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Shadowmage

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Everything posted by Shadowmage

  1. It is fallout of squeezing too many 'models' into one part, splitting models up for re-use of textures, for allowing re-use of those models in other tank setups, and most importantly to allow for switching of the end-cap adapters. If I had pre-welded these parts with their end-caps... you would lose 3/6 end options, but it would add several dozen more 'core' options (one for each core length, for each end-cap, for each end combination; 4*2*3*2 = 48 'core' options) I'm sure it could be changed around (the system is highly adaptable in that fashion), but at what cost?
  2. Ahh, yep, that kind of stuff. Can certainly see the problem there. I think the issues is less that 'things have already been rendered' (as they have not yet been rendered, until at least after Update() has been called), and more that 'stock code will not update model scales after model is loaded into the part, which happens prior to any PartModule code running' combined with 'rescaleFactor is not a persistent value and has to be set prior to stock code loading the model so can't fix it in the prefab or persistent data for a craft'. Hmmm... definitely a problem there. IIRC the way that Tweakscale/etc works around this issue is to go back in and manually adjust the model scale and node positions during the OnLoad/OnStart calls, by manipulating the 'localScale' of the model transforms directly. This is basically what the stock code does as it loads the models for the part. Might be a solution for your immediate problem, but isn't really a general answer on how to work around stock code order-of-loading quirks.
  3. I have no problem applying textures/etc in flight scene using the OnLoad method. It does not result in any flickering/etc; everything appears to be applied before the first Update is called / before the first frame is rendered. This is how I restore persistent textures/user settings/etc in TexturesUnlimited. What precisely are you trying to change that isn't working / what issues are you running into when using OnLoad/OnStart?
  4. In all of my texture-set manipulation code, I have to run it both during OnStart, and OnLoad (usually with a quick 'isInitialized' to only run it once, from whichever method is actually called first). Sometimes one is called, but not the other. Good luck figuring out when each one is called -- its a big mixed up mess depending on how the part is instantiated (and if is a revert, or a reload).
  5. Wish I wasn't so busy with existing projects; would offer to knock this out for you. If you wanted to do the 'animated texture' routine, you could make something look like it is rotating by offsetting the UV coordinates of the texture. AFAIK you can do this straight from plugin code (grab the material, use the UV offset methods on it), with no need for an animation. I do similar in KerbalFoundries to animate the tank-track tread textures -- https://github.com/shadowmage45/KSPWheel/blob/master/VSProject/KSPWheel/PartModules/KSPWheelTracks.cs#L56-L57 You -might- even be able to use the above code based method along with the existing stock 'fuel line' model and a custom texture, at least for initial testing/development purposes.
  6. Should work either way. Even the 'old' KSPWheel version should still work on newer KSP (it'll just complain about version mismatch; which in this single case can be ignored).
  7. That is normal when using Textures Unlimited. It uses graphics functions that are not available on DX9. KSP, by default, starts in DX9 mode -- therefore, in order to get the full functionality out of TexturesUnlimited (and SSTU), you need to launch KSP in OpenGL or DX11 mode. See the TexturesUnlimited thread for instructions on how to do that if the pop up was not clear. Your log file will be located in the same directory as your 'KSP_x64.exe' executable. It will be named 'KSP.log'. Please find that file, and upload it to a relevant file-sharing site (dropbox works well), and post the link for that file here. The log file will contain the needed information to find out what is going on. From a blind guess -- something is not installed correctly. Most likely version mismatches somewhere or missing dependencies. Other big potential is mod conflicts.
  8. Interesting, there have been some recent issues with OpenGL on Windows as well. If I were more of a conspiracy nut, I might think there was something shady going on (well, more shady than MS and Apple trying to push proprietary APIs over the open-source APIs; that is just a given).
  9. Updated release is available: https://github.com/shadowmage45/SSTULabs/releases/tag/0.9.44.156 Adds compatibility for KSP 1.5.x and the newer TU shaders and plugin. Includes several bug-fixes for issues reported on the tracker (thanks @blowfish and others!). Largest change is the removal of the separate PBR extension folder -- everything uses PBR shaders by default (with very few exceptions). A few of the experimental PBR texture sets were removed, but may return in the future after being finished. WARNING - Might not be fully backwards compatible with previous saves. Many texture-set related changes, so cannot guarantee anything. Make sure to completely remove your existing SSTU and SSTU-PBR folders before installing this update. See the link above for full (but brief) patch notes, and download links.
  10. Interesting... it started crashing on startup for me here and there as well recently -- right when trying to load a save game from the main menu; but not 100% of the time either. Wonder if there is a graphics driver that needs updated as well, or something KSP or mod specific? I didn't really investigate much. DX11 seems to work fine though; I'm not seeing any of the issues that used to be present in older KSP versions. Will likely make the move to have it be the recommended version in the OP (for Windows anyhow).
  11. Is US2 Moddable? (never played, only seen the page in the steam store/etc) That is the real question. If you can't get into the guts of US2, then this is all a non-starter. If it -is- moddable, at a 'can add new plugins / scripts' level, then it might be possible to do the following. Write a mod for US2 that looked at the current galaxy/universe/whatever Extract the relevant parameters for those bodies as they would be used in a patched conics simulation Extract / dump any needed textures or mesh information Convert the data from step 2 into Kopernicus configs or whatever is needed by KSP. Convert the textures from step 3 into whatever is needed by Kp Profit?? Now, that would require someone who is an expert at US2 modding (if its even possible), KSP modding, and Kopernicus config wizardy (or small team with good comm.). No, that person would not be me. I thought there was something at some point -- Kittopia Tech or something like that? IDK, I've never really gotten into the whole Kopernicus thing (it was terribly unstable the one time I tried it, but that was many moons ago, in a KSP version that is only a fading memory).
  12. Hmm.. lets see, definitely a few still around, sadly I don't have last used dates handy: KSP-105 Actual career game, mostly kept around to relive the 'good old days' before Unity5 screwed up landing legs KSP-131 No clue what this contains at this point. Think it might have started as a career install, and then ended up turning it into a mod install. KSP-145DEV 1.4.5 Dev environment for modding -- has the mods that I actively develop, plus sometimes scatterer, eve, KS3P KSP-145 1.4.5 Career / Testing -- lots of mods for an actual career game KSP-150DEV 1.5.1 Dev environment for modding -- has the mods that I actively develop, plus sometimes scatterer, eve, KS3P KSP-151 1.5.1 Career / Testing -- currently just a copy of my dev install, but with actual releases of my mods rather than dev versions; used for testing releases and mod conflicts something/something/KerbalSpaceProgram The Steam installation that I copy my actual folders from. It gets booted once after every KSP update just to make sure the configs have been regenerated for the latest KSP. The 1.4.x folders will likely be going away in the next few weeks as I finish updating all of my mods for 1.5.x. At times there will be 2-3 more folders of the current KSP version, generally with most/all stock parts trimmed out to facilitate faster boot times for iterative testing; these install folders would contain various combinations of the mods I develop, to test them in specific combinations or by themselves.
  13. What an interesting coincidence, as I already was going to need to swap the building/scenery shaders to fix issues with HDR camera use (KSP's shaders do some weird stuff with alpha based on light intensity>1). Really does make a huge difference -- both the metallics, and the use of the bump maps.
  14. Then why are you bugging me? I don't offer support to random people for configs. If a mod author has an issue, let him bring it up. Trying to get yourself involved is likely to only cause problems.
  15. IDK -- seems pretty well explained from the bit that TU sent to the log: ERROR: KSPShaderLoader - Texture could not be located for name: TexturesUnlimited_NSS/Textures/silver for texture slot: _MetallicGlossMap while loading textures for material: means that you tried to reference a texture that doesn't exist. Fix your texture reference, and the error will go away.
  16. Yes. Just that patch. I have no idea what the 'whole cfg' contains, but it is likely the important bits in there that you will want to keep (you know, the bits that specify what shaders/textures to use)
  17. You don't need that patch anymore. Can safely delete it, or just ignore it. TU should function fine without it. (the setting that it enabled (reflections) is now enabled by default in recent releases)
  18. They are included with TU, in the SSTU-Shaders ssf bundle file ( https://github.com/shadowmage45/TexturesUnlimited/blob/master/GameData/000_TexturesUnlimited/Shaders/sstushaders-universal.ssf ) So, as long as you have TU installed, the shaders are there as well.
  19. It looks like everything loaded fine. What is the issue you are running into? Try using one of the SSTU fuel tanks in the VAB. Should be named something like SSTU-MFT-A. Spawn one of those parts, right click on it, and press the 'Open Recoloring GUI' button. If there is no button, please show a screenshot of the part-action menu open while in the editor.
  20. That is actually a really old log file; please upload the KSP.log from your main KSP folder (the output.txt file does not contain useful information anymore)
  21. Please upload a new log file from your recent runs -- there may be other issues preventing TU/SSTU from working.
  22. Looks like there is an error in your CRP installation, likely a duplicate resource or another similar error. If you installed the one bundled with SSTU, I would recommend trying to download the most recent CRP (the bundled one -should- work, not sure why you are getting the error below). [LOG 23:08:41.262] Resource ColonySupplies added to database [EXC 23:08:41.265] ArgumentOutOfRangeException: startIndex + length > this.length Parameter name: length System.String.Substring (Int32 startIndex, Int32 length) PartResourceDefinition.GetShortName (Int32 length) PartResourceDefinition.Load (.ConfigNode node) PartResourceDefinitionList.Add (.ConfigNode node) PartResourceLibrary.LoadDefinitions () GameDatabase+<CreateDatabase>c__Iterator0.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [LOG 23:08:41.265] CodeAssetLoader: Compiling all code assets To be clear, that error looks to be entirely CRP / resource related, and not directly caused by SSTU.
  23. You need to install CommunityResourcePack, KSPWheel, and all other dependencies that come with the SSTU install. If you have all of those, and it still isn't working, please upload a copy of your KSP.log file to somewhere online (dropbox/etc) and post a link here so that I might take a look. Most likely cause is a missing dependency or incorrect installation; either one should be simple enough to diagnose and fix if the log file is provided.
  24. Textures Unlimited is an API -- meaning it is a mod for other modders to use. By itself it does nothing (well, almost nothing; it does fix some issues with stock parts in DX11/OpenGL). Generally though you would only want TU to be installed if there is another mod that is making use of it. You can find a listing of these mods in the opening post. With SSTU + SSTU-PBR installed, you would right click on one of the mods parts, and click the 'Open Recoloring GUI' button. It should open up a GUI that will let you select the colors for that part. The option is only available on SSTU's parts that support it, but it is not on every part (and may only be available for specific texture sets for some parts).
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