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Texel

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Everything posted by Texel

  1. And yet completely unintentional. Looks like what's going on is objects I have flagged as "DeepReplace" in the config are all leaking paintmasks to unpainted child parts. Not entirely sure the best way to go about cleaning that up, but that's definitely the issue at the moment. You can do a replace all in the cfg for DeepReplace = false to clear it up for the time being if it breaks anything (Like the painted exhaust particles)
  2. Hopefully, I've been enjoying being able to paint my rockets more and more as I get closer and closer to full. As for the solar panels, I was doing some reading and as it turns out there isn't much particular reason for Solar-Panels to be blue, efficiency variation is negligible, so I figured it would add a nice bit of flare, it really helps sell the Kethane refinery when your solar array is Kethane-Green. Shoot I thought I'd dealt with that, at the moment I'm having an issue where painted parts will override the materials on unpainted children, I'll have a look at this for the next time I put out an update, but does reloading a quicksave solve the issue? ModuleManager is included in the package, it all works out of box.
  3. Pushed another update (Last one today, I swear!) adding 21+ more parts and nearly completing stock support, adding more command modules, the last of Aero, solar panels, and some structure. Should only be small decouplers, fuselages, spaceplane command, and structural adaptors missing. If there is anything else missing, please don't hesitate to point it out, since at this point stock is all-but entirely supported.
  4. Pushed another update: StretchyTanks: Loving the screenshots! In terms of other mod integration, some mods (Spherical Tanks and Procedural Fairings, I'm looking at you) have very flat textures by default, or textures that not particularly paintable- I had some trouble with Procedural Tanks's alternate texture, since the texture repeats are rather condensed and had to use only a single horizontal stripe to avoid it looking too out of place, if anyone comes up with a better paint texture that fits it better I'd happily swap. Currently focused on getting support for stock finished and happy, at which point I'll slow down the rapid updates to the core and transition to releasing separate mod-support downloads. After fairings I need to add the last two Aero parts (Engine cooler and inline intake), at which point I'll start tackling structure parts. Radial chutes are already in, I'm hoping I can have the deployed chutes match the assigned colors without too much trouble, looks actually fairly likely.
  5. Pushed out a quick update to address some things, previously it didn't handle multi-material meshes or skinned meshes (whoops), now it does, which makes a good number of the aero-paints that were sitting around functional. Secondly, I added an image-tutorial to the imgur gallery explaining how to author and add new paint templates, so I'm hoping to see people make some nice things. To answer some questions: Yes, but not exclusively, I mean materials in the Unity-sense. I have a tentative fix in for this one, but may not be applicable to more complex setups (Spaces in particular) I provided some details on how the paint maps are authored, I hope that helps explain how it works. The shaders actually convert the stock textures to HSV space, set the hue, increment/decrement the saturation, and multiply the value, then blend it using the paint mask. It's a bit elaborate, but it means the paint masks can be very simple and the recoloring is high fidelity and doesn't blow out highlights or over-darken like standard color or multiply blends. I am hoping people distribute packs, I wrote it with that in mind, and to try to make it easy to author additional textures. This mod doesn't add any parts, and the only modification is through ModuleManager. With KerbPaint in, you can still go through the entire stock experience with no discernible differences until you decide to paint your craft, and the mod uninstalls cleanly without loss of save file. I have permission to add KW already, and PWings is now fully functional. I need to actually obtain permission from various mod authors however as the process for paint maps derives from textures they create, so I can't go distributing files I didn't author. I've briefly spoken with Majiir over Kethane support, which ultimately came down to it depends on if I can make paintsets that don't detract from Kethanes really neat distinctive style and are well received with Kethane artists, so Kethane is a "Maybe", I'd want to finish stock support first.
  6. If you load a ship with paint on it without the mod installed, the paint won't be there and will be lost next time the ship is loaded, but it will not delete or break the craft in any way. (You can paint it again in orbit if you reinstall)
  7. Most recent Download (1.0) -> Please refer to This Post for Selfish_Meme and Manwith Noname's version. Mod is currently being community-maintained by Manwith Noname and Selfish_Meme, I am not actively playing Kerbal Space Program but may come back to update the mod once 1.1 is mature. Source -> (source) As of March 30th 2016, the code is now under Zlib. I've updated the source file to include that license, though updating the mod to work past 1.1 may be an issue. Resume older post (2013): KerbPaint - Part Painting Download (Updated September 23rd) KerbPaint is a shader replacement addon that adds alternate versions of all of KSP's builtin shaders designed to permit recoloring of select parts. Painting is accomplished by the use of the "P" Key to both select and highlight parts for painting, then tuning the paint colors and layers using the interface. I love screenshots. They are what fuel me and get me through my day. Please share screenshots of your painted crafts! At the moment there is support for all stock fuel tanks, several command pods and most stock aero surfaces. While authoring new paint masks is fairly quick, the shear volume of them makes the process of complete support fairly daunting, but expect constant paint and .cfg updates with this mod until stock support is complete. Because of Module Manager, it does not break compatibility with anything (Except probably Universe Replacer) Adding/removing this mod should not break any save files or affect save compatibility. It does not add or require any parts. Updates: September 14th Release September 15th Fixed DYJ PWings support Added "Specific" Config option Added "DeepReplace" Config option Added tutorial to the Imgur Gallery Previously unpaintable Aero-surfaces have been corrected Some work on making fairings paintable, still having issues :'( September 16th Broke Aero surfaces to fix a bug with SRB particles Managed to fix Aero and solve bug, but broke DYJ PWings After hammering it for a while, not having any luck fixing Pwings, disabled for release Integrated Stretchy Tanks Didn't end up deriving the paintmask, did it blindly, so no license issue with distributing the integration (It would have been CC-Atr-Sharealike anyways, so not a big deal) Had to write a special handler for Stretchy tank texture swaps, added StretchyFix field to ModulePaintable Still working out how to best override materials, fairings working but not displaying properly I swear I'll get PWings working for a release not not break it before build eventually September 16th B All Aero surfaces done Three more pods added Solar panels added Inline docking port added 21+ new parts supported September 23rd (A little sooner if you downloaded during the forum outage) 40+ new parts supported All Spaceplane Cockpits All Spaceplane fuselages Some Fairing support (Still misbehaving) Rewrote material access and shader caching No more disk access for each part Materials don't leak (For the most part) DYJ's Procedural Wings Working (Whoo) Status: Known Bugs Menu pops up at odd times during flight if not closed in VAB. Stays closed once closed though. - Partial fix Loading vehicles in VAB may misapply paint or shaders when loading a whole craft, only in VAB, it all works after launch. - Mostly fixed, lurking edge cases Rarely propulsion particles may be broken, I'm a bit confused as to why, if anyone finds a consistent reproduce please share. Plans: Finish adding support for stock parts - 98% Done! Fairings! Fairings are the major element that stand out at the moment as out of place - 50% Done! Works in VAB, not sure why failing in flight More mod support (Suggestions for mods to integrate?) Implemented: PWings, Stretchy Tanks Next: KW Rocketry Installation: Contents of the folder go into GameData, so that your structure should look like .../GameData/KerbPaint/Plugins/PluginData/KerbPaint/ Paint masks live inside the KerbPaint plugin data folder as "_Paint" files. They are actually png images, however to prevent KSP from loading the images outside the plugin they have been stripped of extension. Additional configs can be placed inside the GameData/KerbPaint/Plugins folder to add custom paint masks, a description of the process is inside the stock config Licensing: Makes use of ModuleManager Paint masks for default parts have limited distribution terms as they are derived from stock parts, though I welcome distribution of additional cfgs and masks, just not these. This means: do not distribute the provided paint masks outside of this forum, if modifying the masks provide clear origin. Paint masks for mods use textures derived from other mods and are thus subject to additional terms. Procedural Wings Paints derived with permission from DYJ Stretchy Tanks Textures done blindly (It happened to work) At the moment the source is provided only by necessity, and is not to be used beyond learning purposes. This is may change. This mod is released, for the time being, for no external distribution or revision except where otherwise listed (The paint masks)
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