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Been playing KSP since 2012
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When KSP2 died I decided to stop being a lurker and actually take part in the community. Basically, that's the real deal.
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The RestockRecolour project has been put on hold. Sad though this news is, it has a silver lining: The FELOTA PROJECT will continue. I am, however, much less blessed with free time at this point in my life, so the rate of updates will be intermittent. First priority is to overhaul all existing Felota Recolors so that the MetallicGlossMaps provide a nice and consistent PBR effect and so that the textures look a bit more polished and consistent. Then I will get each of them up onto CKAN, one by one. After that, the plan is to start tackling the mods that have piled up on the backlog of this thread. Until I get most of my existing Felota Recolors onto CKAN, I might hold off on new requests since there's several in the docket and since there are other non-recolor, non-TURD mods I have wanted to work on for quite some time.
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Funny you should mention that. I am working on a TexturesUnlimited Recolor for SXT under my Felota Project. However it will be incompatible with the mod in this thread, RestockPBR, which uses Resurfaced. Resurfaced and TexturesUnlimited are completely incompatible because they do basically the same thing under the hood, but with different code. For TU configs of this sort, called TURDs, the original texture is not as dramatically overhauled as you see here, but instead (if things are done right) it gains some minor measure of reflectivity and specularity on certain portions of the textures like windows, structural metal and greebling. It is not a complete texture overhaul as this mod is. Rather, the really amazing part is the ability to define your own custom colors to paint parts with. You don't select from a list (but you can, there are presets if you don't want to go all out) but instead use a little slider to vary the levels of red, blue, green, metallicity, and shininess to make a color completely of your own design. Glossy pink bubblegum? No problem. Neon celadon? You got it. (you get the idea). It also has a utility called LazyPainter that allows you to recolor multiple parts at the same time, and can even recolor parts in-flight. TURD is pretty great because over the past ~5 years a lot of random mods have gotten configs, so there's a pretty wide selection of fully paintable parts (see the link below).. ..but unfortunately it and Restock have always been like oil and water. Restock is a big parts pack and the logistical hurdles involved meant that anyone who attempted to make TURD configs was eventually crushed under the weight of the task.. I was in the process of trying to change that with several other contributors (who have since dropped off the project) but I eventually decided to put it on hold around the 60% mark because of this mod, RestockPBR. It's unfortunate that this long standing issue has effectively created a situation where one must choose between TURD and Restock, but that's the way things are, and RestockPBR is only going to widen the schism. But honestly, no offense to @Nertea, as beautiful as Restock is, once you play with it for awhile, you don't really see that much difference with or without it, aside from a handful of niche-but-useful Restock+ parts. So, without custom, user defined colors, it seems kind of like reinventing the wheel all over again. Restock was a rehash of stock textures along the lines of Squad's planned retexturing that never happened. But why rehash the rehash if you're not going to include something new? It's my hope that Nertea changes his mind on custom color. Until that distant date, there will be an alternative out there so that the community can have the choice it deserves. And that alternative will be focused on the well-loved mods of yesterday, mods that fill out the community tech tree, and the forgotten and obscure mods that deserve attention.
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I appreciate your thoughtful reply. Thanks for taking the time to write back. You aren't wrong about TU, it can be pernicious and troublesome to work with at times. Trust me, it has given me its share of frustrations, so I can certainly relate. It's imperfect. And indeed, I do understand where you're coming from, both from a design perspective and a technical perspective, even if I don't entirely agree on your choices, I can see the logic in them. I may be disappointed at the way everything played out, but I appreciate you trying to actually share your reasoning and explain your point of view. In fact, I really appreciate that about the KSP community in general, that we can find common ground, tact, and manners a bit more than not only the rest of the internet, but the world at large, I think that is really something special and rare. Perhaps its the cosmic perspective, having just the slightest inkling of the scale of things, humbling us. Whatever it may be, I'll miss it if (or when) it ever goes away. That's kind of why I first got into modding, out of a desperate fear that the KSP forums, and the entire KSP community was running out of time.. I wanted to do something while there was still time to do it. Now that there's a new owner, in some ways that fear is less desperate, in others more. It leaves me in a place of uncertainty regarding the future of KSP. I suppose it's ultimately contingent on the survival of the forums. And on that same note, I feel one could argue that really it was that extended outage of the forums that killed RestockRecolour.. it negatively impacted the rate of contributions from everyone, me especially, and it kind of seemed to scare off the other contributors. We were somewhere in the mid 40% range at that point. Things might have been different if not for that, though we carried on for a bit, it seemed to alter everyone's outlook. Maybe it's more of a 'Drowing Mona' situation than I'd care to admit. You just delivered the coup de grace. And.. in some ways you freed me. I simultaneously didn't really have my heart in the project anymore and yet stubbornly intended to see it through to the bitter end, contradictory though that may be. So, I don't hold any ill will towards you for this, and I accept your apology.
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Good news. The forum software license has been renewed for 6 months.
UncleMateo replied to Vanamonde's topic in Announcements
I hope Haveli realizes that these forums are the source of the Kerbal IP's value. Ultimately, It's the community that makes KSP valuable, and the community's literal beating heart are these forums. A small investment to keep the forums alive pays dividends. -
I'm afraid that is simply not true, barring some error of opinion as to what qualifies as 'passable UX'. For many years, there has been a serious effort to make ALL of KSP recolorable through the magic of TURD, mod-by-mod, part-by-part. Restock itself has long been the biggest hurdle in achieving this goal, though many have tried to fix that over time. Here's a list of mods recolorable by TU: Nertea, the things you have created in KSP have brought me so much joy over the years... you have added so much to this game, and I truly respect your creative abilities and how you've embraced them for the good of the KSP community. That being said, I cannot help but feel that you are, in truth, unaware of the history of TexturesUnlimited. PBR was added long ago by TexturesUnlimited, made by @Shadowmage, long before KSP2's announcement or Deferred's release. A huge ecosystem of recolor mods relies on it, built by at least a dozen modders, including myself. A utility mod exists for it that even allows recoloring in-flight, called LazyPainter, created by @Halban. Over these long years since the release of TU and the first TURD configs, many mods have been made compatible through the diligent work of modders, notably @Manwith Noname, @ZZetho, @OnlyLightMatters, and @UltraJohn. During this time, people have had to decide between your ReStock mod and the TU recolor configs, called TURDs, simply because ReStock was not compatible with TURD and Stock was. What Restock did to stock parts meant that the vast majority of the configs made for Stock TURD did not work for ReStock . All it took to fix that was someone going through and making configs part by part, but ReStock has about 400 parts when you include the ReStock+, and many of those parts have multiple variants, in essence that means a lot of work. There were no less than a half-dozen attempts to achieve this for ReStock, but none of them made it very far. Until this most recent attempt. Myself, @MrShelter, @Spartwo and @PicoSpace have all been working together to make this dream a reality over the last ~9 months. At this point I've lost contact with MrShelter, and Spartwo and Picospace made their contributions and moved on to other mods. At present only I am working on this herculean project and work has largely stalled out at ~70% part completion, after Spartwo made their last contribution and I saw this thread. Well, it kind of broke me. I had to step away so I could respond tactfully and respectfully rather than with animus and anger. Let me just say: I would have LOVED for you to join us in that effort at any point. It was open development, and given that you were the creator of ReStock, we would have happily ceded creative control of the project to you and done your bidding. If you wanted a more restrictive license, that wouldn't have been a big problem. Hell, I would have given you the lion's share of the credit and not complained if you gobbled up the limelight. Sadly, I never got the slightest indication that you even noticed our project, which we've been working on since at least the start of last summer. Truth is, this thread and this mod has put me in a position where I feel I have little choice but to put RestockRecolour on hiatus for the time being, maybe forever.. and that's a shame considering how much work went into and how close we were. Without knowing for certain where you're going with this and how the community will react to it, it seems imprudent to pour any more time or resources on its continuation. I feel the inevitable result of you using ReSurface rather than TexturesUnlimited is to make people once again have to choose between having ReStock and being able to truly customize their paintjobs. Because, I'm sorry, but TexturesUnlimited does everything you're doing but also has far more flexibility on color choice. At least without the addition of RGB selection. The only real advantage with your system is you can recolor more swaths/chunks of the individual models different colors, but that comes at great cost and is itself an issue when considering vehicles with high part-counts. With TU it is more rigid as to what part of a model you can paint, but you can recolor something anywhere from chrome to a glossy, specular pink, to a dull blackish green, basically any color you can imagine, with the specularity/metallic/RGB sliders. It's a shame for the community's sake that you didn't try to realize this dream through TU, which has a lot more existing infrastructure.. especially LazyPainter, which allows you to paint a 500-part ship all at once, rather than having to individually click 255,000 times and spend 15 minutes doing it, and also allows recoloring in-flight. I personally spent a lot of time and effort trying to make it so that people didn't have to choose between Restock and TURD. It's a shame that things have gone this way, but I hope that you'll at least keep 'RestockPBR' as a separate mod and not roll it into the ReStock release for the sake of all Bob Ross enthusiasts. And please, please, consider how valuable having truly customizable color values is. The fact that you lack that feature is without a doubt the biggest weakness in what you have presented here. In a more perfect world, we could have joined forces.
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Some unfortunate news, everyone. The creator of ReStock has made a mod which directly competes with this mod. It is not compatible as it uses ReSurfaced rather than TexturesUnlimited. It's not out yet but the fact that it's 100% incompatible and being made by one of the most famous modders in the KSP community, who also happens to be the creator of the base mod these configs are for does not bode well for RestockRecolour As you may, or may not know, I've become the torch-bearer for RestockRecolour development. I lost touch with @MrShelter months ago, and both @Spartwo and @PicoSpace have their own things going on but are still active, so far as I know. This was never a project I wanted to tackle alone, nor did I want all my Kerbal-time to be consumed with mod-making rather than actually playing the game. And truthfully, I've been so dedicated to trying to work on these mods, I really haven't played KSP much at all in the last year, and so this endeavor has become more work than fun for me. I was in the process of preparing to make my own fork of RestockRecolour under my GitHub so I could try and comprehensively go through all the parts which have configs that are malfunctioning in some way, and then push the totals to 75% completion. The ultimate goal was to be able to get a more completed version up onto CKAN, and to hopefully use any interest or momentum in that release to help inspire me to the next one. But without knowing how things will play out with RestockPBR, I find it very difficult to continue, and I've been having a hard enough time without that. There is still a tremendous amount of work to be done, and in light of new developments there is little guarantee that such work will be fruitful. For instance, RestockPBR could be rolled into a patch for Restock itself. If that were to happen, less technically minded players wouldn't even consider TURD because of all the work you'd have to do to get it working. It closes the doors for the casual players. It's kind of like Casear @Nertea himself gave me, personally, the thumbs down and I'm in here wrestling with lions on the coliseum floor, so I've seen the writing on the wall: I'm sorry, but... For the time being, RestockRecolour is on an indefinite development hiatus.- 80 replies
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Okay guys Proud to say I just put up an update onto Github, and we have pushed past the threshold of 200 parts completed, as well as the 60% completion threshold. Something I have been trying achieve for months several weeks now. It's looking increasingly likely that I may have to adopt this mod, because the further along it gets, the more necessary it will be to update its versions on both SpaceDock and CKAN, which so far are quite out-of-date compared to the version you can find on GitHub. (https://github.com/likeproblem/RestockRecolour in case you missed it) At this point it looks like the other contributors have likely experienced the burnout which is inevitable with such a huge mod. Things got chaotic when the forums had their extended troubles, and when I realized I was all alone, my will to work on the project crumbled. Thing is, I too was feeling burnt out. I've come back, but that's no guarantee the others will, and that's fine- I could never have faced so daunting of a mod all by myself. Now that <40%, only 134 parts, are all that remains, I can see the light at the end of the tunnel. That being said there are a lot of issues that need fixing: • Many parts have working recolors for only one variant, or have variant switching glitches- these problems are complex and still somewhat esoteric to me, but I intend to fix them even if it means putting up the far-more-complex variant-type TU switcher for each of those parts. If that is the only way to fix it, so be it. • Some parts were working in a previous version but have become broken somehow (Oscar series tanks for example). So far haven't looked deeply into this particular issue, but it makes me worry that other parts might be doing the same thing. • The dilemma of the "cockpit shine" will probably necessitate a lot of work to fix, but I believe I can fix it. Since 'ShineFix' is not yet compatible with TU, I'd like to try to achieve a rough parity with that mod whenever possible. (basically details like cockpits which should have a high specularity look very flat instead). Those of you out there actually using this mod, please let me know when there's any weirdness or issues either here in this thread or on the GitHub itself, because although it's never good to hear something has gone awry, there's no way to fix an issue without awareness. Anyways, enjoy, and check the repository often. I'm trying to add parts EVERY DAY, though that won't always happen. I'm going to trickle Restock to death, a handful of parts at a time. So keep an eye out! And enjoy! vedi fong bap unte kuwang, beratnas- 80 replies
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[1.12.x] Textures Unlimited Recolour Depot
UncleMateo replied to Manwith Noname's topic in KSP1 Mod Development
I took a look at this mod You need to have a folder, AviatorArsenal, in GameData with the contents of that RAR file [GameData/AviatorArsenal/(contents)] The texture files have to be in that folder for it to work, based on the config file's contents, it wont load the recolor textures otherwise. Also, this mod in particular appears to be dependent on Stock TURD, so you'll have to make sure you have that installed as well. In case you forgot, both Stock TURD and this mod need TexturesUnlimited as well, don't forget that. So with TU, TURD, and this mod in the right folders, you should see it working. -
[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
I truly appreciate it, it's been hard to will myself back into this. Finally, a new update to the GitHub repository. 3 more parts, two of which are from PyjackMeat's long awaited portion of this collaboration, and one of which I just slapped together. This now makes it so every single part that is available to you at the start of a Restock/Restock+/MakingHistory/BreakingGround install is recolorable! All the StartParts! I know the Kerbal Franchise has a new owner, but until I hear otherwise.. I'm still operating under the assumption that these forums are ticking down a 6-month timer, of which only 3 months are left. I have to try to complete this entire project in that time or close to it, because I'm not sure I could continue down the modding path without the community here, in all honesty. That's part of what made it so hard to come back, the Sword of Damocles hangin' over my head. Thank you for the encouragement, I needed it, man! I will try and keep this train moving. Keep checking the GitHub, there's more to come! EDIT: Just added the remainder of the functional PyjackMeat parts, adding another 3 parts.. there's still salvageable material in PyjackMeat's work, but these are the last parts that were complete and working and weren't duplicated by our efforts. The remaining parachutes all use the same texture file and I've written configs for each of them, so those will probably be the next available wave of parts added. If I can get just 7 more parts complete, that would both break the 200-part barrier and get us past 60%...- 80 replies
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Awesome! Glad to hear it! Please let me know if you have any questions or run into any difficult problems, I'll do the best I can to help! Smart to start with smaller mods, so as not to burn yourself out, and to nurture a bit of confidence in your abilities. It's quite satisfying when you can recolor every part in a mod some crazy metallic color scheme because of the fruit of your own labors.
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Okay an update to the update: You may notice I promised an update to Git and failed to deliver. Well the reality is I realized that the Restock Recoloring work done by @PyjackMeat had more complexity than I realized.. there are a number of parts here, but there are also placeholders of varying level of completion for many parts as well.. so I have to sort out what's what before being able to utilize the assets from that earlier attempt to give Recoloring to Restock. Also, sadly, some parts have been done in duplicate in our efforts. ...and to update upon THAT: So one roadblock was that all the size 3 fuel tanks were just straight up missing.. doesn't look like they were included in the count at all, so sadly that brings down the % complete a bit. It appears to be only 8 parts that were missing but now I'm worried there might be more. Also, I need to determine which parts from Stock TURD have been broken by Restock and need a fix, what parts that we've completed have had issues and are not working (I think the Oscar series fuel tanks seem to be no longer working, for instance), an what we've completed but has 1 or more broken variants. So I've started the long and arduous process of going through the entire list again. In total, Restock and Restock+, combined with Breaking Ground and Making History, provide 472 parts. Of these parts, 124 of them aren't changed by Restock/Restock+, so those should still be recolorable through the Stock TURD configs by @Manwith Noname. Of course, that's not always the case, and some parts need fixes. That leaves 348 parts that we need to do for this mod.. of which we have completed 191. We've been measuring the percentage done by these numbers, counting the 348 parts specific to Restock/Restock+. Potentially, this could change, based on how the numbers line up once I've reviewed the list in full. I might start counting by the 472 number to give a more accurate count as to the actual work remaining. The truth is, it's just taking a little time to get over these hurdles, minor though they may be. There's still 2 parts that are unlocked at start which aren't recolorable, and I intended on changing that- but then I realize both of them were in PyjackMeat's configs, so it kind of made me hold off making my own. So that's where we're at. I've got to redo the master list, I've got to sift through PyjackMeat's configs and find any completed parts we're missing, then I've got to convert them, part-by-part, into our configs. Then, once ALL that is done I'll start plugging my own parts again. There's a lot to do. But I'm going tackle it one category, one part, one chunk at a time.- 80 replies
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For now, I'm putting the list on hold after this (good mod btw, I used to like that one for the pod cover thing) . At this point, I might be the only one still working on RestockRecolour (but hopefully not, people do tend to get busy this time of year). There's a lot left to do in that project. It's big, it's complicated, it's messy, and it's time consuming. And I want to see it done one way or another. In light of that, and the rather extensive backlog of requests I've gathered, I'm afraid I must, for now, stop taking requests.. mainly in the hopes that I can actually fulfill the requests currently queued up. But all requests thus far will be honored, so long as I can continue to work on KSP mods.
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Alright, Beratnas, some updates: Those of you keeping up with the latest GitHub updates have probably noticed they went from practically every day, to several times a week, to once or twice a week, to almost nothing. Basically, the other contributors have stepped back and it's really only been me doing the updates since around Halloween or so. Especially around the holiday season, people get busy. Life gets the better of us. And quite frankly, doing TURD configs in particular can be exhausting. And I say this from experience, as I started playing less KSP and working on more KSP mods once I started modding. Before my forays into TURD, I had a planet pack that I was working on, but a lot of my work built on Spectra, made defunct by volumetric clouds, and I was running into difficulties figuring out how to do Parallax terrain scatters. By the time I started actually releasing mods, I was hardly playing, but instead pouring most of the time I would have spent playing into modding. And that was at the beginning of summer. So I'm kind of burnt out myself, but now that I've taken time off, worked on some Christmas shopping, and started to get some free time, I intend to start chipping away at it again. The main problem is, I need to first do a big overhaul and look at all the parts, see which have glitchy variants, see which are complete, which are not, as well as recounting the parts entirely, since there's several that seem to have been missed. While I'm doing that I planned to take more screenshots of the parts to use on the wiki to illustrate what's actually done. As much as I want to hit that 60% parts threshold, I have to recalculate everything to even figure out how far away it actually is, so the groundwork must first be laid. And, unfortunately for all of y'all, I've decided that I have to actually start playing KSP again a little bit to reignite the fire in my heart for making mods in general, and I plan to even dedicate some of my time to some of the many (non recolor) mods I've wanted to make. I fear that time may be short for our community, since the forums near-death-experience in October, and the fact that we are only really 'promised' a 6 month extension on their life overall (about 4-5 months left on that counter now), things don't look good. Some unknown company owns the forums, and may or may not see fit to continue paying to maintain them past that marker, and if the activity on spacedock, on reddit ksp boards, on steam is any indication, the death of the forums means a decrease in KSP activity, period. So I'm gonna be real here: at the pace we were going at first, with 4 contributors all working together, we were easily going to finish this project before the end of the year. But, like I said, people get busy, and do to the amorphous nature of the project nobody was really expected to be contributing anything, it was more of us all working towards a common and venerable goal for the common kerbal good than us demanding something of one another. At this point, there's just no way. I do truly hope that the others come back, or maybe even that the adventurous among you forumgoers decides to give making TURD configs a whirl, but regardless I'm going to continue working on this project, just at a more measured pace. I worry that we only have until about next May or so before we lose the forums, so I have a lot of unfinished business between now and then.. and unfortunately, not all of it is RestockRecolour or even TURD for that matter. And hoo hoo boy, do I ever have a backlog of TURDs to do beyond RestockRecolour, there's quite a few of them, not only the ones I've already completed (sloppily) that need polishing and uploading to SpaceDock, but the many now in line in my FelotaProject thread. It's my understanding that PyjackMeat's work was already integrated into the RestockRecolour Project, but I will take a look and make sure. If they aren't I will integrate them. That is, unfortunately, a common problem. Several parts have that glitch. Not exactly sure of the cause but my gut feeling is that it happens when a config doesn't fully account for variants with different texture files. Part of my next phase of this project will be making note of all the parts doing that. The next part will be fixing it, part by part. I'll see what I can do, seems reasonable. However the Restock version has lots of knobs and dodads and such on it, so results may vary. Thanks again for your patience everyone. If I cannot push at least a small update to the Git this evening before work, it will be done tomorrow morning. I just need to get myself back in the swing of things.- 80 replies
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Hey, I think both of those mods are great.. it's gonna take me quite some time because of how much Restock there is left to do, though. My compatriots @Spartwo @MrShelter and @PicoSpace and I are grinding away at this mod. I think I did 5 parts for it yesterday, trying to do around the same number today. Anyways, that means if you happen to figure it out in the next month or two and beat me to the punch, there will be no hard feelings, because there is a lot on my plate. Currently in queue for the Felota Project: * revamps of the 11 (pre)released TURDs, now made into polished TURDs, once complete each of these will show up on SpaceDock * Ministry of Space Aeronautics Division * Cold War Aerospace * Cryo Engines ** * Universal Storage 2 ** * Kerbal Foundries (partly done) * Fuji (mostly complete) * Grounded (partly done) * Kerbonov (mostly complete) (based off of @PyjackMeat's original configs, was going to make sure he didn't mind before releasing it) with all those parts combined, it's almost another Restock! well, maybe not.. there are an absurd number of parts in Restock. Well the point is, I really like both of those mods and think you made great suggestions. It might not be til next year, but I will try and work on those as soon as I can.