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Posts posted by Arco123

  1. 1 minute ago, Manwith Noname said:

    @Arco123

    Is it a video or a write up? Is this something you do regularly or a one off? By all means, you can post it here and I can link to it in the OP if it's something that will be more generally useful. Like wise, if you have a thread or place you post guides and tutorials, you can stick it there and provide a link.

    Maybe a one off. It's gonna be a write up with screenshots to show what everything is. I'll post it in these topic when I get the time to do it. (I'm writing on my Chrome book and my real computer i the only one that can do stuff.)

  2. Just a small bit. It seems like starting TURD and TU, MM first and then adding texture replacer later fixes it. Realtime reflections do not affect TURD's reflection and now only affect the helmets. The only issue I came into is when I first started flight with reflection settings set to the max. The pod was all black. I changed it back down and back up and that fixed it. (Before I installed Texture Replacer.) 

    I'm going in packs of 3 from top to bottom in my list with a notepad on what was put in and 4 screenshots per each pack. Two in editor and two in flight with a test pod Craft with 3 pods from going stock, shiny, and then Bob Ross. The only question I have is can you please take photos of two MK1 cockpits with one "Shiny" and the other with "Bob Ross" of the windows. One screenshot in editor and one in flight.

    (It seems like the Shiny window is different than the Bob Ross window. The Shiny one being less reflective. Bob Ross being more reflective and detailed. The Spectacular setting in the Recolor GUI seems to not affect the detail or reflective amount of the window when changing every section of a part. [The settings do not change the window detail/reflect stuff.]) <- I do not know if that is a issue.

    Summary: Settings do not change reflective properties of a window in any way. Maybe not a issue. Realtime reflections seem to not affect TU and TURD at all now after putting them in first. Shiny setting for windows is less shiny than "Bob Ross". 

    This is a small part of the report. More on the way!

  3. Just now, Shadowmage said:

    Texture Replacer works fine I believe.  It is 'Texture Replacer Replaced' that breaks stock reflections.

    Personally don't know why anyone is still using either of those mods, but w/e.  (Yes, TU can do Kerbal suit textures; or could before stock added suit texture switching; untested since then...).

    I think you are on the right track on the investigation -- eliminate ALL possible conflicts, start with ONLY the required mods (ModuleManager, TU, TURD configs), and test with that simplified setup.  I'll bet the problem disappears with that setup...

     

    I do want to keep my skybox and the suits. Let me test if just the thing being there breaks the game. 

  4. Just now, Manwith Noname said:

    @Arco123

    This is what I'm trying to find out. If a clean KSP and just the required mods works, then we can start narrowing down potential mod conflicts. If it doesn't work, then we need to start looking at why that is. It's just a process of elimination.

    Also, is it okay if I put a list of non-compatible mods and how to install it without borking it. (Most people will know that but people will be coming here sometimes to see why it didn't work.  

  5. Just now, Shadowmage said:

    Yes, absolutely, that will bork the stock reflection system (which is what TU uses, and thus TURD).

    Remove texture replacer, or disable its realtime reflection stuff.

    Okay, hmm. I'll have to test it without texture replacer, with it but realtime off, and then with TR install and realtime on. Anything else would you like me to try? I gave you my mod list so try to see if anything could bork it. 

  6. 9 minutes ago, Shadowmage said:

     

     

    A picture tells a thousand words here.  Thank you very much for posting those images.  Those parts should be reflecting the shiny blue sky and/or the green grass and buildings of the KSC depending on camera angle.

    Your issue very strongly appears to be with the stock reflection system, given the stock parts don't have reflections either; could be hardware related, driver related, or could be settings/configuration related.

    If the tests with minimal mods don't work (as @Manwith Noname is guiding you through), I would suggest un-installing all mods / testing the above parts on a clean and fully stock KSP installation.  If the problem exists on a clean stock installation, please seek assistance in the stock KSP support threads.  If the issue does not exist on the clean installation, add mods in one at a time or in small batches, testing after each batch, until the problem shows back up; whatever you most recently added is likely the cause of the problem (and information that you could report here, as that might be useful/something we can act on).
     

    Do I use texture replacer? Also, I have to get off so results will up tomorrow. Can't save my other install since if I use the launcher it borks everything. (Ie: Parts that are different sizes and parts. A commu 16 could be sized up to thud and be called a thud. Fun times.) Edit: Texture replacer for realtime reflections. 

     

  7. Just now, Manwith Noname said:

    1.8.1 should be fine I've got both a 1.8 and a 1.9 install with just the latest TexturesUnlimited release and the stock recolour, plus module manager. You don't need the source folder, only the 000_TexturesUnlimited folder.

    It will take a while. I'm putting it in now. Turd, module manager, and TU. Let's see what happens?

  8. Just now, Manwith Noname said:

    @Arco123

    Alright, I've just tried something and managed to reproduce this. It's a conflict between TU and KS3P. Strangely, I had previously tested this combination in KSP 1.8 and it was mostly working. Need a bit more investigation...or wait (patiently) for @Shadowmage's currently named TUFX.

    KS3P is out of my gamedata though? How can it do this? 

    KSP: 1.8.1 (Win64) - Unity: 2019.2.2f1 - OS: Windows 10  (10.0.0) 64bit
    ClickThroughBlocker - 0.1.9.5
    ToolbarControl - 0.1.9.4
    Astronomer's Visual Pack - 4.0
    B9 Animation Modules - 1.6
    B9 Part Switch - 2.13
    CameraTools - 1.13
    Community Category Kit - 5.0
    Community Resource Pack - 1.3
    CommunityTechTree - 3.4
    Community Terrain Texture Pack - 1.0.4
    CustomBarnKit - 1.1.20
    AdvancedTextures - 1.8.1
    DestructionEffects - 1.11
    DistantObjectEnhancement - 2.0
    EditorExtensionsRedux - 3.4.0.3
    Environmental Visual Enhancements - 1.8.0.2
    FShangarExtender - 3.6
    HyperEdit - 1.5.8
    RasterPropMonitor - 0.31.3
    Kerbal Engineer Redux - 1.1.7.1
    Kerbal Joint Reinforcement - 3.5
    KerbalKonstructs - 1.8.1.15
    Kerbin Side Remastered - 1.0.1
    Kopernicus - 1.8.1.1
    KSC Extended - 2.2
    KSC Harbor - 1.1.1
    KSP-AVC Plugin - 1.4.1.3
    ModularFlightIntegrator - 1.2.6
    OuterPlanetsMod - 2.2.6
    PatchManager - 0.0.17.1
    PlanetShine - 0.2.6.3
    Procedural Wings - 0.12.2
    ReentryParticleEffect - 1.4
    TextureReplacer - 4.1
    TimeControl - 2.9.7
    ToadicusToolsContinued - 0.22.4.3
    TweakScale Beta - 2.5.0.9
    VesselMover - 1.8
    WASDEditorCameraContinued - 0.7.0.1 

    Mod list!

  9. @Manwith Noname How do you get those window reflections and get a clean reflection on the wings and parts instead of a blackish, blurry reflection. 

    Like this:  (The fuselage and the gear light.) (The other image shows clean reflections and window reflections I cant get on parts and if I do a shiny thing it turns way dark.) KS3P installed and Stuff. Can you walk me through how to really do it? Haven't tested proc wings yet.FCCA2CDB09C16AC868DF3D2D1777F032C713F5697900746F0C66DD5241A6B19F983E6326EC645EB9

  10. I have two. Default and Recolour: The don't work btw. (Proc wings.)

    Spoiler

    Default 

    
    // ProceduralDynamics/Parts/DYJproceduralwing2
    
    @PART[Proceduralwing2,ProceduralAllMovingWing]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	MODULE
    	{
    		name = KSPTextureSwitch
    		sectionName = Appearance
    		currentTextureSet = Stock_Default_pWings_2
    		textureSet = Stock_Default_pWings_2
    	}
    	%MODULE[SSTURecolorGUI]
    	{
    		%name = SSTURecolorGUI
    	}
    }
    +KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = Stock_Default_pWings_2
    	@MATERIAL
    	{
    		@shader = KSP/Diffuse
    		
    		mesh = Cube
    		
    		texture = _MainTex,ProceduralDynamics/Parts/DYJproceduralwingAllMovingSurface/model000
    	}
    }
    
    // ProceduralDynamics/Parts/DYJproceduralwing2endcap
    
    @PART[Proceduralwing2EndPiece]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	MODULE
    	{
    		name = KSPTextureSwitch
    		sectionName = Appearance
    		currentTextureSet = Stock_Default_pWings_End
    		textureSet = Stock_Default_pWings_End
    	}
    	%MODULE[SSTURecolorGUI]
    	{
    		%name = SSTURecolorGUI
    	}
    }
    +KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = Stock_Default_pWings_End
    	@MATERIAL
    	{
    		@shader = KSP/Diffuse
    		
    		mesh = Cube
    		
    		texture = _MainTex,ProceduralDynamics/Parts/DYJproceduralwing2endcap/model000
    	}
    }
    
    // ProceduralDynamics/Parts/DYJproceduralwing3
    
    @PART[Proceduralwing4]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	MODULE
    	{
    		name = KSPTextureSwitch
    		sectionName = Appearance
    		currentTextureSet = Stock_Default_pWings_3
    		textureSet = Stock_Default_pWings_3
    	}
    	%MODULE[SSTURecolorGUI]
    	{
    		%name = SSTURecolorGUI
    	}
    }
    +KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = Stock_Default_pWings_3
    	@MATERIAL
    	{
    		@shader = KSP/Diffuse
    		
    		mesh = obj_ctrlSrf
    		mesh = Circle
    		
    		// texture = _MainTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_3/180_pWings_3_Diff
    	}
    }
    
    // ProceduralDynamics/Parts/DYJproceduralwingAllMovingSurface
    // In with wing2
    
    // ProceduralDynamics/Parts/DYJproceduralwingB9
    
    @PART[ProceduralwingBac9]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	MODULE
    	{
    		name = KSPTextureSwitch
    		sectionName = Appearance
    		currentTextureSet = Stock_Default_pWings_B9
    		textureSet = Stock_Default_pWings_B9
    	}
    	%MODULE[SSTURecolorGUI]
    	{
    		%name = SSTURecolorGUI
    	}
    }
    +KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = Stock_Default_pWings_B9
    	@MATERIAL
    	{
    		@shader = KSP/Specular
    		
    		mesh = Mesh2
    		
    		texture = _MainTex,ProceduralDynamics/Parts/DYJproceduralwingB9/model000
    	}
    }
    
    // ProceduralDynamics/Parts/DYJproceduralwingSPP
    
    @PART[ProceduralwingSPP]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	MODULE
    	{
    		name = KSPTextureSwitch
    		sectionName = Appearance
    		currentTextureSet = Stock_Default_pWings_SPP
    		textureSet = Stock_Default_pWings_SPP
    	}
    	%MODULE[SSTURecolorGUI]
    	{
    		%name = SSTURecolorGUI
    	}
    }
    +KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = Stock_Default_pWings_SPP
    	@MATERIAL
    	{
    		@shader = KSP/Specular
    		
    		mesh = Wing
    		
    		texture = _MainTex,ProceduralDynamics/Parts/DYJproceduralwingSPP/procWings
    	}
    }
    
    // ProceduralDynamics/Parts/procedural_ControlSurface_1
    
    @PART[pCtrlSrf1]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	MODULE
    	{
    		name = KSPTextureSwitch
    		sectionName = Appearance
    		currentTextureSet = Stock_Default_pWings_ctrlsurf
    		textureSet = Stock_Default_pWings_ctrlsurf
    	}
    	%MODULE[SSTURecolorGUI]
    	{
    		%name = SSTURecolorGUI
    	}
    }
    +KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = Stock_Default_pWings_ctrlsurf
    	@MATERIAL
    	{
    		@shader = KSP/Specular
    		
    		mesh = Collider_001
    		
    		texture = _MainTex,ProceduralDynamics/Parts/procedural_ControlSurface_1/model000
    	}
    }
    
    // ProceduralDynamics/Parts/procedural_ControlSurface_SH_4m
    
    @PART[B9_Aero_Wing_ControlSurface_SH_4mProcedural]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	MODULE
    	{
    		name = KSPTextureSwitch
    		sectionName = Appearance
    		currentTextureSet = Stock_Default_pWings_SHctrlsurf
    		textureSet = Stock_Default_pWings_SHctrlsurf
    	}
    	%MODULE[SSTURecolorGUI]
    	{
    		%name = SSTURecolorGUI
    	}
    }
    +KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = Stock_Default_pWings_SHctrlsurf
    	@MATERIAL
    	{
    		@shader = KSP/Specular
    		
    		mesh = Mesh1
    		
    		texture = _MainTex,ProceduralDynamics/Parts/procedural_ControlSurface_SH_4m/model000
    	}
    }
    Spoiler

    Recolor

    
    // ProceduralDynamics/Parts/DYJproceduralwing2
    
    @PART[Proceduralwing2,ProceduralAllMovingWing]:FOR[zzzz_Something_after_P_because_1]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@MODULE[KSPTextureSwitch],0
    	{
    		textureSet = MWNN_pWings_Paint_AMW
    	}
    }
    +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = MWNN_pWings_Paint_AMW
    	@MATERIAL
    	{
    		mesh = Cube
    		
    		vector = _DiffuseNorm,0.74,0.74,0.74
    		vector = _MetalNorm,0.5,0.5,0.5
    		vector = _SmoothnessNorm,0.5,0.5,0.5
    		
    		// texture = _MainTex,ProceduralDynamics/Parts/DYJproceduralwingAllMovingSurface/model000
    		texture = _MainTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_2/180_pWings_2_Diff
    		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
    		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
    		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
    		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/DYJ_ProcWing_2/180_pWings_2_Spec
    		texture = _MaskTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_2/180_pWings_2_Paint
    	}
    }
    
    // ProceduralDynamics/Parts/DYJproceduralwing2endcap
    
    @PART[Proceduralwing2EndPiece]:FOR[zzzz_Something_after_P_because_1]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@MODULE[KSPTextureSwitch],0
    	{
    		textureSet = MWNN_pWings_Paint_End
    	}
    }
    +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = MWNN_pWings_Paint_End
    	@MATERIAL
    	{
    		mesh = Cube
    		
    		vector = _DiffuseNorm,0.74,0.74,0.74
    		vector = _MetalNorm,0.5,0.5,0.5
    		vector = _SmoothnessNorm,0.5,0.5,0.5
    		
    		// texture = _MainTex,ProceduralDynamics/Parts/DYJproceduralwing2endcap/model000
    		texture = _MainTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_2End/180_pWings_End_Diff
    		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
    		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
    		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
    		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/DYJ_ProcWing_2End/180_pWings_End_Spec
    		texture = _MaskTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_2End/180_pWings_End_Paint
    	}
    }
    
    // ProceduralDynamics/Parts/DYJproceduralwing3
    
    @PART[Proceduralwing4]:FOR[zzzz_Something_after_P_because_1]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@MODULE[KSPTextureSwitch],0
    	{
    		textureSet = MWNN_pWings_Paint_3
    	}
    }
    +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = MWNN_pWings_Paint_3
    	@MATERIAL
    	{
    		mesh = obj_ctrlSrf
    		mesh = Circle
    		
    		vector = _DiffuseNorm,1.0,1.0,1.0
    		vector = _MetalNorm,1.0,1.0,1.0
    		vector = _SmoothnessNorm,1.0,1.0,1.0
    		
    		// texture = _MainTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_3/180_pWings_3_Diff
    		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
    		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
    		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
    		// texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/DYJ_ProcWing_3/180_pWings_3_Spec
    		texture = _MetallicGlossMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
    		// texture = _MaskTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_3/180_pWings_3_Paint
    		texture = _MaskTex,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Paint
    	}
    }
    
    // ProceduralDynamics/Parts/DYJproceduralwingAllMovingSurface
    // In with wing2
    
    // ProceduralDynamics/Parts/DYJproceduralwingB9
    
    @PART[ProceduralwingBac9]:FOR[zzzz_Something_after_P_because_1]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@MODULE[KSPTextureSwitch],0
    	{
    		textureSet = MWNN_pWings_Paint_B9
    	}
    }
    +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = MWNN_pWings_Paint_B9
    	@MATERIAL
    	{
    		mesh = Mesh2
    		
    		vector = _DiffuseNorm,0.64,0.84,1.0
    		vector = _MetalNorm,0.5,0.5,1.0
    		vector = _SmoothnessNorm,0.5,0.5,1.0
    		
    		texture = _MainTex,ProceduralDynamics/Parts/DYJproceduralwingB9/model000
    		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
    		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
    		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
    		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/DYJ_ProcWing_B9/180_pWings_B9_Spec
    		texture = _MaskTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_B9/180_pWings_B9_Paint
    	}
    }
    
    // ProceduralDynamics/Parts/DYJproceduralwingSPP
    
    @PART[ProceduralwingSPP]:FOR[zzzz_Something_after_P_because_1]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@MODULE[KSPTextureSwitch],0
    	{
    		textureSet = MWNN_pWings_Paint_SPP
    	}
    }
    +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = MWNN_pWings_Paint_SPP
    	@MATERIAL
    	{
    		mesh = Wing
    		
    		vector = _DiffuseNorm,0.74,0.74,0.74
    		vector = _MetalNorm,0.5,0.5,0.5
    		vector = _SmoothnessNorm,0.5,0.5,0.5
    		
    		texture = _MainTex,ProceduralDynamics/Parts/DYJproceduralwingSPP/procWings
    		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
    		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
    		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
    		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/DYJ_ProcWing_SPP/180_pWings_SPP_Spec
    		texture = _MaskTex,TURD/TU_pWings_Recolour/DYJ_ProcWing_SPP/180_pWings_SPP_Paint
    	}
    }
    
    // ProceduralDynamics/Parts/procedural_ControlSurface_1
    
    @PART[pCtrlSrf1]:FOR[zzzz_Something_after_P_because_1]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@MODULE[KSPTextureSwitch],0
    	{
    		textureSet = MWNN_pWings_Paint_ctrlsurf
    	}
    }
    +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = MWNN_pWings_Paint_ctrlsurf
    	@MATERIAL
    	{
    		mesh = Collider_001
    		
    		vector = _DiffuseNorm,0.74,0.74,0.74
    		vector = _MetalNorm,0.5,0.5,0.5
    		vector = _SmoothnessNorm,0.5,0.5,0.5
    		
    		// texture = _MainTex,ProceduralDynamics/Parts/procedural_ControlSurface_1/model000
    		texture = _MainTex,TURD/TU_pWings_Recolour/Proc_ctrlsurf_1/180_pWings_ctrlsurf_Diff
    		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
    		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
    		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
    		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/Proc_ctrlsurf_1/180_pWings_ctrlsurf_Spec
    		texture = _MaskTex,TURD/TU_pWings_Recolour/Proc_ctrlsurf_1/180_pWings_ctrlsurf_Paint
    	}
    }
    
    // ProceduralDynamics/Parts/procedural_ControlSurface_SH_4m
    
    @PART[B9_Aero_Wing_ControlSurface_SH_4mProcedural]:FOR[zzzz_Something_after_P_because_1]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@MODULE[KSPTextureSwitch],0
    	{
    		textureSet = MWNN_pWings_Paint_SHctrlsurf
    	}
    }
    +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited,ProceduralDynamics]
    {
    	@name = MWNN_pWings_Paint_SHctrlsurf
    	@MATERIAL
    	{
    		mesh = Mesh1
    		
    		vector = _DiffuseNorm,0.74,0.74,0.74
    		vector = _MetalNorm,0.5,0.5,0.5
    		vector = _SmoothnessNorm,0.5,0.5,0.5
    		
    		texture = _MainTex,ProceduralDynamics/Parts/procedural_ControlSurface_SH_4m/model000
    		// texture = _MainTex,TURD/TU_pWings_Recolour/Proc_ctrlsurf_SH/180_pWings_SHctrlsurf_Diff
    		texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump
    		texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis
    		texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ
    		texture = _MetallicGlossMap,TURD/TU_pWings_Recolour/Proc_ctrlsurf_SH/180_pWings_SHctrlsurf_Spec
    		texture = _MaskTex,TURD/TU_pWings_Recolour/Proc_ctrlsurf_SH/180_pWings_SHctrlsurf_Paint
    	}
    }

     

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