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cineboxandrew

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Everything posted by cineboxandrew

  1. In general, any other parts do not render behind the mask. This makes it not useful for cargo bays. The body property just lets you treat other transforms in your part exactly as you would any other part
  2. This plugin allows for parts to have hollow insets that dont clip into other parts, ideal for engine nozzles, landing gear, air intakes, solar panel bays, and more. It is a standalone version of the depth mask module included in the Restock dll, along with the addition of depth masks to several stock parts ModuleDepthMask 1.1.2 requires KSP 1.11 or later. If you are using an older version of KSP, please use version 1.1.1. Downloads Source Code Usage Add a depth mask mesh to your part model. It should cover up the hollow area you want to prevent clipping in, without sticking out. Mark the depth mask object with the Icon_Hidden tag to prevent it from showing in the VAB part picker Add a new ModuleDepthMask to your part config Add the name of your mask object in the maskTransform property (Optional) Add the name of the object you want to restrict the mask effect to in the bodyTransform property An example config: MODULE { name = ModuleDepthMask maskTransform = mask bodyTransform = interior //Optional } Creating the depth mask model The depth mask will prevent any other parts from rendering behind it. Because of that, it should not be used on any kind of bay where other parts will be placed, or on any part you can look completely through. It also shouldn’t "bubble" out above the hole you want to cover, otherwise it would be possible to see through it from the side. Also double check your normal direction, since the depth shader only works one way. Screenshots mask meshes and configs for stock parts are included in Restock Licensing This plugin is licensed Creative Commons Sharealike Attribution. This means that you can redistribute it and its source code however you like under the same license as long as you include attribution and indicate the changes you made, if any. Redistribution You are free to redistribute this plugin in your mods, or embed the code in your own plugins (with a different module name for compatability of course.) To prevent duplicates of the plugin, please add the dll to the root gamedata directory. In general, treat this mod the same as Modulemanager for redistribution
  3. Make sure texture quality in the settings is set to full and restart the game
  4. ah, understood. that does sound useful, in fact you might see an optional patch for restock making use of this... This is... not even remotely true
  5. so what does this do that a single large animation couldn't?
  6. all the currently planned MH parts are here https://github.com/PorktoberRevolution/ReStocked/labels/making history
  7. Now that there is more ground scatter, will the ground scatter now make use of instancing or will there still be hundreds of draw calls for rocks?
  8. hopefully these experiments are still placable with KIS, I don't want to have to handle *two* inventories
  9. I don't really see this as a problem that needs solving. modders have already found ways of building engines that use thrust vanes (using additional invisible thrust transforms) that work perfectly fine. The only benefit I see to this is adding thrust vanes yourself to engines, which could be done way simpler than a full particle simulation. Ie: detect what control surfaces are directly in the path of the thrust using a sphere cast, and doing some math to rotate the thrust transform in response to them.
  10. its pretty easy to write a MM patch to give the stayputnik SAS you know...
  11. I have messed around with a drop-in replacement for the built in shaders that attempts to convert them to PBR, but haven't been able to figure out how to get them in-game
  12. The stock switcher can move stack nodes but can’t toggle them. It can’t do anything with surface attach nodes. You can get around this by having two copies of the model you toggle between with the attach node stationary, but that poses issues if you want things like thrust transforms
  13. Makes me want to change the colliders to be hollow...
  14. Is this up to date? I've never been able to get the GUI to work
  15. See the posts earlier in the thread for the fix
  16. If all the variants are deployable and have their deployed suncatcher transform in the same place it could work. Just have only the meshes switched and the suncatcher on its own
  17. Your gamedata directory should look like - GameData - Squad - ReStock - Assets - Patches - etc. - ModuleManager.4.0.2.dll
  18. The stock game doesn’t have any inline parachutes, and I think 2.5m and 3.7m for that form factor is way out of scope anyways. Maybe 1.25m [snip]
  19. Delete the squad folder manually when reinstalling. Steam does something weird when you click uninstall on a game
  20. You’ll have to describe the issue. What’s wrong with the textures?
  21. Dammit, sorry I've been studying all day and my reading comprehension is gone...
  22. It should go under GameData, not in the KSP folder
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