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MrShelter

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Everything posted by MrShelter

  1. Uh is there a solution for this? For absolutely no reason, those 2 meshes are named the same yet use different textures, again is there a way to filter it out or it is game over?
  2. I figured out, it wasnt that hard anyways! Thank you thank you very much! Now it can be much easier identifiying pieces, especially with complex models such as engines and docking ports
  3. That sounds extremely useful! Well, now I need to figure out how to make it work lol, I know there's plugin for .mu models, but I need to figure out other steps.
  4. Hey, thanks for being interested in my work! First reason why I went after Restock, mmm, because why not? About Restock+, that's definitely the plan too. About the dropped of work, I will look into it and steal what I can. Also almost done with 10 parts :D, the hardest part is figuring what is what, especially with this awful uv mapping. At best I can do part per day, 3 parts max. You say 398 parts? Yay I got the information I needed for the counter :D(im lazy to count all of it) My guidlines are to fill out outer parts, and try to ignore as much as possible while retaining level of detail. And ignore variants, for absolutely no reason they are spreaded across textures... Also I really, really hope the work I done into "common" meshes will pay off, and hope there are parts like structural cubes which can he applied with simple one color paint. About joining forces? Hell yeah, that's what GitHub is for! Sign me up!
  5. Same here, too inexperienced to create glossic maps, I just feed it one from Default folder lmao. Also I never realised about legal technicalities, oh well, I hope Restock isn't that harsh Also you can go farther than 255?! Let's go! Jeb, into that shiny shiny metal ball, NOW
  6. Decrease detail and increase specular I guess
  7. Thanks, will see the infernal robotics! But is it possible to update like each 5 seconds or something like that? Or it it too computationally hard?
  8. Lets go part two! I honestly didn't encounter a lot of parts which use more than one model, but usually it doesn't change at all, like fuel tanks add end caps, I just use mesh = Also I didn't even think of parts having different shaders, thanks for pointing out! I will need to check if everything's right
  9. Thanks for suggestion! I made my work public in first place because github makes stuff very organised, and second because doing it alone would take insane amount of time(and thirdly im hungry for info from OrbitalPhoenix). In the works right now is decoupler, docking port and parachute, but I will take note for more fuel tanks and pods! I'm also making guidelines plus tutorial how to color(at least how I do) so people can contribute(yes it is bold of me to assume somebody will contribute)!
  10. Thank you! Also if you don't mind, what part/s do you want me to focus on(currently Im randomly selecting parts I would use to build rocket)?
  11. I'm making a recolour config for Restock still very, very rough, and only 4 parts(lol, it takes so much time, who uv mapped them??) https://imgur.com/a/BK4bnBF https://github.com/likeproblem/RestockRecolour I uploaded it to github, and I try to color as much parts as possible, but it is very tedious, so I would appreciate if anybody could help too
  12. I'm making a recolour config for Restock still very, very rough, and only 4 parts(lol, it takes so much time, who uv mapped them??) https://imgur.com/a/BK4bnBF https://github.com/likeproblem/RestockRecolour I uploaded it to github, and I try to color as much parts as possible, but it is very tedious, so I would appreciate if anybody could help too
  13. One more good tip about color brightness: I found some good values for some stock colours: Stock Gray - 0.5 Stock Black - 0.2-0.25 Will be updated as I find good colors
  14. Hey, is it possible for aero model to update real time or at least when robotics move/each 5 seconds? Because it is not critical for swept wings, but starship... you need to change it constantly
  15. Hey, is it possible you create KSPTextureSwitch so it accepts multiple KSP_TEXTURE_SETs? Creating slider for each one or dancing with variant switch aren't great choices
  16. Here's a neat tip I found for models with high mesh count using same texture: flip your texture workspace vertically, it will neatly align with svgs found inside exportedUVMaps(each svg file is its own mesh, allowing for easy identification)
  17. Thanks, I guess I will stick to "classic" partswitcher for now, sorry users, you have to deal with amount of meshes restock has ¯\_(ツ)_/¯(seriously, but how much hatches and endcaps you have to reference??)
  18. Is that only method? Because if I do so, and engine has variants for example, I would be bloating variant menu very, very heavily, since I need to still change meshes(just look how much Restock Kodiak variants it has, entire 10 variants!)
  19. Is there a way to implement both +KSP_TEXTURE_SETS under one selector? Because doing two separate bodies, Appearance and Endcap, is very inconvinient(just imagine having to recolor two groups for single fuel tank!) Edit: also is there a way to filter not only by mesh, but also by material? One of pods have two hatches using DIFFERENT TEXTURES(aka materials too). If I add one of them, it will screw up other one
  20. Agreed, the texture paths are very goofy, especially with these TURDs, some choose to place them until TURD, some outside.
  21. OrbitalPhoenix seems to be doing it... but I tried to contact him, no result, so welp, I started doing my own Mainly because I always wanted to learn how it's done
  22. I made a simple customizable TURD config maker based of @ZZetho's tutorial! https://github.com/likeproblem/TURD_ConfigMaker I would be very happy if it helps you to create configs even if marginally faster Uses latest python, and can be customized by editing all txt files Just launch, input all variables(you can default them if you want so!) and select mode: init, add, and meshify(very specific mode explained in main.py) Please tell me if it worked, what to improve etc!
  23. Hey, what do I do if there are actually multiple meshes with multiple textures? For example Restock mk1-3pod has a hatch, and a flag. They all require their own texture since... they look ugly Edit: I think I figured out, I looked at UncleMateo's config for drop tanks, and the solution seems to be copy +KSP_TEXTURE_SET times how much meshes are there, then to each one add mesh = I_NEED_THIS and excludeMesh = I_DONT_NEED_THIS, excludeMesh = flag, and obviously add texture for all of them, am I correct? Edit Edit: yup it worked, just needed to plug in mesh and excludeMesh nearby textures and worked like a charm
  24. Hey @Nyxilo, the fixes have been merged into original config, you can download it using github(as far as I know, I don't think any compilation is needed, just grab github Default Config source code and throw it into Gamedata)
  25. My bad, didn't understand that part. Yeah that should be up to mod developers, and also that I said I meant fixes are located in Config, not the mod itself. Yes those fixes should be up to developers, but not sure how we can convince them to implement it
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