alexus
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Posts posted by alexus
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I had retextured the Mainsail liquid Engine. Look at it and what do you think? video
p.s. Squad developers made very bad textures
On engine has text. Does anyone know what text should be there?
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On 10/14/2018 at 3:03 AM, Gordon Dry said:
How about a link?
I am sorry
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1 hour ago, Burning Kan said:6 hours ago, Gordon Dry said:
I don't understand ...
Should this be moved to dev WIP subforum?
I did not know. But it is not need because I will post current versions when they are ready. Current version I will comming soon.
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welcome to my topic with TU config`s work
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What is this?
It is my work of texture unlimited configs and retexturing of some models. I'm working on it for now and you can look at my work.
It contains TUCaR of some models from mods :
CryoEngines
CryoTanks
CxAerospace
MiningExpansion
PlanetaryBaseInc (Almost all)
SpaceTuxIndustries
Squad
SquadExpansion
StationPartsExpansionRedux
StationScience
TarsierSpaceTechin the next version will be added :
SquadExpansion - Munar Excursion Module
Screenshots:
PlanetaryBaseInc
and others
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On 10/3/2018 at 1:31 AM, Shadowmage said:
Will try and take a look at this in the next couple of days. If there are shader/plugin fixes needed, the earliest they might be available would be this weekend.
Will let you know what I find out....
did you look it
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Does _AoMap work in SSTU/PBR/Metallic shader?
i do not see different between with it and without it.
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On 10/4/2018 at 11:51 PM, Shadowmage said:
Edit: This is why I test my stuff in the Unity Editor using the Standard Shader -- much quicker turn-around for iterative design.
How can I open .mu in Unity Editor?
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It is Liquid Engine KE-1. video(2K)
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Shadowmage , please, tell me: Is opportunity to apply new texture of model in a game without restart a ksp game programm?
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Shadowmage , I am sorry for question but I can not understand how do "Masked" shader work?
_MaskTex - RGB - Mask textureRGB = R = user color1, G = user color2, B = user color3; only one channel should be active at any one time
How do I work with it?
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Shadowmage, please, tell me, is there a difference between _SpecMap (of SSTU/PBR/Masked) and _MetallicGlossMap (of SSTU/PBR/Metallic) as result?
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10 minutes ago, Shadowmage said:
Please do -- will need those in order to debug the problem.
https://yadi.sk/d/LhHtJDIxss-GwA
Thanks
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2 minutes ago, Shadowmage said:
Can you provide a mod .zip so that I might test and debug the problem? (or better yet, .fbx of the model so that I might test it in the Unity Editor?)
I can give you my TU config with textures. I have not .fbx of the model because it is the model of Stockalike Station Parts Redux
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48 minutes ago, Shadowmage said:
As long as you are using the transparent shader there shouldn't be a problem. Is that still happening even with the MetallicTransparent shader?
Yes, it is.
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It is screenshots of some parts StationPartsExpansionRedux mod.
Shadowmage, look at greenhouse windows. You can see the plants are in front of the window visually. Does it possible to fix it?
And can I access to lunchpad parts for TU? Debugstaff displays it but there are not path to model.
p.s. very sorry that cupola has not windows mesh
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9 hours ago, Shadowmage said:
I created a new part.cfg, and referenced the IVA's model inside of the MODEL node for the part. Gets you a new part with the IVA mesh for its 'model' -- only really useful debugging stuff, but it works.
may I get code please?
9 hours ago, Shadowmage said:Fun, isn't it
oh yeah
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Shadowmage , big thanks for your help! I very need it.
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Look at transparent windows of StationPartsExpansionRedux Greenhouse. You can see the moisture on the glass
what do you think?
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10 hours ago, Shadowmage said:
And because I'm 99% sure you'll not know what I'm talking about... here is an example that applies the existing stock textures to the existing meshes. Replace with your texture names, or whatever....
Thanks for help. I know you are talking about.
The problem is that I was unable to deduce a list of meshes in DebugStuff. When I was in the interior of the command module, I clicked on the objects ( by holding shift and moving the cursor over model ) as usual, but nothing happened.
Meanwhile, I had understood how the solar shader works. Look at my screenshots.
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model = Squad/Spaces/Mk1-3/model
Is has one mesh and 2 textures .
Textures Unlimited Configs and Retexturing (TUCaR) of some models (release 29.10.18)
in KSP1 Mod Releases
Posted
what do you suggest?