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Everything posted by UncleMateo
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I was in the process of making one, but I put it on hold to work on RestockRecolour. I plan on finishing it once that project is done.. I think I even have a screenshot of my current progress: Amazing work! Looks really good! Seems small compared to Restock! I'll be honest that was one I was once considering doing, there's just quite a few in front of it in line right now, and Restock is going to be taking up my time for the foreseeable future.
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Took a bit longer than I wanted, but I've been updating the images on the wiki, basically put them all together in a composite image for you guys. Please note this is NOT all the parts we've completed so far.. it's missing several very populated categories, like FuelTanks and Structural, and I may have even omitted a part or two in a given category because of human error.. after all, I made the command screenshot and only now realized I didn't include one of the parts that I personally recolored by mistake, the command chair. Well, this is just a taste. These images are available in their full resolutions on the GitHub wiki, this is just intended to give you an idea of what we've finished so far.- 51 replies
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I saw this like 2 mins after you posted it, typed up a particularly long-ass reply and then the forums 503'd on me I used to use that mod a lot! I will definitely do it, but the work still continues on RestockRecolour for the time being.. after that, MAD and your request will be my primary focus, I'll probably be touching up the other Felota Project components & getting them on CKAN/SpaceDock as well. But we are only about 46% done with Restock. Getting there! Planning on posting a bunch of screenshots & updating the wiki with screenshots for that project later in the day.
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Thank you @MrShelter for fixing the config problem! Works great! I'll see if I can't get a few more parts in before the end of the day, but first, I'm going to try to complete my updated MasterPartList, update the wiki, and see what I can do about consolidating the albums for the parts so far. 61 parts, guys! That's about 1/5 of the total parts, not too shabby! Makes me eager and excited to go produce some more!- 51 replies
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
I'm not really sure what happened, when I merged the two configs, something went weird. I've tried a few things, to no avail.. at first thought it was a missing bracket, or some jumbled texture sets.. but every little weird thing I've fixed doesn't help. I'm afraid I'm giving up on it for tonight- I'll have to look it over line by line and figure it out, & I will do so in the morning.. unfortunately I have work rather early. It's a short shift, so I'll get right on it afterwards, still be earlier than some are up. And then a bit of coffee and me will tackle this thing. In short, I'm on it!- 51 replies
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
I'll try to keep things moving in the meantime, I don't work too much in the near term. So, anyone downloaded who the most recent build from about 20 mins ago will want to re-download it momentarily, I made an error in my part of the configs, I am fixing it now and will immediately upload the fixed version once it's working. Gimme a second here, I thought I had fixed it but it's not working just yet. UPDATE: Still working on it, not sure what the error is.. but I will find it, eventually. Just taking longer than expected.- 51 replies
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Pretty dang cool to behold.. A few days ago they sent the first successful interplanetary LASER based communication to the probe going to Psyche, in Expanse parlance, a 'tight-beam', the very first one ever. Even the mundane firsts are something to celebrate but THAT was truly cinematic. I will gladly work with any format, I just can't guarantee I can learn to make my textures in the same way, but I may just try and learn your ways. Don't forget the vertical flipping thing (For those who don't know, KSP flips all DDS files vertically, so if you've got a file in that format you have to flip it or it loads upside down).. many a time have I forgotten that, loaded up KSP and been greeted with a really messy screwed up part. Anyways I just finished 7 parts, all the various types of batteries.. I will wait to push my changes since there's a different push request up on the docket (which just needs a few fixes, it looks like). Well here's a preview: I'll be away from the computer for a couple hours, then I'll try to update the wiki, add my files, etc.- 51 replies
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Well, that is the double-edged sword of such open development. We're still working on it, and we'll try and make it clearer in the future. Truth is, I don't think anyone yet knows how we'll handle those particular parts in the end, probably either using the Stock TURD files where possible (as its license would allow) or making our own, or even some combination thereof. But, as @MrShelter says, that's really a matter for another day. Got some good news.. took me forever, but I've added 6 parts! Sorry for the wait. My first contribution, hopefully I'll be able to pick up the pace a bit now that I'm mostly situated. Here's some pictures, I'll be updating the wiki momentarily: (before) & after- 51 replies
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Will do, on both counts. An efficient way to coordinate our efforts.- 51 replies
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[1.12.x] Textures Unlimited Recolour Depot
UncleMateo replied to Manwith Noname's topic in KSP1 Mod Development
First off, I would double check that TexturesUnlimited is installed, as nothing will work without that. The proper place for those folders should be GameData/TURD/TU_MH_AllInOne & GameData/TURD/TU_BG_AllInOne respectively. With these types of mods, if the filepath isn't exactly right, they won't work correctly. -
[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Good news... just completed the master list, and it looks like I might have overcounted the first time around I only see 317 parts! This is when I ignore any parts recolored through TURD, so what I think happened is several Aero parts have added depth masks from ReStock (so are counted on the restock page as a part that's improved) but still seem to have recoloring capability through TURD (so long as you have Stock TURD installed). So that ended up giving me a pretty inflated first count! Good news if I've ever heard it! 80 parts less than I thought! Additionally, I did notice some issues with all of the 'ground' stock parts that ReStock doesnt seem to do anything to, such as the biggest wheel or the aerospace style landing gears. They seem to have broken the filepaths to the _Paint files somehow (it's doing that thing where it will allow you to recolor the part but the entire thing is red only). Whether it's something I did or something ReStock did I am unsure, but in either case they haven't been directly patched by ReStock. So I will investigate and probably reinstall TURD just to make sure it wasn't something I did. This affects only 7 parts so far as I have noticed. So this list I've made lists the parts by their internal part name, categorized by their in-game category in the building editors. Parts that MrShelter (or eventually myself) have completed have a checkmark, parts that have variants are marked with a 'ᵛ' and the parts I mentioned above, the non-working recolors, are marked with a '*' I am DEFINITELY putting this up on the GitHub wiki in a more organized fashion, but I thought I'd put it here first in case it was helpful for anyone Oh and just note this list is missing the last batch of parts you've completed.. Sorry it's taking me so long to actually contribute, it just took me some time to get it all organized. I am however working on several parts, the 3 drone cores from Restock+, the two 'stack' style probe cores in regular Restock, and the ExternalCommandChair, for now.. that last one is kind of a test case, as I want to see if there's issues with the parts that seem to show a TU slider, which doesn't actually work. Well, that chair is one such part. I'm going to see how much of a problem that presents.- 51 replies
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Alright, an update for everyone: As of today, all of the efforts of the Felota Project are going to be focused on conquering the formidable mods ReStock & ReStock+. @MrShelter started work on this a few days ago, and the time seemed right. These mods have a combined ~400 parts. It's tough for anyone to try and tackle that many alone, and I sure didn't want to do it all by my lonesome. So, together, hopefully we can take down this beast. But in order to do that I have to quite literally switch gears. I have right now two different installs of KSP, one for playing, and one for modmaking. I basically revamped my modmaking install entirely for this, and backed up the mods I was working on in their current states. A clean install, bareboned for minimal loading times. So, unfortunately this means the following mods are presently on hold: • Kerbal Foundries This one was about 60% complete but any of the parts which had both a 'Legacy' and a 'PBR' texture option from the original mod (which is like 75% of them) displayed 2 different TU texture sliders, which cause glitchy behavior. • Grounded I actually finished all the textures for this mod, and had most of the information compiled to do the configs for the remaining parts, I even managed to get the recoloring working through the variant selector for the many parts with variants in this mod.. but for some reason that broke the ability to toggle between the stock yellow, stock white, and deluxe white variants (only yellow would show for any of the three) This mod was about 85% done. • Fuji Only two parts were not yet working in this mod. One was a variant, though, and my attempt to make it work through the variant system did not meet with much success. This mod was probably about 90% finished. • MinistryOfSpace Aeronautics Division(MAD) So far I had not yet started on this mod, other than downloading it and looking into its files a bit. Since this one was a request by @Mudhen15 I think I will put an increased priority on it versus the other mods listed above, though, once I come back to mods other than ReStock again. Since this is such a huge undertaking, it will have its own thread, so I may not post too many updates to THIS thread for awhile after this, but have some faith in me, I will be back. In the meantime, feel free to pile on requests that aren't ReStock! Preferably not Tantares or BDB or anything else with more parts than the stock game LOL
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
The External Command seat and a few other parts are just like that, that's why I've been going through part-by-part and checking them.. Good idea to put it on the wiki, that makes more sense. I too don't really know how to use GitHub that well, I know I have to make a fork of your current build or something of that nature.. but I suppose I've always followed the philosophy of 'burning that bridge when we come to it', so I might just have to figure that out a little later. ReStock is actually kind of difficult to work with for making TURDS because its a little harder to see which parts are associated with it through PAW PartInfo, I've noticed the only way to be SURE is to check the MM patch history and see if anything is in there from ReStock. I understand this is because restock patches existing parts, but it just makes it a little trickier to identify from a thumbnail. Luckily, I have not really used ReStock that much and am so familiar with the look of the stock parts I can usually just look at them and say 'nah that one is way too cool looking to be stock'.- 51 replies
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[1.12.x][WIP] Restock Recolour [50.88%]
UncleMateo replied to MrShelter's topic in KSP1 Mod Development
Alright Beratna! I am all in now, I've uninstalled my old TURD Testing Instance of KSP and replaced it with one with all the fat cut out. A fresh install with nothing but ReStock & ReStock+, the Stock, Making History , and the Breaking Ground TURDs, and the one's you've put up on GitHub so far. Well, to be fair there's a few other mods there like PAWPartInfo and QuickExit (both very useful), but it's just about as barebones as it gets. The old one had every released TURD on it so I could compare anything at any time, but this time around I'll probably do that only as needed. On my last modmaking install, I also had my favorite suite of visual mods going to make sure that everything looked good in those conditions, but in practice there's not that much difference between stock graphics and the fancy ones when it comes to making these configs, so perhaps that was me being decadent. A belter has to live lean, after all. Anyhow, I've set aside the other mods I'm working on for now, shelved them in duplicate on a few thumb drives. I had attempted to finish up one of the 3 or so I've got in the pipelines, but it didn't end up working out that way, each one had its own last-minute complication. Rather than get stuck in development hell with those three, I thought it was time to cut the cord. Fuji, Grounded, and KerbalFoundries will all be completed one day. Just not right now. So if you're excited about those, don't worry, I won't abandon them. But I am going to procrastinate on them. Currently making a comprehensive list of all ReStock & ReStock+ parts yet un-recolored, split into categories for parts with variants and parts without. My plan was to first get some of the non-variants out of the way, and then once I've got a dozen or so, to start gradually working on variant parts as well. I've got some learning to do, both with @MrShelter's config-maker, and actually using Blender for this sort of thing. Up until now I had been kind of flying by the seat of my pants. I'm sure both of these tools will be helpful. Thanks for your patience, @MrShelter, and also for making this thread. I will try and get some parts uploaded as soon as possible, hopefully even tonight.- 51 replies
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Damn. Well, worth a shot, anyway. If I had a dollar for every harebrained workaround I've attempted and failed to employ making these configs, I could afford to buy KSP and all its expansions all over again, plus KSP2, Juno, and Kithack and have enough left over for breakfast, lunch, and dinner as well.
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I have an idea: I noticed they each have a slightly different shader specified, so I thought you could try including a 'shader = ░' for each respective material tab and see if that defines which mesh is which for TU in other words the one without shielded in its materialName would have 'shader = KSP/Emissive/Bumped Specular' and its associated texture filepaths, the shielded one would have 'shader = KSP/Bumped Specular' and its associated filepaths I'd put that one first in the material tab before all the meshes, and see if that works. Not 100% it will but its worth a shot.
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[1.12.x] Textures Unlimited Recolour Depot
UncleMateo replied to Manwith Noname's topic in KSP1 Mod Development
Those are quite simple, actually. Well, usually, that is. If you declare Stock TURD as a dependency for your recolor mod, you can just reference the appropriate files in your config. There's one I've had on the verge of doing for some time, SciencePancake, that is the perfect example of this: it's a squashed version of the stock materials bay. So to make a config for that mod, all one would have to do is reference the appropriate filepaths for @Manwith Noname 's stock recolor mod for the materials bay, you'll probably want to use TexturesUnlimited itself to give you those filepaths, meshes, etc. That's simple! Just go into GameData/000_TexturesUnlimited/ and find the general config file in that file, set the parameter for exportUVs = true go ahead and load the game with the mod in question installed once you get to the main menu, TU will have generated some files that will help you in KSP/exportedUVmaps/ You should be able to just build a config that references the stock TURD by @Manwith Noname and with that you'll be set. He did all the stock parts. -
Wow.. with Fuji that would have saved me a lot of effort. The texture files for that mod were a little more difficult to interpret than most. I can sometimes be unintentionally stubborn about such things.
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I kind of forgot about that one! I used to have a lot of the airplane cockpit mods, but unlike most folks, I used them mostly to make behemoth flying machines on Duna using kerballoons to get aloft, launching them from my mobile Extraplanetary Launchpads construction base. On a similar note, SXT was one of the mods that I've wanted to do since I started this, but it has a lot of parts- this, not so much, only about 30. But they have kind of a similar aeronautical-stock vibe. I will definitely add that one to the list, but (full disclosure) I've been piling a lot onto my plate of late and it probably will take awhile. I was planning on trying to focus my efforts on ReStock & ReStock+, (but that being said, the way I've been doing these configs is both scatterbrained and chaotic- if I run into a lot of problems with one mod, often times I switch gears and work on another in my frustration). So there is potential that I might be able to work it in, but again, it will probably take time.
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Awesome! I will analyze this more completely tomorrow, I have no doubt it will teach me something new Admittedly I've never used Blender so far, believe it or not, so that part will probably be quite informative!
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Good news. The forum software license has been renewed for 6 months.
UncleMateo replied to Vanamonde's topic in Announcements
Six months... All dis jus BONUS time for me sasa ke! -
[1.12.x] Textures Unlimited Recolour Depot
UncleMateo replied to Manwith Noname's topic in KSP1 Mod Development
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[1.12.x] Textures Unlimited Recolour Depot
UncleMateo replied to Manwith Noname's topic in KSP1 Mod Development
First off, I need to point out that @PyjackMeat has already put a little work into ReStock, and from the below-quoted message, seems to indicate that they may be open to others taking up the torch on that which is finished so far. I don't think it would hurt to ask if you could use and improve upon their work. There are a painfully huge number of parts in this pack, only Tantares, BDB, and maybe RSS RO are in the same league of number of parts. Anything one could do to minimize the total work left would marginally increase the odds of eventual success. I'd also like to hope that OrbitalPhoenix comes back one day, but last I checked he hadn't said anything since late june, early july, and he had originally indicated he would give updates on the weekly.. Secondly.. I have been preparing to face the colossal beast known as ReStock myself. I did not look forward to facing it alone. I have looked. I counted some 398 parts between ReStock itself and ReStock+, and to me, it seems like if you're gonna do one, you might as well do both. Based on other mods I've done, the absolute fastest I could do this mod would be, at an unrealistic and unsustainable rate of ~97 parts per week (the speed I finished PlanetaryBaseSystems, which had no variants whatsoever, and quite a few shared texture files between parts), at least a solid month. But realistically, I have no hope that ReStock will be as easy on a part-by-part basis and I'm relatively certain its rife with variants, and I don't believe I could maintain that pace for that long. The reality is, I think my goal would be to try and finish it by the year's end. That might actually be possible. So you may be dismayed to realize you've done only about 1% of the total parts in that pack.. but you shouldn't be, and let me tell you why. First off, you seem to be getting the hang of recoloring parts even faster than I did. You're asking intelligent, well though out questions that show me you've already made prodigious progress in making these things. I'm impressed with what you've made so far. Yes, this is tedious work, and yes, especially at first, it takes a long time to do everything you need to do. But let me say this: you are a freakin' madman for going after this mod first.. in fact, maybe that too impresses me. Your audacity is legendary. The embedded image best captures my feelings towards the matter. On that note... Perhaps you would be willing to join forces? -
I've been just running my _Paint file through gimp, stripping out the saturation, deleting any black in the image, and setting transparency in the remaining portion to somewhere between 70% and 88%.. I never actually used the original files at all, except maybe as a template. Maybe I've been doing it wrong, and it will show when I go back through to add 'Its All Shiny' to my mods, but I reckon you may be able to use that as a workaround to avoid any legal faux pas. If your paint file is a completely new creation, and you use it to make a metallic file, isn't that also a new creation? In fact it's my understanding that even the most restrictively licensed mod can have TURD capabilities added to it, because the _Paint and _Metallic files can be made without actually using a single pixel of the original image and instead drawing a new layer by hand, meticulously. Yes, that layer is (loosely) based on another file, in the same sense a painting can be base on a real image. I believe that a texture file that is a derivation of another texture file, drawn by hand, piece by piece, and containing none of its original pixels would be technically covered by the 'Fair Use' doctrine, especially since the to images will by, by any standard, vastly different in everything but associated patterns. By extension, I further declare that there is no mod safe from TURDification, save for those whose configs were written in such a way as to make it too convoluted, frustrating, and difficult to complete. In all honestly it was this aspect of the TURD that appealed to me the most: how many mods were there out there left in a state of incompleteness? A helluva lot, that's how many. Many of these that fell by the wayside did so because they have licensure that didn't allow for adoption or continuation, and usually because the creator also fell out of the KSP community and could not be reached for permission for such things. Instead of letting these mods die, those that are still functional can be given a resuscitative breath of fresh air, legally, above board, just the same as making a community tech tree compatibility config for a mod.