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Everything posted by cineboxandrew
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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
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[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Make sure texture quality in the settings is set to full and restart the game -
[1.12.x] ModuleSequentialAnimateGeneric
cineboxandrew replied to linuxgurugamer's topic in KSP1 Mod Releases
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 -
[1.12.x] ModuleSequentialAnimateGeneric
cineboxandrew replied to linuxgurugamer's topic in KSP1 Mod Releases
so what does this do that a single large animation couldn't? -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
all the currently planned MH parts are here https://github.com/PorktoberRevolution/ReStocked/labels/making history -
Kerbal Space Program Breaks Ground with a New DLC!
cineboxandrew replied to UomoCapra's topic in 2019
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?- 1,121 replies
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- breaking ground
- coming soon
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Kerbal Space Program Breaks Ground with a New DLC!
cineboxandrew replied to UomoCapra's topic in 2019
hopefully these experiments are still placable with KIS, I don't want to have to handle *two* inventories- 1,121 replies
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- 1
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- breaking ground
- coming soon
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A change to how thrust works
cineboxandrew replied to GoldForest's topic in KSP1 Suggestions & Development Discussion
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. -
[1.7+] Making Scenariory(Custom Scenario)
cineboxandrew replied to Missingno200's topic in KSP1 Challenges & Mission ideas
its pretty easy to write a MM patch to give the stayputnik SAS you know... -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
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 -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
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 -
New user needs help with mod installation
cineboxandrew replied to The_evil_martians's topic in KSP1 Mods Discussions
The ReStock Readme also has installation instructions -
Makes me want to change the colliders to be hollow...
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New user needs help with mod installation
cineboxandrew replied to The_evil_martians's topic in KSP1 Mods Discussions
Is this up to date? I've never been able to get the GUI to work -
[Most 1.12.x] Near Future Technologies (August 26)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
It's doable -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
See the posts earlier in the thread for the fix -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
cineboxandrew replied to Nertea's topic in KSP1 Mod Development
Your gamedata directory should look like - GameData - Squad - ReStock - Assets - Patches - etc. - ModuleManager.4.0.2.dll -
[WIP] Restock: KSP Part Art Revamp (Released March 06)
cineboxandrew replied to Nertea's topic in KSP1 Mod Development
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] -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Delete the squad folder manually when reinstalling. Steam does something weird when you click uninstall on a game -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
You’ll have to describe the issue. What’s wrong with the textures? -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
Dammit, sorry I've been studying all day and my reading comprehension is gone... -
[1.12.3] Restock - Revamping KSP's art (Feb 25)
cineboxandrew replied to Nertea's topic in KSP1 Mod Releases
It should go under GameData, not in the KSP folder