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I've been working on custom liveries for use with the new Variant construct introduced with 1.4. I'm aware of certain issues regarding the command modules and how they break the flags and so forth. However, assuming those issues get sorted... I have the following Mod Manager script that seems to work quite well for adding my custom livery files as a Variant for each part that I want. ////////// avionicsNoseCone \\\\\\\\\\ @PART[avionicsNoseCone]:HAS[!MODULE[ModulePartVariants]] { MODULE { name = ModulePartVariants primaryColor = #ffffff secondaryColor = #4c4f47 baseDisplayName = White baseThemeName = White } } @PART[avionicsNoseCone] { @MODULE[ModulePartVariants] { VARIANT { name = Stealth displayName = Stealth themeName = Stealth primaryColor = #2c2c2c //dark gray secondaryColor = #000000 //black TEXTURE { mainTextureURL = Livery/Stealth/Skins/Airbrake } } } } This works fine, and if you notice, the first thing it does is adds a ModulePartVariants module to the part, but only if the module does not exist. Then, it adds the new Variant for the custom livery. Couple questions for you all... 1) given that this is the syntax for a single part, and it's rather lengthy... Do you see any way it could be streamlined and maintain functionality? 2) the "name", "displayName", and "themeName" seem a bit redundant... but it seems to work like this? Am I misnaming something here? ...or should they be different for some reason?
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Shifted my attention over to custom liveries again... Using Module Manager to patch in the VARIANT module seems to be the best approach, I have encountered one minor snag however and wondering if anyone (or perhaps @SQUAD) might provide some guidance here. The issue involves adding a variant to a part that displays a mission flag. The following code applies the new texture to the part, the problem is... it applies it to the flag as well. I'd like to know how to specifically reference the part body and leave the flag as whatever is being displayed in the SPH/VAB. The snippet of code that sets both the part and the flag to the same texture looks like this: VARIANT { . . . TEXTURE { mainTextureURL = Livery/Livery Name/Skins/Mk1Cockpit } } After studying the structure of the Fairings part files, I know there are ways to specify that a texture be applied to an element of the object, such as the FairingIconShell noted below... TEXTURE { materialName=FairingIconShell mainTextureURL = Squad/Parts/Aero/fairings/fairings_diff } EXTRA_INFO { FairingsTextureURL=Squad/Parts/Aero/fairings/fairings_diff FairingsNormalURL=Squad/Parts/Aero/fairings/fairings_normals } I just don't know how to specifically reference the part for Mk1Cockpit and exclude the flag or specifically set the flag to Alpha or the default SPH/VAB flag? ...any assistance here with the correct object model code references would be much appreciated!