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KSP2 Release Notes
Everything posted by rockmeowstar
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The Pteron mod maintainer is online. @zer0Kerbal FYI, I saw in the description of the mod that you would like to receive help in its development. I uploaded the alpha channel texture to you github repository. Please pay attention when you have free time and thanks in advance! https://github.com/zer0Kerbal/Pteron/issues/48
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-posted twice due to network troubles-
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Got it, it was just critical for me to know that I didn't break something even more by trying to fix it Personally, I don't think this mod is well described enough. But I guess it has value out of sentimental attachment. I'll do the bare minimum for it this time.
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@urturino I'm also a little confused: do the wheels of this craft turn? The parts that were provided in the link look partially broken to me and incompatible with the new version of the game.
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I started with the most difficult part - the parts from the Pteron mod (PMSRV). The explanation for the situation turned out to be quite obvious - the alpha channel for these parts was not implemented at all, but the texture had a brightness of 255, which corresponds to full specular gloss. However, there are also other problems. When I tried to fix the texture, I noticed that the material is not quite correctly defined, and in some places it does not appear as expected with proper rendering with shaders. The screenshots show a silky focused shine on the matte part and a type of highlights on the geometry that is not corrected by simply fixing the alpha channel, because the wheels and engine also look silky. For now, I am thinking about what to do with this, but the best thing we can do for this mod is to contact the author and agree on joint revisions of the model materials. Of course, I am ready to pass on all the edits without indicating my authorship, since these are only recommendations. To be honest, I just don't want to make big changes on my own without permission to do so, and I think that since this is a mod for just one set of parts, it makes more sense to not make a mod on top of this mod, but to merge it all into one design that will remain unchanged compared to the original without lighting and reflection mods, and will look corrected with lighting and reflection mods. Anyway, here is a rough alpha channel sketch that I think would be appropriate for this case. I'm still working on it.
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Hi guys! I have a suggestion on how to speed up the adaptation of the mod to all other modded parts. I would like to ask you to attach links to the mods that break when combined with ShineFix. I will analyze the list of dependencies and interactions of configs, and perhaps, thanks to a systematic approach, I will identify a common pattern that currently causes an error in my configs. Otherwise, of course, it will be necessary to turn off the mod for a number of parts one by one or release fixes for them. This will take more time, but in theory it is achievable. However, the first attempt should be based on some general configurable rule. The reason I'm asking for a list of links is not because I'm too lazy to figure out the mods myself, but because I can't guarantee that I'll install exactly the same version of the mod as you. Some, as I saw, are not adapted to the latest version, and were supported by different people at different times. What ultimately works and what doesn't is contradictory in the comments - for some, everything is fine, for others, the build is very specific. It didn't work for me right away either. This probably seems a bit impolite, so I apologize for asking this, but in theory this could greatly reduce the time it takes to release new versions. Thanks in advance!
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I understand that not every mod is implemented well enough from an alpha channel perspective. This means that I will have to look into them in more detail, but this is also good news - it gives me a reason to look into this and improve the configs in future releases. I'll try to invest my time in developing this mod over the weekend.
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Good day! Sure, will fix it asap
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Thanks for the question! There is an installation guide in GitHub, added it in the forum topic Manual installation Get the latest .zip from releases. Unzip it, paste 000_ShineFix folder in your game's GameData folder. Requirements: https://ksp.sarbian.com/jenkins/job/ModuleManager/ https://github.com/LGhassen/Deferred https://github.com/KSPModdingLibs/Shabby https://github.com/KSPModdingLibs/HarmonyKSP └──────GameData ├──────ModuleManager.dll ├──────000_Harmony ├──────000_ShineFix ├──────Shabby └──────zzz_Deferred
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[1.12.5] Restock - Revamping KSP's art (August 28)
rockmeowstar replied to Nertea's topic in KSP1 Mod Releases
Actually, no: it's a blank space. I understand that it looks like white artifacts, but it's a space hangar beside the part, it can be seen while moving -
https://github.com/rockmeowstar/KSP_ShineFix/releases/tag/v1.2.2 Pleasy try this one (don't forget to remove your previous version)
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Curious, this one is from the latest release. But I have found one more thing to fix, will update the mod asap
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This is literally what I did yesterday. Will update it soon
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[1.12.5] Restock - Revamping KSP's art (August 28)
rockmeowstar replied to Nertea's topic in KSP1 Mod Releases
Now about the front part of the model: for the rectangular version, there are two holes in the upper front side of the cabin (circled by blue color), and too much alpha channel in the door hinges (circled by green). The second one causes the situation when it's working like a mirror with the shaders (And yes, now it's 1.5.1) And great work anyway, just for your convenience, I immediately gave feedback as a tester cause I asked about this part before -
[1.12.5] Restock - Revamping KSP's art (August 28)
rockmeowstar replied to Nertea's topic in KSP1 Mod Releases
Hello! I feel a bit stupid because I wrote about my problem right under the solution. Yes, it worked, thanks! -
And just to mention, got some questions like "does it break interiors?" No, but actually it adds some shininess to the particular details like oxygen gas tanks, door handles, navballs, and controls. The examples are in spoiler. So, it is doing not much because I didn't even start shininess refactor for interiors yet. But guys, I am very accurate in terms of using materials Just wanted to say one thing: unfortunately interior does not reflect itself, it works like an outside mirror (you can see the runway through the wall in the reflection of the exit window, and this is what I've got now)
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Confused two mods in my original answer. But I guess that happens. I guess I need to check and then I can give an answer.
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Oh, sorry! Using for academic and personal purposes is allowed, that's the point. The license is on my GitHub and looks like I forgot to add the last license revision to the release: https://github.com/rockmeowstar/KSP_ShineFix/blob/main/LICENSE UPD: added LICENSE and README to release archives everywhere
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I promptly fixed it and ask you to double-check. This was due to the fact that I packed the archive via 7zip, and this caused some complications on the computers of those who used the default archiver. Re-uploaded the updated version of the archive into the current release, now it should work.
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Yes, I definitely love making things shinier and it would be hard for me to resist such a challenge. Thanks for the idea! I have already provided such instructions in one local modding community, and will be ready to provide it globally. I also think that this is a great idea, when everyone follows the same standards - and in fact, it is very easy to implement. I just need to correctly translate my thoughts. Regarding the compatibility of the mod with any other mods that make changes to the parts, I can only say that the most important characteristics that I should recommend to absolutely everyone are the preservation of certain properties of the material in one paradigm. Behold, the ultimate shininess guide: For specular-based materials: Specular color is ALWAYS #e7e7e7 Shininess is ALWAYS 0.593 Everything else is made via gloss alpha channel For shininess-based materials: Specular color is ALWAYS #e7e7e7 Everything else is made via shininess channel Shininess settings Material Alpha value (0-255) Shininess value (0-1) Wood, sand, and fabric 000 - 040 0.000 - 0.157 Matte metal and stone 041 - 107 0.158 - 0.420 Scratched/painted metal 108 - 143 0.421 - 0.560 Plastic 144 - 175 0.561 - 0.686 Metal and varnished wood 176 - 192 0.687 - 0.753 Foil and chrome 193 - 200 0.754 - 0.784 Polished metal 201 - 219 0.785 - 0.859 Glass 220 - 241 0.860 - 0.945 Mirror glass 242 - 255 0.946 - 1.000 For example, stock Gigantor solar panel have these settings: Specular: #e7e7e7 Shininess: 0.593 Matte metal between solar elements: 66 Plain metal on the backside: 176 Glass on the solar elements: 221 Shininess based Gigantor solar panel in ReStock have these settings: Specular: #e7e7e7 Shininess: 0.923 Shiny material alpha: 255 (just a white rectangle, nothing to paste there)
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I packed the zip archive via 7zip, maybe this info should help Will pack the next ones by windows default zip
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Just a material example in good quality
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https://github.com/rockmeowstar/KSP_ShineFix/releases/tag/v1.2.0 https://spacedock.info/mod/3764/ShineFix Dependency and compatibility fixes: Removed mesh and texture conflicts; Added full ReStock compatibility by config. If you installed the previous version, please don't forget to remove it to avoid config conflicts.
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[1.12.5] Restock - Revamping KSP's art (August 28)
rockmeowstar replied to Nertea's topic in KSP1 Mod Releases
Hello guys, I just wanted to know one thing, is it for a purpose? It's literally a hole in the command model -
Looks like you have to delete the previous ShineFix and install the new one, it's a conflict between two different versions. It was totally refactored and renamed so now you have two configs for one part