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Delay

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Everything posted by Delay

  1. Already there. You don't even need a config for that - just copy the folder into GameData like every other mod.
  2. The only configs that mention TU in my install are mine and the sample Shadowmage gave me as a start. I don't have any other TU configs installed. While we're discussing this problem, I should also mention that I've run into similar issues with probe cores. Kerbas left the Squad revamps available as a part variant, and switching the variant to Squad's directly on the mesh retains the Ven's textures, which looks.... interesting. Different UVs and all. Switching the variant in the part selection however and then adding the Squad part into the scene causes absolutely no problems, everything behaves fine. Switch to Ven's and back and things look odd again.
  3. I guess it would make sense to have flatScaledSpaceModel = true for Duna? Its atmosphere is rather thin and you'd never get that much haze in its trenches!
  4. Oh... This is what the section looks like for me. VARIANT { name = Silver displayName = Silver themeName = Silver primaryColor = #cecece TEXTURE { shader = KSP/Bumped Specular (Mapped) mainTextureURL = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2_silver_diffuse color = #ffffff _BumpMap = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2_silver_NRM _SpecMap = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2_silver_specular _Shininess = 0.82 _Opacity = 1.0 _RimFalloff = 2.0 _AmbientMultiplier = 0.3 } GAMEOBJECTS { bodyWhite = false bodyFoil = true Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2(Clone) = true VenStockRevamp/Squad/Parts/Command/ProbeCores/RoverProbe(Clone) = false } EXTRA_INFO { textureSet = Roverbody_Silver } } Not sure that's right...
  5. @Manwith Noname I copied over the _Color for the gold foil and sure enough, the color is back! However, the flag mesh, or at least it seems to be the flag mesh, is still messed up. I also went over to whitelisting this part rather than blacklisting, so Flag shouldn't even be affected!
  6. I tried using _SpecMap, the result was having no specular map... As I've said, using TU names everything sans main texture (and with that the model's color) appears to work just fine. I have nice lines of different shades and different specularities, but a perfectly white part when it should be gold.
  7. So... I just tried this and now I can't get color to any of the maps. They're just white. What's confusing me most is what name I should give to each map - the TU names (_MainTex, _MetallicGlossMap, etc)? Or the KSP names? The gold diffuse actually has the color in it, so my conclusion is it doesn't load the map. But it loads the specular just fine, same with the bump map?
  8. I don't want to modify any of those variants. I'm happy with them the way they are. Heck, I'm only modifying the stock (even though with Ven's installed there's no need to) merely to keep things consistent*. *Well, @Shadowmage and I know of one Ven's part that can't be patched. Rest assured, though: As far as I can tell the Skipper is the only part that behaves strangely.
  9. Sure, here's the relevant section of the config. I left out the definition for Roverbody_VSR as it doesn't seem to matter here. KSP_TEXTURE_SET { name = Roverbody_White MATERIAL { shader = TU/Metallic PROPERTY { name = _Metal float = 0.7 } PROPERTY { name = _Smoothness float = 0.97 } excludeMesh = Flag keyword = TU_STOCK_SPEC texture = _MainTex, Squad/Parts/Command/probeCoreCube/QBE_New_diffuse texture = _BumpMap, Squad/Parts/Command/probeCoreCube/QBE_New_NRM } } @PART[roverBody]:FOR[TU_VSR]:NEEDS[VenStockRevamp] { MODULE { name = KSPTextureSwitch textureSet = Roverbody_VSR } } @PART[roverBody_v2|ChopShop_RoverXL]:FOR[TU_VSR]:NEEDS[VenStockRevamp] { @MODULE[ModulePartVariants] { @VARIANT[VSRGrayAndBlack] { EXTRA_INFO { textureSet = Roverbody_VSR } } @VARIANT[White] { EXTRA_INFO { textureSet = Roverbody_White } } } MODULE { name = TUPartVariant } } I figured I wouldn't have to patch Gold and Silver because they already are reflective. White is patched because it's the only stock variant with normal shaders applied.
  10. I have only patched the "Silver" variant of the RoveMate, and yet the golden one has issues with the 'Flag' mesh. I do use excludeMesh = Flag, which is the exact name of the mesh. Not capitalized as FLAG or anything, like it is on some other parts. All variants are affected by this, strangely (All stock ones, that is. Ven's got another KSP_TEXTURE_SET and doesn't run into any issues whatsoever).
  11. Something in my right (only the right) hip is hurting extremely when my legs are spread out slightly and I'm pushing against something with my right leg. I don't know what it is, but it's very painful when it happens.
  12. You can go back to previous versions, though. Right click KSP in the list, go to properties and then to "previous versions", something like that. Also, I'd recommend you to copy your KSP install somewhere else and mod that, a) for cases like this and b) you always have a functioning, stock install you can go back to. As to what the update will do to mods: Some, a lot maybe, of mods will be broken, either due to the new DDS incompatibility or due to the engine upgrade. Just be patient and wait until all your mods have been updated.
  13. It's something we'll have to endure, but for that we got a much-needed and overdue engine upgrade. I'll stick to 1.6.1 for the time being, never made the move to 1.7.
  14. Today I learned that not all hard drive clicking is bad. Sometimes the head's motion just makes a sound as it jumps from place to place. Otherwise I'd be quite shocked, considering it's the new drive that makes these noises occasionally. I really should have bought an SSD, though... They're a lot more expensive, but faster, more resistent and don't make any noises I could get paranoid about!
  15. Even the most inclined orbit crosses the equator twice.
  16. R.I.P. Space travel. 42,000 in LEO? That's around one satellite per kilometer on the equator!
  17. First off: This mod is amazing. It's impressive just how much KSP's graphics can be enhanced by just rendering things differently. However, there is one problem I'd like to mention. Now, I'm using Scatterer, so this may be one of the few cases where Scatterer and TU don't run well together, but the Sun is just a black circle in reflections, like this: Is this a case of Scatter incompatibility or a general problem of reflections?
  18. n + 1 points with all possible connections between them?
  19. I know that's not the point of the thread, but that doesn't even make sense. Both the Delta II and the Delta III have had mid-ascent RUDs!
  20. Yeah, I don't get that effect either. You may also add god rays to the list - very overused, far beyond the point of realism.
  21. There's a really simple fix for that: Unplug the TV. If it still jumps on at night then you have good reasons to panic!
  22. My "new" C drive just started clicking as well, meaning it's in the process of dying. Good thing most of my stuff is stored on an external drive! Still, I get to reinstall Windows again...
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