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Everything posted by Vandest
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Thank you @Nightside for your advices and the guide link. I think I'll choose a Creative Commons license.
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VSSP is a set of settings for Textures Unlimited mod, made by texturing. Why by texturing? Because in most cases we need this method to get further details. With this method we can use diferent settings in a single mesh, that we can't do with a text settings. A file with text settings already exit for stock parts, it was made by @Electrocutor and it can be found in Electrocutor's Thread. My setting can be use alongside of this "Original Stock TU Patch" from Electrocutor. It's even recommended, cause my VSSP is not yet complete. (WIP ...) It will recommended even ultimately, because some parts don't need to be set with further details. (like structural parts fully metal with a single color) This is some pics to see what it's all about: Full Album Download: Github Dependencies : Textures Unlimited by @Shadowmage Licence :
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Yes, I thought about it. But, of course, it should be in separate download and like for stock parts, it should be just a textures replacement (not an addition), so it will have to be compatible with old and new save game. Like @Shadowmage explained, it's possible to see result in Unity, but I prefer to see what the render is in KSP, both in VAB/SPH and outdoor on tarmac, the light is different. And this for each parts. It working well for me too in 1.4.3 (glcore).
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It's only for the MK1-3 pod, this is the only one which have a glow texture with an alpha channel and in addition this one is black, certainly a mistake of Squad, not a bug from your mod. Currently, all I need working like clockwork but if it happen to me, I'll let you know. My only problem is that it takes time, it going slowly but surely. I hope I'll got to a point to share my work shortly (1 or 2 weeks), at that time I will give you the link of forum thread. I appreciate the offer, thank you.
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No, I use only one shader (SSTU/PBR/Metallic) but with different settings for different location of part. This is why it isn't possible with a text config only, in this pod case we need to use some textures to apply different settings on the same part. Also, this is why I say that my work is complementary to @Electrocutor one and it's not the same. In some cases "TexturesUnlimited_Stock.cfg" is sufficient and we don't need more, but in others cases we need a texture to use different settings to the same mesh. It's also to help to understand this I share this MK1-3 pod settings, it's a single part and you can see easily how and what we can do that with. In MK1-3 pod case, I use 4 textures: Diff: For RGB colors of part (In most of case we don't need it, but for MK1-3 pod I need it to change foil aspect under the pod) GLOW: For windows lights (We need a new one to use the Metallic shader. Otherwise, with the stock glow texture, the lights don't work anymore) NRM: Normal map for rivets. MET: This is here we get settings that interests us! Red Channel: Metallic settings Blue & Green Channel: Blank Alpha channel: Smoothness settings And to apply this textures, we need a config file (In my case is TU_config.cfg). Thank you again to @Shadowmage to give us this amazing mod !
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Hello T.U ! I'm working now on textures config to improve the T.U stock config of @Electrocutor, that is already very good but some parts need to be more shinny and other less for my taste, and this is not feasible with a simple text config. In addition, I want old and new save stay compatible with my textures config, like T.U stock config of Electrocutor. This is why I use only stock part variant when stock parts use it and I nerver use KSPTextureSwitch (even it's better, there some other config mod use it very well). For e.g, this is my MK1-3 pod: If you want to see how it looks in game, you can download my texture config here: Vandest-TU_Stock-Config.rar Actually, I've made about between 20 and 30 parts but I share only this Mk1-3 pod and I will share all of my texture config as soon as I think it's good to and sufficient numbers.
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@Burning Kan Thank you to try to give me an answer but like you can imagine I've already gone to this wiki... @blowfish Thank you for this quick reply, your answer is clear even if I expected a solution, at least I know it isn't possible now and I will stop to search in this way. I didn't thought to look in issues list, next time I will look into.
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Hello, Is there a way to remove a key with specific value? I know how to remove a specific key with index but it would be safer and faster to remove it by its value. I tried something like this (but it remove all key...): Node { name = NodeName key = A key = B key = C key = D . . . key = Z } @Node[NodeName] { !key[D] = remove }
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Well done! I hadn't thought to look into 1.4.0 and I've build my own. If I had thought it, I would have saved my time... Otherwise, I wonder what the hell they could have been thinking when they decided to use two models in the same object, they don't know what we can do in cfg parts?? And, the cherry on top, they don't use the good name in game object choice by using "Rockomax_64" instead of "Rocko64". This new Jumbo was really made by throw it in (and without any test). (A little minor mistake has crept into your model, some names of texture in material are wrong and result some error in log)
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Yes, I was understand this. But there is also only one material in this example. I need two materials with two different Metallic Gloss Map on only one mesh. And also two different MainTex (with different alfa)
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Really ?! Can you tell me where I can found a exemple, I searched for but to no avail.
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First, your mod is awesome! Best render ever seen! I predict it will be a must have. (more like scatterer than ModuleManager ) I've tested the old stock config file of @Electrocutor with the latest TU (1.1.0.12), and I'm happy to see that bump maps are there in game (I couldn't manage to got them with 1.1.0.10 and my modified config file). But I've an issue with the FlagDecal, at a certain angle the main texture become transparent, see pic: Do you know if I can avoid it? If yes, how? My KSP Infos: KSPx64 DX11 DirectX 11-12 Fix TexturesUnlimited-1.1.0.12 TexturesUnlimited_Stock.cfg
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@Avera9eJoe I've quickly modified the config file from @Electrocutor to get it working on latest realize of TU. You can download it here to have an overview on KSP 1.4.1. It need some adjustement and adding the new parts, but you will see that TU already have a keen interest and it working good in tangent with TRR (that it's always very useful to replace all textures that aren't in GameData folder like skybox and texture planets)
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Hello @Avera9eJoe, I'm on it since a couple of hours , and I just understand that config file is outdated. Now "TEXTURE" node must be "MATERIAL" but that not all, I think now we need to specific a texture. See here:
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I've always this issue in 1.4.1 (that I already had in 1.3.1). I've made some tests, and while I zooming out very far from ship view, I noticed that there is a sort of cube where my ship is in the center of it. And when the view is out from this cube the issue disappear. I got this issue only around Jool for now. See on pics: Jool issue with Scatterer and EVE Jool issue with Scatterer and EVE bis Maybe it will help to find a solution.
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@blackrack Hello ! I tested your EVEFastVolumetric with scatterer. First, I was surpised when I turn KSPx64 from DX9 to DX11 (in KSP 1.3.1 no difference). But now in 1.4.1, on KSC I get some improvement with it (+17fps) and no trouble found for this time. Next, with KerbalX on launch pad. A litle impeovement with EVEFastVolumetric but not stable. See album. My spec: Intel i5 2500k at 4.4GHz GTX 1060 6Gb RAM: 8Gb DDR3 Thank you to think about performance improvement to visual mods, it will give us more room to our big spaceships. Even if right now it's not too big, keep on like this.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Vandest replied to Galileo's topic in KSP1 Mod Releases
You are certainly the member most active on this forum! You reply so fast!! I should have started by "Hello !" but I was too focus on the issue, sorry for that.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Vandest replied to Galileo's topic in KSP1 Mod Releases
There is an issue with boulders on mun and certainly with other bodys (I've tried custom texture to boulder of Duna without success) . We don't have the texture and color of scatter expected by the config. eg: on Mun we expect to see "rock00" texture and we see only stock texture. In addition, some boulders don't have collide while there is only one scatter for the Mun in the config. Really weird? See video on Mun: My installed mods to make this test (and so for the video): Releases: Kopernicus-1.3.1-7 SVE v1.2.9.0 SVT v2.1.3 Another thing weird, on Kerbin, boulders are fine. I've post on this thread because STV is directly involved but I think it's a Kopernicus issue.- 1,019 replies
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Vandest replied to Thomas P.'s topic in KSP1 Mod Releases
Look at first page of this thread and click on the GitHub download link. Next, you are on latest GitHub release page, so click on the second "Kopernicus" in "Kopernicus/Kopernicus" that there is on top of page, then click on "67 releases" and scroll down to find 1.3.1-3 release. Well, now you know how to find all release on GitHub. -
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
Vandest replied to Galileo's topic in KSP1 Mod Releases
1.3.1-7 now... Ok I'm getting off.- 1,019 replies
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I think it's not exactly the same issue. The issue that you mention is only on pieces of part and it happen only on mk3 parts. It's also happen to my game but oddly, not exactly in the same way: I've tried different transparency levels of texture and even with 0 transparent texture the bug stay there.
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