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CmdrThyte

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Everything posted by CmdrThyte

  1. Beta release 0.9.0 (download in first post) After a timely reminder (thanks panteras1000!) I've finally gotten back to this mod. Updated mod to KSP 1.04, full change log of latest release: * recompile for KSP 1.04 * add support for dds textures * switch to KIS for EVA painting * separate out EVA painting code into separate assembly
  2. Beta release 0.8.0 (download in first post) Hopefully the last beta release before the 1.0.0 release. Recompiled for KSP 0.90 and some bug fixes (breaks some saves using 0.7.0). Changelog: 0.8.0 * recompile for ksp 0.90 * fix decal urls (breaks 0.7.0 saves with decals) * auto select new layer in gui * add space paint resource for eva painting * add gui label option * fix gui decal selection initialisation * move textplaque to start tech * move paint bottle to basicRocketry * flip raise/lower in normal maps * fix eva painting for multiple textures
  3. If the transparency issue is still a problem I came across this: http://forum.kerbalspaceprogram.com/threads/25088?p=306853&viewfull=1#post306853 which sounds like the same error. The solution suggested was to ensure the png image file has an alpha channel.
  4. Beta release 0.7.0 (download in first post) The plugin logic has been rewritten to allow for multiple effects to be applied to the same texture. Currently three effects are defined: text, mono decals and colour decals. All of which can be applied to a texture multiple times. Due to the rewrite this version is incompatible with previous beta releases. Changelog: 0.7.0 * add multi purpose texture editor * add layering of effects to texture * multiple text strings * add mono decals * add color decals * rewrite gui
  5. It's a side affect in the current version for allowing a choice from multiple base textures. The base texture then comes from either the prefab texture (if it's readable) or from disc if the texture isn't readable. So both the modules start from the same base texture, hence the overwrite. The next version will get around this by allowing for writing multiple strings (and other effects as they're coded) to the same texture. There's also the potential in the next version to vary the way the base texture is obtained so it could in principle try to use an existing texture and then fall back to loading the texture if required.
  6. It's what I've found working on my mod to write text to textures. It's apparently a technique to reduce memory usage - if a texture is marked as not readable or writable then unity can push the texture to gpu memory and then drop the pixels from main memory and only keep the simple information about a texture like it's width and height. You can get around the issue by using file formats that don't get marked as unreadable / unwritable by ksp or by loading the textures direct from file.
  7. When dealing with textures at run time ksp adds an extra hurdle in that many textures can not be read from (or written to), ie you can't read the individual pixel values. Textures loaded from mbm and tga files behave like this, textures loaded from png files are readable, at least in win32 and 64 bit ubuntu.
  8. Beta release 0.6.0 (download in first post) The font bitmap loading has been reworked to side step the normal texture loading process. This should fix the reported problem with unreadable font textures. The transformName variable has been changed from a single transform to transformNames which is now a comma separated list of transform to use. This assumes the given transforms all use the some material (and thus the same texture). Changelog: 0.6.0 * change for single transformName to transformNames list of transforms * add option to use first or all transforms of a given name * add escape codes '\n' to start a new line and '\\' to print a single '\' * add global config file * add global debugging option * fix nomalmap scaling * move font setup to loading screen * fix for unreadable font texture * use .pngmap extension for font maps to avoid unity autoloading texture
  9. The error is unity speak for 'I can't read pixels from the texture' - by default many of the unity texture types tend not to be readable or writable to at run time. The fonts are png textures which should still be readable. Do you have any other mods installed? Thinking about it active texture management in aggressive mode might do this.
  10. For the most part mod development is os independent. You'll need the unity editor, a modelling program such as blender and a graphics editor such as gimp. All are available for windows, linux or mac. For plugin writing on os x you'll need MonoDevelop (http://www.monodevelop.com/download/). To start with have a look at the New Mod Development Links Compilation
  11. It's not documented yet, but it's already in the code. There are options in the gui to change the alpha value of the text (or use the background texture alpha). If the transform uses a specular shader then the changing the alpha value will change the specularity of the text (or the transparency if the shader has transparency instead). If the shader doesn't have specularity or transparency then the alpha value gets ignored. The corresponding variables of the module section are: alpha = 255 alphaOption = TEXT_ONLY where alpha runs between the traditional 0 to 255 and alphaOption can have the values TEXT_ONLY, USE_TEXTURE, WHOLE_TEXTURE
  12. Just the first transform. I can change this easily enough but both transforms would need to share the same texture. The single texture assumption would need a re write to change. Can you point me to a part that has multiple transforms like this so I can do some testing?
  13. You can use: MODULE { name = ASPTextWriter transformName = xxxxx } This is the unity transform name displayed in the unity editor. I'll add the info to the first post.
  14. Beta release 0.5.0 (download in first post) Changelog: 0.5.0 * fix treatment of normal maps from mbm files * add mirror option * add bounding boxes for squad fuel tanks * add option to ignore bounding box and use full texture * lower limit for scale of 0.01 to prevent divide by zero * deal with case of normal map being a different size to the main texture * add support for tga textures * fix key capture during eva
  15. Cheers, nice to know it's working for someone else.
  16. First beta release 0.4.0 Now with a proper name and a paint bottle part to allow writing during eva (requires KAS). Changelog: 0.4.0 * add paint bottle * add eva writing * ignore texture alpha in preview * add smaller font sizes * add multiple text directions * add blending options * add work around for active texture management
  17. New version 0.3 Change log: 0.3.0 * now works with mbm texture files, using Active Texture Managements MBMToTexture method * added search for first transform in a part with a mesh if not given a transform to use * if no bounding box given will now use whole texture * added oswald, russo one, capsmall fonts * fix (at least some of) the memory leaks To add the plugin to a part add the ASPTextWriter module in the part's config file: MODULE { name = ASPTextWriter } The plugin will then use the first texture in the part and allow access to the whole texture for writing on. So you need to find out which bit of the texture to write to. The quality of the output text then depends on the part's texture resolution and uv mapping. For example the jumbo 64 tank: Note: * For each part with text on it the plugin creates a new texture so use sparingly if you have a lot of mods. * Not (yet) working with textures compressed using active texture management
  18. Not at the moment, no. In principle it's possible but the devil is in the details of which transform has the texture to edit and which part of the texture maps to which bit of the model. It's much easier when it's your own part and texture.
  19. TheWriteStuff v0.9.0 Customize your space ships by adding text and decals to part textures. Add text during building in the VAB or during eva using the paint bottle part. Current beta release 0.9.0, Download. Requires module manager and KIS for eva writing. Main changes from 0.8.0: recompile for KSP 1.04, add support for dds textures (following sarbian's DDS texture loader) , switched to KIS to handle equipping the spacepaint bottle for EVA painting and separated out the core EVA painting code to a separate assembly. Source: github repo License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 Usage: Use the 'edit texture' option in the right click part menu to open the editing gui. Add or edit a text or decal layer(s) and then click apply to paint it to the part's texture. For eva painting grab the paint bottle part (requires KAS) during eva, right click the paint bottle and select paint. This activates the paint brush pointer. Move the pointer over a part if the part is paintable and you are close enough (5m) the pointer will turn green then left click to start painting. Right click or escape to cancel. To add the plugin to a part just add a module section in the part's config: MODULE { name = ASPTextureEdit } The plugin will then use the first transform in the part with a unity material assigned and will allow writing to the whole of the associated texture. This gives highly variable results depending on the mesh uv map and texture resolution. Plugin variables: MODULE { name = ASPTextureEdit // list of transforms - all transforms must use the same material (and thus the same texture) // defaults to the first transform with a material and valid texture transformNames = longtank // USE_ALL or USE_FIRST transformsOption = USE_ALL // if false will compress and mark as unreadable the generated output texture outputReadable = False // bounding box for applying texture effect to // defaults to whole texture if not present // co-ordinates are in unity texture format - (0,0) is the bottom left of the texture and (w-1, h-1) is the top right pixel ASP_BOUNDINGBOX { x = 18 y = 196 w = 481 h = 356 valid = True use = True } // how to find the base texture // either: // method = AUTO to automatically find the base texture name or // method = MULTIPLE to define multiple textures to switch between // only define one ASP_BASETEXTURE // defaults to method = AUTO if not ASP_BASETEXTURE is defined ASP_BASETEXTURE { method = AUTO } ASP_BASETEXTURE { method = MULTIPLE textures = steel,gold,stone normals = flat_NRM,flat_NRM,stone_NRM selectedTexture = 0 } // the list of image modifiers ASP_IMAGEMODIFIERS { // text ASP_IMAGEMODIFIER { type = BITMAP_TEXT x = 198 y = 275 mirror = False alpha = 255 textureAlpha = 0 alphaOption = USE_TEXTURE normalScale = 2 normalOption = RAISE_TEXT blendMethod = RGB rotation = R270 red = 0 green = 100 blue = 150 text = Valley\nForge fontName = CAPSMALL_CLEAN fontSize = 64 } // colour decal ASP_IMAGEMODIFIER { type = BITMAP_COLOR_DECAL x = 176 y = 203 mirror = False alpha = 255 textureAlpha = 0 alphaOption = USE_TEXTURE normalScale = 2 normalOption = USE_BACKGROUND blendMethod = RGB rotation = R270 url = ASP/TheWriteStuff/Decals/warnings-64/warnings-64/Biohazard } // mono decal ASP_IMAGEMODIFIER { type = BITMAP_MONO_DECAL x = 178 y = 474 mirror = False alpha = 255 textureAlpha = 0 alphaOption = USE_TEXTURE normalScale = 2 normalOption = USE_BACKGROUND blendMethod = RGB rotation = R270 red = 0 green = 0 blue = 170 url = ASP/TheWriteStuff/Decals/nasadings-64/nasadings-64/w } } } The coordinates used are in unity texture coordinates, ie. the bottom left is 0,0. Notes: * For each part with text/decals written to it the plugin creates a new texture so use it sparingly if you have a lot of mods. ChangeLog: 0.9.0 * recompile for KSP 1.04 * add support for dds textures * switch to KIS for EVA painting * separate out EVA painting code into separate assembly 0.8.0 * recompile for ksp 0.90 * fix decal urls (breaks 0.7.0 saves with decals) * auto select new layer in gui * add space paint resource for eva painting * add gui label option * fix gui decal selection initialisation * move textplaque to start tech * move paint bottle to basicRocketry * flip raise/lower in normal maps * fix eva painting for multiple textures 0.7.0 * add multi purpose texture editor * add layering of effects to texture * multiple text strings * add mono decals * add color decals * rewrite gui 0.6.0 * change for single transformName to transformNames list of transforms * add option to use first or all transforms of a given name * add escape codes '\n' to start a new line and '\\' to print a single '\' * add global config file * add global debugging option * fix nomalmap scaling * move font setup to loading screen * fix for unreadable font texture * use .pngmap extension for font maps to avoid unity autoloading texture 0.5.0 * fix treatment of normal maps from mbm files * add mirror option * add bounding boxes for squad fuel tanks * add option to ignore bounding box and use full texture * lower limit for scale of 0.01 to prevent divide by zero * deal with case of normal map being a different size to the main texture * add support for tga textures * fix key capture during eva 0.4.0 * add paint bottle * add eva writing * ignore texture alpha in preview * add smaller font sizes * add multiple text directions * add blending options * add work around for active texture management 0.3.0 * now works with mbm texture files, using Active Texture Managements MBMToTexture method * added search for first transform in a part with a mesh if not given a transform to use * if no bounding box given will now use whole texture * added oswald, russo one, capsmall fonts * fix (at least some of) the memory leaks 0.2.0 * Lowered texture resolution * Added texture selector 0.1.0 * Initial text release To do: * a couple more different sized plaques for writing on * write some proper documentation * (long term) true type fonts * (long term) svg decals
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