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rheaunderstars

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Everything posted by rheaunderstars

  1. Thank you!! I'll see what I can do with that Also, I found another problem: https://imgur.com/gallery/tu-recolor-experiments-2-PbZ3xVJ A part that has model variants, like engines, use a different system for their texture sets. Instead of KSPTextureSwitch, they use ModulePartVariants. I used the baseVariant code to set it to recolor mode, and it works perfectly except one thing. In the parts menu, the texture glitches out and appears black. It's fine and normal once you place the part, but I can't figure out how to fix the way it looks in the menu. edit: forgot to include the code I used lol //Even More Nose Cones @PART[rocketNoseCone_v2,rocketNoseCone_v3]:AFTER[000_Standardised_Switching]:NEEDS[TexturesUnlimited&!Restock] { @MODULE[ModulePartVariants] { @baseVariant = rocketNoseCone_v2_Recolour_BW } } //Even More Nose Cones @PART[rocketNoseConeSize3]:AFTER[zzzz_Something_after_P_because_]:NEEDS[TexturesUnlimited&!Restock] { @MODULE[ModulePartVariants] { @baseVariant = rocketNoseConeSize3_Recolour_W } }
  2. @Zelda Okay so I have two problems I need to fix. Here's some screenshots that kinda explain what I'm going for: https://imgur.com/gallery/tu-recoloring-experiments-PLZEfu5 1: changing the texture set only effects the first set. If I have a part with multiple sets, like an engine or solar panel, it leaves multiple textures unchanged. 2: (Not exactly a problem, more like a feature I want to add) I want to make it so that the parts actually look good by default. So for the vector engine in the screenshot, maybe I could make a separate texture set specifically for that engine, and apply that texture specifically to the "engine" part. Do you have any advice for how I should try to do this? I think I know how to make new texture sets, it would just be a lot of work. It's mostly the first problem that's got me stumped.
  3. This is the method I've gone for: Basically just copying and pasting that and customizing it for every shader in TURD. It does preserve the stock colors as well, so you can manually switch to it. I'm gonna make a post about it when I'm done! Might take a little while tho because I still have to figure out how this all works lmao
  4. I think I might have figured it out?? I don't have a lot of experience writing configs so it'll probably be messy but it seems like it's working. So apparently TURD has specific shaders that apply to multiple parts. Like it has a shader called "MWNN_Stock_Paint_noseCone_W" that applies to 4 different nosecone parts. So if you write a config to make that shader the default, it will affect those 4 at once. TURD has a lot of these set up already, so it shouldn't be too difficult, just a lot of copy and pasting.
  5. I think they actually have parts bundled into groups, so you would need a patch to recolor each group rather than every part. I might be wrong though, cause I couldn't find any documentation for TURD. I think I might be able to make a patch like that with enough trial and error. I know Blackrack made a rudimentary one, so maybe I could start from there.
  6. Is there a way to turn the painted mode on by default? The stock shaders are still the default, and you have to change it to recolor mode manually. I think it would be awesome to have a good default paint pattern as well, so it looks nice as you're building your crafts. Is there a config for this somewhere?
  7. YOOOO he's returned!! There is hope I know people have asked this already, but do you think you could throw together an in-dev release for us to try out? I've been dying to take a look at this!! Also, I'm curious about how you designed the planets. I've been wanting to get into designing my own planet pack too. Do you model the planets in blender or something? Is there some specialized software you use for making planets?
  8. So I'm a beginner with Kopernicus, and I'm trying to experiment with replacing the textures and terrain of the stock planets. I made some planet models, heightmaps, color maps, etc. But I'm having trouble implementing it all into the game. I'm working on Ike right now, and I've had a million problems with it. Here's a couple of them: It has these weird lines that wrap around anything whenever it has a higher elevation. It also has the weird grid seams everywhere. I'm not sure if this is a problem with my heightmap or if it's a problem with the code. Here's another problem: The scaled space model and PQS terrain don't line up. Here's the code I used: If any Kopernicus veterans know what's going on, some advice would be appreciated!!
  9. Planet Test Photo I'm working on a new method for planet creation. It has some things I still need to work out, but I put this together today and I thought it looked really good for a first try! This is Ike BTW. I might try to do a whole stock solar system revamp if I can figure out a few things.
  10. I'm trying to retexture some planets. Right now I'm working on changing up Dres to make it brown and white instead of gray. But I'm having some trouble integrating it with parallax. I'm using both Kopernicus and Texture Replacer to swap out its colors. When I'm in deep space or map view, Dres looks brown. But when I zoom in and Parallax terrain loads in, it turns gray again. Does anyone know how to change planet textures in a way that Parallax understands? Is there a line of code I could add to a config file or something?
  11. Hey, I'm trying to make some custom configs for Parallax. I'm using Kopernicus and Texture Replacer to swap out some planet textures. For example, I'm trying to turn Dres brown and white instead of gray. I can't figure out how to make the parallax terrain colors change with it though. Dres looks brown when I'm zoomed way out, but once I zoom in and Parallax loads, it turns gray again. Does anybody know how to change the planet's colors in a way that parallax understands?
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