/MK2 Cockpit Standard/170_mk2Cockpit_Standard_Spec (UnityEngine.Texture2D) _Emissive : Squad/Parts/Command/mk2CockpitStandard/Cockpit_Lum (UnityEngine.Texture2D) _AOMap : TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ (UnityEngine.Texture2D) _MaskTex : TURD/TU_Stock_Recolour/Command/MK2 Cockpit Standard/131_mk2Cockpit_Standard_Paint (UnityEngine.Texture2D) _Thickness : _Smoothness : 1 _Metal : 1 _Color : (1.0, 1.0, 1.0, 1.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (1.0, 1.0, 1.0, 0.0) _MaskColor2 : (1.0, 1.0, 1.0, 0.0) _MaskColor3 : (1.0, 1.0, 1.0, 0.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) _DiffuseNorm : (0.8, 0.8, 0.8, 0.0) _SmoothnessNorm : (0.7, 0.7, 0.7, 0.0) _MetalNorm : (0.2, 0.2, 0.2, 0.0) TU_RECOLOR : True [LOG 20:32:33.745] Updated material properties Material Data : MK2Cockpit (Instance) (Instance) shader : TU/Metallic renderQ : 2000 _MainTex : Squad/Parts/Command/mk2CockpitStandard/Cockpit (UnityEngine.Texture2D) _BumpMap : Squad/Parts/Command/mk2CockpitStandard/Cockpit_NRM (UnityEngine.Texture2D) _MetallicGlossMap : TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ (UnityEngine.Texture2D) _Emissive : Squad/Parts/Command/mk2CockpitStandard/Cockpit_Lum (UnityEngine.Texture2D) _AOMap : TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ (UnityEngine.Texture2D) _MaskTex : TURD/TU_Stock_Recolour/Command/MK2 Cockpit Standard/131_mk2Cockpit_Standard_Paint (UnityEngine.Texture2D) _Thickness : _Smoothness : 0.6 _Metal : 0.8 _Color : (1.2, 1.2, 1.2, 0.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (1.0, 0.0, 0.0, 0.0) _MaskColor2 : (1.0, 1.0, 1.0, 0.0) _MaskColor3 : (1.0, 1.0, 1.0, 0.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) _DiffuseNorm : (0.8, 0.8, 0.8, 0.0) _SmoothnessNorm : (0.7, 0.7, 0.7, 0.0) _MetalNorm : (0.2, 0.2, 0.2, 0.0) TU_RECOLOR : True [LOG 20:32:33.745] ERROR: Could not locate recolorable section for part: mk2Cockpit.Standard (Part) [LOG 20:32:33.745] Updated material properties Material Data : MK2Cockpit (Instance) (Instance) shader : TU/Metallic renderQ : 2000 _MainTex : Squad/Parts/Command/mk2CockpitStandard/Cockpit (UnityEngine.Texture2D) _BumpMap : Squad/Parts/Command/mk2CockpitStandard/Cockpit_NRM (UnityEngine.Texture2D) _MetallicGlossMap : TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ (UnityEngine.Texture2D) _Emissive : Squad/Parts/Command/mk2CockpitStandard/Cockpit_Lum (UnityEngine.Texture2D) _AOMap : TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ (UnityEngine.Texture2D) _MaskTex : TURD/TU_Stock_Recolour/Command/MK2 Cockpit Standard/131_mk2Cockpit_Standard_Paint (UnityEngine.Texture2D) _Thickness : _Smoothness : 0.6 _Metal : 0.8 _Color : (1.2, 1.2, 1.2, 0.0) _EmissiveColor : (0.0, 0.0, 0.0, 1.0) _MaskColor1 : (1.0, 0.0, 0.0, 0.0) _MaskColor2 : (1.0, 1.0, 1.0, 0.0) _MaskColor3 : (1.0, 1.0, 1.0, 0.0) _MaskMetallic : (0.0, 0.0, 0.0, 0.0) _DiffuseNorm : (0.8, 0.8, 0.8, 0.0) _SmoothnessNorm : (0.7, 0.7, 0.7, 0.0) _MetalNorm : (0.2, 0.2, 0.2, 0.0) TU_RECOLOR : True [LOG 20:32:33.745] ERROR: Could not locate recolorable section for part: mk2Cockpit.Standard (Part) Process as outlined previously, place part, switch to recolour set, change colour, switch to metal set, switch back to recolour set. Not entirely sure when these entries are being generated during that but it certainly seems values and defined textures are sticking. It's odd though, metalglossmap changes when switching to metal from colour but the other way round.
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It goes something like this... I have a "metal set" using TU/Metallic and a "recolour set" using TU/Metallic with the recolour flag. I also have a "stock set" which defines the parts using stock shaders. I imagine you are familiar with this to some extent having started picking it all apart. So, you place a part in the editor and it is displayed as it would be in the stock game. Clicking "right" moves it to the metal texture set, clicking right again moves it to the recolour set. Now, if I place a part and click "left" to go straight to the recolour set, it all works as I have defined it and as I would expect. If I move to the recolour set from the metal set, it's all a bit wrong and it appears as though the values are being applied in reverse with regard to the metal and specular parameters or texture values. I'll pack up what I have and send it via PM. Place a standard MK2 cockpit and play around and presumably you'll see what I mean. Also, if I've been on the recolour setting and altered the colour of the part, when I switch to the metal set, the colour sticks.
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A word on that. Yes, they were originally made for KerbPaint. I'm 99% sure that none of the original masks that came with KerbPaint remain. The only parts I can think of that were perhaps not altered much are the early "aero fins". Anything post Porkjet is new and created by myself. Some of them still need some touch ups as the conversion from KerbPaint masks to TU left some of the original design with rounded corners due to the method I grabbed "layers". If I'd known you were going to do this, I would have uploaded my latest version which includes masks for some of the "new" stock parts and config revisions which use mesh whitelisting exclusively. I had not dropped it entirely, I just got tired of doing things repeatedly due to changes in the game and TU. It was something I was going to pick up again when everything was "stable". Just in case it's not something you've noticed, I've had weird "sticking" of settings or textures when switching between texturesets. Looks like the metal and spec layers / channels get reversed. Also had issues with getting the GUI button to appear when using partvariants.