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Everything posted by Jiraiyah
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@Sigma88 Hi sir, when i install this mod side by side with galactic neighborhood (didn't try without it but shouldn't matter?) with sigma binary and latest version of kopernicus, I get this message at the start of the game :
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[1.4.3] Gameslinx's Planet Overhaul v3.4.0 [UPDATE IN PROGRESS]
Jiraiyah replied to Gameslinx's topic in KSP1 Mod Releases
@Gameslinx Sir, I tried your mod and even the kopernicus version provided in your mod, I downloaded it from space dock so the CKAN problem is not an issue here, the thing is that I am using your mod side by side with galactic neighborhood, the moment I add your mod to the Game Data folder and run the game, i get the error as the picture bellow, is there something wrong or did i miss something?- 2,454 replies
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- kopernicus
- gpo
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(and 3 more)
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[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
@alexustas would you give me permission to integrate your mod into mine? -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Jiraiyah replied to alexustas's topic in KSP1 Mod Development
I am not that familiar with licensing, please some one tell me, do we have the permission to take this mod and integrate it with other mods or should we wait for a permission from developer himself? -
nope I still didn't put time for that, first want to see how much i can push this for parts, what i did was try to use the base color texture like the one you did, to be honest it was not that bad and only thing i couldn't make it happen was the same look and reflection compared to the default metalic setup
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so how can i achieve same look but with the ability to tint the part? i mean some numbers that would be equivalent of the previous default metal config please if possible
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@Electrocutor Thanks for reply, well, didn't have time to play with configs today, but, I tried something in the gui, you see, when i change the metal to 192 (would be 0.75 in config) and all three colors to 445 (would be equivalent of 1.75 from config) to mimic the default metal, i was surprised to see totally different reflection on the part, i mean, using your code for default metal, the part is somewhat like mirror reflecting VAB shelves etc, but this way, all i get is a reflection that is not clear and only reflects things like lights and the sky color from the door side of the VAB, why is that?
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am i missing something or is it just the middle kerbal's face that is changed? @Electrocutor I found this code in porkjet Stock : TEXTURE { shader = SSTU/PBR/Masked texture = _MaskTex,Squad/Parts/Wheel/LandingGear/LandingGear mesh = Base mesh = BayDoor1 mesh = BayDoor2 mesh = mesh PROPERTY { name = _Color color = 1.0,1.0,1.0 } PROPERTY { name = TINTING_MODE keyword = TINTING_MODE } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 0.0 } } What is the job of that texture file you are assigning for tinting mode? making where the tinting can go? black no tinting, white full tinting? also I noticed something maybe a bug? when you set the recolorable to true, even if you assign a higher metalic value by default, the part comes into VAB with metalic = 0? unless you open the editor and change it? This is my code : @PART[JConcave*]:AFTER[StationalCunstructs]:NEEDS[TexturesUnlimited,StationalCunstructs] { MODULE { name = KSPTextureSwitch sectionName = Appearance currentTextureSet = JStation_DefaultMetal TEXTURESET { name = JStation_Default } TEXTURESET { name = JStation_DefaultMetal } TEXTURESET { name = JStation_Metal } } MODULE { name = SSTURecolorGUI } } KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = rgb_gray title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = JStation_Default title = Default recolorable = true TEXTURE { shader = SSTU/PBR/StockMetallicBumped PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } TEXTURE { shader = SSTU/PBR/Masked texture = _MaskTex,StationalCunstructs/gray PROPERTY { name = _Color color = 1.0,1.0,1.0 } PROPERTY { name = TINTING_MODE keyword = TINTING_MODE } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 0.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } +KSP_TEXTURE_SET[JStation_Default]:NEEDS[TexturesUnlimited] { @name = JStation_DefaultMetal @title = Default Metal @TEXTURE,0 { @PROPERTY[_Color] { @color = 1.75,1.75,1.75,1.0 } @PROPERTY[_Metal] { @float = 0.75 } } } +KSP_TEXTURE_SET[JStation_DefaultMetal]:NEEDS[TexturesUnlimited] { @name = JStation_Metal @title = Metal @TEXTURE,0 { @shader = SSTU/PBR/Metallic @PROPERTY[_Smoothness] { @float = 0.75 } } } as u see, the default is defaultMetal, but when i put the part, it has 0 metalic value, am i doing something wrong?
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well, I didn't want to offend you. ok, looked to some examples, here is what i found from PorkjetStock : @PART[*]:FOR[zzzz_PorkjetStock2]:HAS[#author[*Porkjet*]&@MODEL:HAS[#model[Squad/Parts/Wheel/LandingGear/*]]] { @MODULE[KSPTextureSwitch] { TEXTURESET { name = PorkjetStock_Custom_gear } } MODULE { name = SSTURecolorGUI } } on the part section nothing is special, but, on the texture set when he is defining the masked texture... KSP_TEXTURE_SET { name = PorkjetStock_Custom_gear title = Custom recolorable = true TEXTURE { shader = SSTU/PBR/StockMetallicBumped excludeMesh = FLAG excludeMesh = flare excludeMesh = Flare excludeMesh = Base excludeMesh = BayDoor1 excludeMesh = BayDoor2 excludeMesh = mesh PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 1.0 } } TEXTURE { shader = SSTU/PBR/Masked texture = _MaskTex,Squad/Parts/Wheel/LandingGear/LandingGear mesh = Base mesh = BayDoor1 mesh = BayDoor2 mesh = mesh PROPERTY { name = _Color color = 1.0,1.0,1.0 } PROPERTY { name = TINTING_MODE keyword = TINTING_MODE } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 0.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } so, as i understand, here the texture was assigned to tweak the places that are color changable? and if i want to let the whole part change color i should use your gray color? am i missing something or did i get it right?
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as i said, i'm totally noob into modding, just created few parts and that is all i know not good enough to read a config file and rip it apart to understand what can be done, all i did was copy the code that was provided
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Jiraiyah replied to FreeThinker's topic in KSP1 Mod Releases
not sure why, but in 2.10.3 i get error on module manager on the CDT7Settings again? maybe line 119 ? (last entry for parts) : @PART[CDT????|IfsWrapper*]:HAS[@RESOURCE[LiterVolume]]:AFTER[InterstellarFuelSwitch] can this be the problem??? never mind me, it was fixed, somehow i was using the older verision- 1,187 replies
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- fuel switching
- mesh switching
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(and 2 more)
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Jiraiyah replied to Yemo's topic in KSP1 Mod Releases
@Yemo We have a module manager error in Seti Rebalance/SETI-GeneralSettings.cfg too. what needs to be done?- 2,515 replies
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ouch, too complicated for my noob brain @Shadowmage if you had any free time, can you put a sample snippet like the one we have in this comment in hidden content for what I am looking for? I am not as familiar as many people with MM patches and using stuff like this and would gladly be a copy cat
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shooot, meaning that they are fused with the hangar? ouch ouch, in that case the only way would be to totally replace the hangar mesh with a new one, i don't think it's possible is it?
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I used trajectories mod long time ago, it's landing mark was not that accurate, did this new system integrated into it or not? if not, will you update it to 1.3.1 or can someone take is up for updates?
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did you tried reflection? although, one should know what to look for to use reflection on it. if they fused the models it would be hard. can you explain what is the problem there?
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looks like what I am after sits here : +KSP_TEXTURE_SET[JSat_Default]:NEEDS[TexturesUnlimited] { @name = JSat_DefaultMetal @title = Default Metal @TEXTURE,0 { @PROPERTY[_Color] { @color = 1.75,1.75,1.75,1.0 } @PROPERTY[_Metal] { @float = 0.75 } } } I want to open the color and the metal values to the user inside the game. also, each texture set is different +KSP_TEXTURE_SET[JSat_DefaultMetal]:NEEDS[TexturesUnlimited] { @name = JSat_Metal @title = Metal @TEXTURE,0 { @shader = SSTU/PBR/Metallic @PROPERTY[_Smoothness] { @float = 0.75 } } } in the above code, smoothness is the only param that can be changed in the game for example KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = rgb_gray title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = JSat_Default title = Default recolorable = false TEXTURE { shader = SSTU/PBR/StockMetallicBumped PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } and in this one all three of them. what i want is to be able to change these values inside the game using sliders?
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was referring to the rgb color KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = rgb_gray title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 }
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@linuxgurugamer I tried keeping the buildings on, didn't try the SPH but in VAB, when you extend the hangar parts of the shelf and it's clutters remain in the same old place? is it a known bug?
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[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
Jiraiyah replied to nodrog6's topic in KSP1 Mod Development
@RealGecko not sure if this is intended or not, but for some reason, the ambient light in VAB don't dim quit enough, the light on craft goes on but the ambient light is not dark enough to show the real meaning of this mod, to check the lights in darkness ! -
oh no, I mean they don't use a transparency, was not sure if you can handle and adding one to them or not I would say go for it, it's not a new mod and i think it's a simple update so i wouldn't think much would change and adding something in future won't be that hard, by the way, did you think that writing a simple application would help you a lot? like an input field for the names you want as parts and the mod name and a button and bam it will generate the config file for you and you can just go in and check the rest? although copy/pasting a file is a way but it always need extra attention for not missing a change here and there by the way, what do you think, shiny enough ?
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ouuuuch, i would really like to see something like this being integrated together. THAT my dear friend WOULD BE a dream come true. specially if you combine the fact that noise lib can provide you with as many different noise textures as you want to put on top of each other for a planet texture production, uuuuf the possibilities of such a system !!!!
- 977 replies
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- kerbal space program
- kopernicus
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(and 1 more)
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Hehe get ready for some EYE CANDY but before that, I wonder how no one detected this but solid rings may had issue with commnet, that is fixed tonight. now, EYE CANDY and that my friends, means that i added configs for textures unlimited mod. I think I will release this version tomorrow. so, get ready for it