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Showing results for tags 'variant'.
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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?