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Everything posted by ZZetho
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It is, in the metallic gloss map, make the windows a dark-ish grey for a nice shine.
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- textures unlimited
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[1.12.x] Textures Unlimited Recolour Depot
ZZetho replied to Manwith Noname's topic in KSP1 Mod Development
I'm pretty sure this is caused by restock, it's something I also encountered when I used restock along with TURD, unfortunately I don't remember exactly how (or even if) I fixed it. -
@SqueakyIf you've been having trouble figuring out recolours on your own the pair of tutorials I made may be helpful (assuming you haven't looked at them already), a good place to start would be looking at existing recolours and copying what they do. Another hot tip: chatGPT will not give useful answers for this kind of thing, there just Isn't enough information out there about this stuff for it to pull from, I haven't personally asked it about KSP configs but I would assume its answers are mostly unhelpful.
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Most of them are called Recolor Collection - "something" but the Near Future Aero and Launch Vehicles ones are for whatever reason called TU NearFuruteAero and TU NearFutureLaunchVehicles respectively.
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This is great, one minor correction though, all of my recolours except the Tantares one are available on CKAN. I also made my own list of recolours I know of (at the bottom of the Recolour Collection OP). There's a few extra ones in there you may want to add (mostly from random posts throughout the TURD thread).
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Well, in that case here's the release for everything that I've done so far: Tantares recolour I won't do any more on this till after tantares updates (the only thing actually left to do is the soar panels). pics: Yeah lol. (something something Ride Eternal Shiny And Chrome!)
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Not as far as I know. There's a list of all the recolours I know of at the bottom of the OP.
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The Near Future Aeronautics and Near Future Launch Vehicles recolours are now available on CKAN.
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This is what i do, take a look at the TU wiki for why / what this does. Take the original texture, flip it and make it opaque, make it greyscale, fiddle with brightness / contrast, use the "CMY ghost" (from here) filter with everything turned all the way down, mess around with the luminosity / alpha curves, this makes the whole thing shiny metal, some bits shouldn't be (like windows) so they get edited out by making them dark and opaque.
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No, I do my own thing.
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Work has started on a recolour for Tantares, this one will have proper metallic gloss maps, allowing for some very nice shiny parts.
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I don't think so but I've also never tried.
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I'm still not certain on exactly what you want to do but I don't think that is possible.
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It isn't corrupted, its just in the wrong format, i had the wrong release set as the latest one, reinstall and it will be fixed. This is because of the same thing and also should be fixed. Not entirely sure what this means, if you mean having multiple variant selectors then no, parts can only have one.
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@MrShelter@UncleMateo Have you considered making a dedicated thread for your recolour (or perhaps using @UncleMateo's existing thread)? It would help keep things organized, as opposed to being spread across multiple threads.
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Not that I know of, I've never seen something like this before.
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[1.12.x] Textures Unlimited Recolour Depot
ZZetho replied to Manwith Noname's topic in KSP1 Mod Development
If a recolour for the original part exists, you can have it apply to both the original and the rescaled part by going into the default and recolour config files of the recolor mod for that part and changing "@PART[originalPart]" into "@PART[originalPart,rescaledPart]". -
Blender is incredibly usefully, not just for finding out what meshes are what but also for finding what part of a texture is used where. 1. flip a texture vertically and save as a png. 2. open a model in blender. 3. delete all the unimportant stuff (colliders). 4. in the shading tab, import the png texture. 5. still in the shading tab, click on a mesh (this opens a bunch of nodes in the shader editor) and, in the _MainTex node, change its texture to the new one. 6. it should look wrong, this is expected. 7. go into the texture paint tab, you'll probably have to click on the + and go through a drop down menu to get the option to open it. 8. you should now have a window where you can paint directly onto the model and a window that shows the texture you are painting. You can use this to find out what bits of the model use which bits of the texture.
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I think this has the same effect as putting a PROPERTY { name = _Metal float = 0.8 } in the material node (because the image will have the same values everywhere?). It also has an all rights reserved license for its textures, this just means you cant redistribute them.
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No, this is because none of the parts i have recoloured have proper metallic gloss maps, this is because to make them you take the original texture and put it through some filters, i cant do this for the Near Future stuff as it has an all rights reserved license which does not allow redistribution of its textures (which is what i would be doing). To get a similar-ish result try turning detail down and specular / metallic up. (fun fact: you can actually go all the way up to 999 if, instead of using the slider, you type it into the box to the right of the slider).
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Textures Unlimited Recolouring Tutorial pt2 (meshes). Part one: You should first have a basic understanding of module manager syntax (what all the symbols do), you can find that on the module manager wiki. First of all, Every part in KSP is defined by a config (.cfg) file, this determines all of the properties of the part, including its model. Every part has at least one (and usually only one) model (.mu) that determines what shape the part is, defined by either "mesh = SomeModel.mu" or MODEL { model = Mod/PartsOrSomething/EnginesAndWhatnot/SomeModel } Every model contains at least one mesh, each mesh uses exactly one material to determine what the mesh looks like (multiple meshes can use the same material). Materials contain a set number of textures that determine what meshes that use this material will look like. ie: meshes are shapes that have materials painted on to them which are then combined to form a model that, when combined with some properties in the config file, makes a part. "To draw something in Unity, you must provide information that describes its shape, and information that describes the appearance of its surface. You use meshes to describe shapes, and materials to describe the appearance of surfaces." - the Unity manual "Materials introduction". For example: You can find the meshes of a part by finding the part's ModelData.txt file mentioned in the last part of this tutorial. It contains the name of every mesh as well as the full details for the material that is used for that mesh, including which shader the material uses which will be important later. ModelData.txt for the Nerv nuclear engine: In this case we have three meshes (engine, obj_gimbal and fairingL) and two materials (NTR and ntrfairing), with two of the meshes using the same material. What we want to do is to make our own materials and have the meshes of a part be able to switch between the default textures and recolour ones. To do this we need to add a KSPTextureSwitch module, something that is added by Textures Unlimited which allows the texture set of a part to be changed. A texture set is effectively just a material plus some other properties (such as if they are recolourable or not), two of them were made near the start of part 1 of this tutorial, these are used as a template that can be copied and edited. Parts don't come with a texture set so we have to make our own, this includes fully recreating the material that the part originally used (the default texture set) and making at least one recolourable texture set. If two meshes use the same material then they can use the same texture switcher, if not they must use different texture switchers. To do this the template texture sets that are defined in the TextureSets config file are copied and edited to have the properties / textures we want (see part 1). By default a texture set's material is applied to every mesh in a part, to prevent this the meshes that the material should / shouldn't be applied to can be specified in the MATERIAL node in a texture set by using "mesh = MeshThatShouldBeUsingThisMaterial" to apply a material to only those meshes (whitelist) and "excludeMesh = MeshThatShouldlntBeUsingThisMaterial" to apply a material to every mesh except those meshes (blacklist). Usually you should only be using one or the other of these for each texture set. You can often tell what meshes are by their name, if that fails you can open the model in blender, the objects will have the same names. A tutorial on how to do that (this also gives colliders but these can be ignored). If that too fails your next best hope is the Debug Stuff mod, turn on Labels to see the names of meshes (and also a bunch of other stuff). Another thing to look out for is materials that use different shaders, in ModelData the shader that each material uses is specified, for the default texture set to look the same as the original texture the shader has to also be the same. The shader that the template default texture set uses is "KSP/Emissive/Bumped Specular" (so if that's what the material you're trying to recreate uses you don't have to do this) and can be changed with "@shader = SomeShader" in the MATERIAL node, don't change the shader in the recolour texture set. For example: At this point, when you launch the game the part that is being recoloured should have multiple texture switches which each control the recolouring of a portion of the part. Things of note: - It is possible to leave a mesh completely untouched, if every material excludes it then it will keep its original textures, this is used for meshes that should never be recoloured, for example the meshes that flags go on or meshes used for particle effects (Shader Name : KSP/Particles). - You don't have to use one texture switcher for a group of meshes that all use the same material, you can split them up into different switchers so they are independently recolourable if you'd like. - Many meshes may use the same texture set if they all use the same materials. This means that the meshes of multiple parts can be recoloured at once by using @PART[part1,part2,part3], keep in mind that this will add KSPTextureSwitch modules to each of the parts so if you add another KSPTextureSwitch module to one of the parts to recolour a mesh that uses a unique material then when you add the recolour texture set in the recolour config file it will not be the first KSPTextureSwitch any more so the number after @MODULE[KSPTextureSwitch] will not be a zero any more. - If multiple models (.mu) are being recoloured, either because multiple parts are being recoloured or a part is made of multiple models, the whitelist / blacklist from mesh = and excludeMesh = is only applied per-model, meaning that there are situations where it makes sense to have both mesh = and excludeMesh = in a single material (use this material for only these meshes in one model and all meshes except these in another model), assuming the models have no meshes with the same name (have a look at the generics section in the default and recolour files of my near future launch vehicles recolour for examples). - You can add as many recolour texture sets as you want to a texture switcher by putting more than one "textureSet = SomeTextureSet" in a @MODULE[KSPTextureSwitch] node (have a look at the fuel tanks section in the recolour file of my near future launch vehicles recolour for examples). Common issues: - The number after @MODULE[KSPTextureSwitch], is wrong, this makes switchers have too many / two few options as texture sets are added to the wrong one. The number corresponds to which number KSPTextureSwitch module is being edited. Modules are numbered in the order they were created, starting from zero, so the third one would be number 2. - Texture sets have the same name, make sure every texture set has a unique name.
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No, i think i just forgot to add it.
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The near future launch vehicles recolour is done!* https://github.com/ZZetho/TU_NearFutureLaunchVehicles/tree/v1.0 Most of the parts have multiple different recolour variants (as in the bits that are red / green / blue change). I'm not entirely happy with the cargo bay recolours so if you have any suggestions I'd love to hear them. *except for the fairings because i don't know how to recolour them and the structural tubes because (after a week of trying stuff) i think they might just be impossible.
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As far as i know yes, this is why i prefer to use a few texture switcher modules each for a few different meshes on a part, an engine for example might have a texture switcher for the engine itself one for the engine mount and one for the shroud, these might each be made of multiple meshes but as long as the meshes referenced in a textures set all use the same textures it will work fine. The texture switchers change the textures of the meshes of the part while the part variants (if the part has them) might add or remove meshes from the part. This is assuming the variants don't also change the textures in which case yes you will need a recolour variant for each default variant. The variants method also only seems to work with the stock part variants module and not things like b9 part switch variants (i haven't been able to get them to work at least). It also does this thing where if you change a part from one recoloured variant to another it doesn't keep its colours and goes back to being red / green / blue.
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Kind of, instead of using a KSPTextureSwitch module you have to use the part variant module. There's some examples of this in the making history recolour, which edits the variant module to add some recoloured variants that use multiple texture sets (the mastodon engine recolour for example).