Jump to content

HafCoJoe

Members
  • Posts

    4,944
  • Joined

  • Last visited

Everything posted by HafCoJoe

  1. xD I'm about to upload V5 with TextureReplacer and ModuleManager integration. Gimme ten minutes. As to Exandrials pack, I took the textures from there in the first place... huh. Hold on a sec I'll get a fresh download and compare resolutions. EDIT: Just released v5. LOTS of changes, and no more deleting of stock items!
  2. Proot's already done reflections for KSPRC so don't worry about that guys. WindowShine wouldn't work anyways because the effects are for the stock textures only, it wouldn't effect Proots (imo much better) redone textures. I hope you don't feel pressured! I'm just goin' with the flow. If you do need any help though I'd be open haha.
  3. I have a question for you Shaw (yes another one, sorry ) regarding memory and lag. I know that TextureReplacer uses a good chunk of memory on load up if you have a lot of textures installed, but does TR slow down loading and FPS when in flight or after initial start up? I'd love to optimize my FPS as much as I can and I'm wondering what lag TextureReplacer adds (if any).
  4. Did someone say cloud shadows??? Check my signature, I have a link to a pack I made that has three layers of cloud for Kerbin, Laythe, and Eve.
  5. You are a god send. Thank you, I had no clue where to even start with making a ModuleManager config (see my last post on MM for proof). I get the format, now, and I'll be able to add additional parts if I add more (thinking about making the mainsail bell reflect too). As to editing the textures, it is EXTREMELY important xD. In a nutshell: A good majority of the cockpits have two meshes: A "base texture for the whole part" mesh, and a "flag" mesh. The way TextureReplacer's reflections work is that the less transparent something is on the texture, the more reflective it is. I had to make all the main base textures almost completely transparent except for the windows, which I left visible. Technically the whole surface of a number of the parts are reflective. It just that they have about a 0.1% reflectiveness while the windows have 70%. I'll need to re-add the CREW.cfg module . There is no way around only making the whole thing reflective unless the devs specify more elaborate meshes. Again, thank you. . I'll add that to the download when I'm no longer on my phone.
  6. Yes it is. The effect is more or less controlled by a module you need to place inside the part config (I added it at the very bottom). There's a line that reads: "colour = 0.5 0.5 0.5". The shader multiplies the color by those numbers before putting it out, so if you set it closer to 1 it will be more reflective, and opposite for if you set it lower. 1 would be perfect reflections I still have no clue how to write patches for it though
  7. Doing so know. Thanks . EDIT: New release. Added Mk3 crew cabin (for some reason the files are located in fuel tanks), and made missed windows on the Mk2 pods reflective.
  8. I was going to do a video on it but in the mean time you can read about it on the first page of TextureReplacer. Basically: 1. If your part has a flag on it download the most recent version of DebugStuff. This mod can show the internal meshnames of parts, which you will need to find to prevent the flags transparency from turning black. More on this below. 2. Make a ModuleManager .cfg for your parts. It's very simple to set up so I'll explain here. Create a text document and rename the file extension from ".txt" to ".cfg", then paste this config inside: @PART[~~~part name~~~]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = } } Replace ~~~part name~~~ on the first line with the internal part name of the part you are adding reflections to. Example - the Mk1 Lander Cabin is referred to as "landerCabinSmall" by the game, as seen on the third line after "name = ". After adding and editing your ModuleManager part Module, save it as a .cfg file with whatever name you want the users to see. Personally I'd suggest following the naming convention used in the other mod packs. Copy/save this .cfg file to the TextureReplacer main folder (Location inside of GameData shouldn't actually matter but it's most sensible in TextureReplacer). 3. Boot up KSP and load the parts you added a config to. If your .cfg file is correct then most of the part should be reflective. If your part has a flag on it you will also notice that any transparency in the texture will show up as black. We'll fix both of these issues in a second. 4. SKIP THIS STEP IF YOUR PART HAS NO FLAG DECAL. If you leave the line "%meshes = " blank then the reflection plugin will apply reflections to every "part" of the part including the flag. This is perfectly fine if you don't have a flag but since reflections make any transparency in the flag turn black, you will need to find the mesh names* you want reflective and list them on this line. Example: The Mk1 Lander Cabin's window and main body is called "obj_base", and in this screenshot you can see I simply pasted the mesh name that included the window on the line in my config file: If you did this correctly, then the areas you want to be reflective should be reflective, and the flag transparency should now look correct. Everything from here is just touching up part textures! 5. Edit your part texture so only the parts of the texture you want to be reflective are showing. Everything else should have an opacity of 1%. Dig through the original mods folders until you find the texture pertaining to the part you're adding reflections to, and then open it in an editing software. I use paint.net with a alpha removal plugin, but any editor that can create layers and remove transparency should work. Like in the second image, your texture will look like a clear background with only window textures/solar showing. If you are converting between PNG and DDS images note that DDS images need to be flipped vertically when saved. If you are using paint.net, these are the best settings: Courtesy of @InsanePlumber 6. Take the texture you've edited/created and recreate it's file path from the GameData folder. After you've done this place the texture in it's part folder, and place the stack of folders inside TextureReplacer/Default/ so that it should look like "TextureReplacer/Default/[original mod folder]/[part category folder?]/[part folder]/[your texture]" - use any one of the other mod downloads as an example if you're having trouble with this. 7. ... 8. Profit
  9. Hahaha one sec! - Note that I'm using old EVE with my custom cloud pack. I've had errors with Scatterer before so I haven't been using it in my main save. I've still got it tho .
  10. I should probably post this here! I made the stock windows reflective using TRs reflective shader: WindowShine EDIT: Hello there Oinker!
  11. Yes the images have been changed. The reflections and image opacity are tied closely together, so I had to make all the textures have opacity of 1% (almost invisible), and leave the windows at full visibility. I'm planning on making a tutorial so other modders can add reflections to their parts. It's fairly simple with practice. EDIT: How easy would it be to add additional reflective parts to your patch? Could you make a config file that lets you add additional parts? I'm planning on making solar panels reflective too and I'd hate for you (or someone) to have to update the patch every time I make more reflective parts. It could also be useful for other modders.
  12. Has anyone mentioned how awesome RPM is with track IR? Because it's awesome.
  13. I am an eagle! I have no palms, and I can't say how many merit badges I had... I had something like 10-15 more then required. Including space exploration .
  14. I'd need someone to make it for me haha. I can edit textures and mess with config files like no one's business, but coding... I'm no good at.
  15. Well hello and happy (late) introduction! I've seen you around and you've probably seen my name floating around too . I too am an eagle scout, and boy is it awesome to know a number of them here on the forums. See you around!
  16. Yes they do . Anything that is in front of them. From looking into the small lander can, it looks like it draws a cube on the "inside" of the window and maps the textures/faces of what it "sees" on the sides of the cube. I'm not the creator of this effect obviously... . I'm the texture and config editor. I had to retexture all the capsules, locate the meshes, and add the reflector module into their configs. Well, it's 2:06 AM where I am so... I'll check on this in the morning. Later!
  17. Think you Chubby Hampster for continuing WindowShine! Logo courtesy of @Teflon_Mike Gif with GemFX and KSPRC v2 courtesy of @cobbman11 Video (-v2) Pictures: Album on imgur, Gif in VAB Downloads: WindowShine is dependent on TextureReplacerReplaced managed by @HaArLiNsH (TextureReplacer maintained by @RangeMachine for 1.2x) and ModuleManager maintained by @sarbian. Make sure to install them both first. KSP 1.3+ WindowShineTR-v16 TextureReplacerReplaced latest ModuleManager latest KSP 1.2- WindowShineTR-v12.4 TextureReplacer v2.5.4 ModuleManager 2.7.6 Mod Support packs (for KSP 1.3+) Thank you @miromed! Dropbox folder Mod support pack installation: Check the Dropbox folder and make sure your mod is supported Install your mod Install WindowShine Install the mod support pack How to add reflections to your own mods License: Link Shameless plug: If you've enjoyed this mod you might also like the other stuff in my signature! - I hope you enjoy.
  18. I'm running into an annoying fact with reflections (probably the reason no one else has tried to make the stock windows reflect). Alpha mask/transparency plays a very big role in deciding what in the texture is reflective and what isn't. For a lot of the textures, I'll need to make everything except the windows have an opacity of 1, in addition to specifying which meshes to make reflective or not. If there was a way to say "Include any mesh except the flag mesh" in the config file it would save me a ton of time, as I currently have to list everything except the flag to have it work. WIP album
  19. Merge the replacementshader folder from a previous release of Scatterer with the current release's replacementshader folder and that should fix it for now.
  20. The reason the textures are bigger files is because .dds files when properly optimized are bigger files. They take a lot less memory to load though. The planet textures are considerably lower in quality you say? :/ can you possibly upload the better planet textures and send me a link? I can convert the higher res images and use them if needed.
×
×
  • Create New...