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Everything posted by Manwith Noname
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Manwith Noname replied to SuicidalInsanity's topic in KSP1 Mod Development
Do you like shiny things? With the use of Textures Unlimited, you can add colour and shine of your choosing to the Stock parts along with the MK2 and MK3 Expansions. Don't delay, download your config and mask pack today! Terms and conditions apply, guarantee not included, no liability accepted. You'll need a few things in order for it to function correctly... 1) Textures Unlimited.2) Electrocutor's Pass 0 stock config in the opening post of their thread.3) Electrocutor's Pass 2 stock Porkjet config also in that opening post.4) My TU Stock recolour config and mask pack which you can download here or over in Electrocutor's thread. Have fun! Small caveat. This only applies the masks made for stock to the expansion packs. In some instances, they don't map too well but on the whole, if you want some custom colour, it's all good.- 862 replies
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Updated the recolour pack once more. A few tweaks and polish to some masks, now also includes a config that applies the stock paints to the MK3 Expansion mod. Some of the parts really need dedicated paints but you can at least set all colours the same to cover them uniformly. There's also two parts where I have removed the recolour application but you can still switch between the Porkjet presets. Convenience link. Comedy pic...
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
Manwith Noname replied to SuicidalInsanity's topic in KSP1 Mod Releases
Thought it might be an idea to pop a post here for those who might be unaware. There is a rather fabulous mod that goes by the name of Textures Unlimited. It offers a number of features for mod authors involving texture switching, recolouring and PBR shaders. Due to my love of (and many hours work with) KerbPaint, I have transferred the masks over which brings recolouring ability to not only the stock parts but now also MK2 Expansion. The designs are essentially made for stock but have surprising results when applied to this mod. If you would like to see stock parts in a new light and now with the added bonus of MK2 Expansion also, you will need... 1) Textures Unlimited. 2) Electrocutor's Pass 0 stock config in the opening post of their thread. 3) Electrocutor's Pass 2 stock Porkjet config also in that opening post. 4) My TU Stock recolour config and mask pack which you can download here or over in Electrocutor's thread. Those piccy things follow... There might be some changes in the future but it's at a point where it can be used, so I hope people enjoy it. Edit: Actually, should probably explain how to use them. In the editor, once a part is placed or craft built / loaded, right click on a part and there should be a new texture switch "slider". By default, parts should load in a mostly stock like appearance. Simply clicking on the left or right arrows will switch the scheme between various PBR shaders with a variety of settings. The final set in the slider is the recolour set, which should introduce a new button to the right click menu so the recolour GUI can be opened. Once opened, colour can be manipulated in a number of ways...just play about with the buttons and sliders.- 1,509 replies
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There is another small update to the stock recolour pack. Now includes a config for MK2 Expansion. All links have been changed but to save effort, it's here too. No prizes for guessing what might come next.
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I wasn't here. No...I definitely didn't make an unintended change I have no recollection of to a config while drunk and upload it. Honest.
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@dundun93 Depending on the configs you are running, reflection is disabled by default in the textures unlimited download from memory. Saying that, most of the configs I've seen around turn it on, so if you're seeing shiny parts that were otherwise quite bland in stock, reflections probably are on. Now, as has kind of been discussed above, reflection is a "by product" of the specular value so, if you have parts that allow you to open up the recolour gui in the editor, you can play with the specular slider for the selected "layer" there. Like I said in another thread...sometimes you need to think inside the box. If you can't access the gui menu because the configs don't make use of recolouring, then you'll need to edit configs manually.
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Right, minor update. Broke The Claw in to 2 mesh groups, sorted out a few masks, added a couple more parts. I have replaced the link in the post above but will also add one here. Bon voyage! Edit:...oh yeah..."fixed" the issue with the material bay as best I can with just a config. At least it no longer looks like this...
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Salúte o7
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@Jimbodiah I don't write three letter acronyms very often...if ever, but...lol. Never noticed until just now but lowercase lol also looks like a man with his hands in the air \o/.
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@[INDO]dimas_1502 If you have not realised by now, there's a post one up from yours that should be enough to explain everything. If not.... 1) Download and install Textures Unlimited. (You appear to have done this already) 2) Go to the thread linked above and download Electrocutor's "Stock" config from the top of the table in the opening post. The file can be placed anywhere inside the GameData folder of KSP. Feel free to load up the game at this point and marvel at the glorious look of the stock parts. 3) From the same thread above, download the "Stock - Porkjet" config in the opening post. Again, place it anywhere inside the KSP GameData folder, though I do suggest for now you could create a folder in GameData called something along the lines of "Electrocutors Textures Unlimited Configs"...or whatever you want that makes sense to you so you know where to find them. Again, feel free to load up the game and throw some parts in the editor. Right click on them and change the texture sets around so you can see and understand what that config does. 4) Follow the link in my post above and download my mask pack. There are instructions similar to this in that post that outline, hopefully clearly enough, how to install the masks and configs I have made to work alongside Electrocutors work. Good luck. Have fun. Edit: Sorta ninja'd
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The chances of stock recolour coming this month, are a million to one he said... Alright, not sure I would call this a pass 3 just yet. I was going to call it 2.5 but it might be a bit closer to 2.8 in some ways. There's still a bit of work to do to keep my OCD levels happy but I figured it should be usable for most. You will need... 1) Textures Unlimited. I hope it's obvious why and hope you already have it since...well... 2) Electrocutor's Pass 0 stock config in the opening post. (For a couple of reasons but primarily so things like the engines and various other parts I'm not sure I will touch look awesome.) 3) Electrocutor's Pass 2 stock Porkjet config in the opening post. (Well, I've piggybacked on to this and reference some of the texture sets it defines.) 4) My TU Stock recolour config and mask pack which you can download here. (...because colour is awesome.) It's very important that the folder is installed correctly as the mod relies on absolute path definitions. If it's not installed correctly, no bueno. Saying that, it's not complicated, the TU_Stock_Recolour folder just needs to be placed inside the GameData folder. Like most people do, I've already packed it inside a GameData folder to hopefully make this obvious...but... I will probably be looking at some point to tidy up some masks as the method I used to convert them from KerbPaint style to Textures Unlimited style was mostly good but came with some minor (for my OCD) issues. I may also look at splitting up some mesh groups I could have missed to allow for further customisation. Oh, in some cases I might remove defined texture sets from parts and add replacements, I half did this as a went along but some parts can look a bit funky with certain sets. Some of these changes will cause an issue with saved craft losing their settings. Not a huge problem for craft in the hangar but may cause craft out in the world to look weird. I don't think it should break them completely though...not tested that...guarantee not included. It's unlikely for this to happen soon though, probably after KSP 1.4. Sillyness and pics... Some caveats, I pulled the fairing config as while it worked fine in the hangar I noticed it didn't stick to launch. There may be other instances of this that I have not tested or found (maybe fuel lines and struts) so reports would probably be welcome. There's also an issue with the material bay which needs looking at. Oh yeah...about those fuel lines...just don't try and paint them blue or you may cause your computer to explode. (Not really it's just impossible due to how the tinting mode works). Same goes for trying to paint things white, hence why most of the parts I mask are already various shades of RGB with higher values. Sometimes, you'll need to think inside the box. Anyway...I hope people have fun with them.
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Further to some previous posts I decided to try something and thought it might be fun to play a little game...spot Jeb's reflection... P.S. Yes, I read the OP but given the wording I thought this might be worth posting. Edit: I wasn't going to post the answer right away but....this is a spoiler alert, the following picture shows where Jeb's reflection is...
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Heh, it can reflect like a mirror if you really want it to but "self reflection" is out of my hands. Edit: *cough* *cough*
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Uch, I hate this forum sometimes...just lost a post....let's try that again... @Electrocutor Did you make any progress on a pass 2 of the non porkjet stock parts? I ask because currently I have been building my configs to "piggyback" on to yours since you had already applied the texture switch module. Now I'm actually typing this out, I realise I could add checks for this so the patch works with or without yours but primarily it's not about saving lines of code but having multiple texture sets defined in a way that allows the user more freedom of choice. For instance, on the Porkjet parts people will be able to choose between your predefined configs (default, default metal and metal), your tint "cheat" and then there will also be my tint cheat. Kinda tempted to throw the current state up for a 2.2 pass but my OCD is kicking in...glamour shots inbound... Could really use the ability to define some values for the black area of the mask mind you. Edit: ....and before anyone comments on the go faster stripe not lining up...that was one of my biggest annoyances with the remodel when I had to repaint it. I'm just going to bite my tongue.
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If at any point I have come across otherwise, I apologise. It's not my intention to make you feel like I am pressuring you in any way. I only passed on my thoughts for what I personally would like to see because you mentioned things were getting a re-write for KSP 1.4. I am in no rush. Furthermore... STOP THE PRESS! I have to say, I think I might just be happy with things the way they are... I donned my drinking thinking cap, stopped using sliders and put values in manually. BINGO! With that in mind, might it be possible to add a 2x multiplier toggle beside the sliders? Not required mind you, just a thought. This has really made my day!
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Heh, more like a 2.2 pass right now.
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@Shadowmage I understand a bit better now, thank you for that explanation. To be clearer, I'm not expecting to make no textures and magically see exactly what I want. My initial concern from reading what the required textures to set this all up need to look like was that you might need to redistribute modified textures of others work. I have found ways of working around this but maybe with your latest post I might not even need that trick. I think I'm getting muddled up in the procedure to use when actually creating a mod and integrating this system and the much simpler, "let's take what a modder has done and add colour masks". I'm not an artist or a coder so I'm never going to be able to make textures akin to a lot of the part creators here. Likewise, asking me to read or write code would be like asking me to 讀寫中文. At least for that we have google. I really do appreciate what is currently possible, please don't misunderstand what I'm saying. While I don't know the inner workings of shaders I am simply expressing things that may not have been considered from a programmers perspective but as a user looking to enable more creative freedom within the game. For me, this is the epitome of what KSP is, the freedom to design things in a physics sandbox. KerbPaint and now this mod are wonderful extensions to further that. Saying that, I can make simple "flat" texture masks that overlay the real art and muddle together module manager patches. I will keep playing with configs and masks to see what I can achieve. Like I said previously, some of the things I'm looking to do may well be possible right now, as is and I just have not found it.
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@fourfa Assuming you are talking about @Electrocutor's Porkjet config, open it up in a text editor and find... currentTextureSet = PorkjetStock_DefaultMetal ...replace all with... currentTextureSet = PorkjetStock_Metal
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Righto. I did snoop the github and stumbled upon that discussion shortly after I posted. I should also point out something I forgot to mention, I had each texture set up to use different colours in the primary layer. One was set to absolute black, the other absolute white. These also didn't switch but maybe this is the same problem. As far as what I would wish for in terms of how things function... My own preference is to recolour stock parts and existing mods as easily as possible. It turns out, I have actually made my existing masks work well enough on their own without the need to create more textures, though I still need to remap the way the RGB is setup to get the right colours from the values. (I'm really wishing I used paths when making these now) The reason I tried to setup two texture sets was from my current testing, tinting mode clamps values within a certain range and gives a really rich black. Without tint mode, black is always kinda grey but I can really blow out spec and metallic values to produce a nice chrome type effect which is not possible with my current configs in tint mode unless RGB layers overlap. Like below... Ideally, I personally would like as much creative freedom from within game via sliders and essentially a kind of mixed mode between what tinting and non tinting settings currently offer. Rich blacks while also being able to over saturate to compensate for things like high metallic levels. These are simply my wishes and desires so far, not demands. Heh, it might even be possible already I just haven't found the magic in the time I have spent mucking about. There's still some property settings I need to mess with.
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I've been having some fun playing with this, making and breaking things. I noticed that the tinting mode behaves quite differently in a number of ways with regard to how colour, specular and metallic properties are handled and without going too much in to the things I like about each I decided to setup both modes in a similar fashion via texture sets and switching to play about. It seems that once the tinting mode has been applied to a part, it gets stuck on and does not revert to the "normal" mode. This screenshot shows how the part first appears with the tinting mode not set... This screenshot shows how it appears when switching to the tinting mode texture set... This screenshot shows how it appears when switching back to the non tinting mode texture set... I hope I got them in the right order...
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I was going to add this as a "sober head edit" but just to say I'm finally getting somewhere... ...time to get drunk again.
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While on the face of it, that process might be a quick fix, it actually destroys the anti aliasing. After dinner edit: The more I play with it, the more I think it is going to take a complete overhaul. These maps were lovingly hand crafted to work with KerbPaint and something is just getting lost in translation... I suspect the bump map is one. After breaking then fixing then breaking then fixing edit: I got silly with it...