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SPPCC - Spaceplane Color Corrections - Matching all spaceplane blacks/white/grays - Want input?


HafCoJoe

Should I make the universal color black, or dark gray?  

25 members have voted

  1. 1. Should I make the universal color black, or dark gray?

    • Black (like the small flaps)
      8
    • Dark gray (like the canard)
      6
    • Very Dark Gray (like the BIG-S Flaps)
      11


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SPPCC - Spaceplane Color Corrections

Hello everyone! I've been slightly annoyed personally that the Spaceplane pieces (and a number of other parts) don't all have matching grays and textures. There is a base light gray coat that is for the most part the same for all parts, but there are about three or so shades of dark gray/black that are currently used. SO..... rather then complaining about it, I'm going to try and solve it!

WIP link: SPPCC v0.01 (dropbox)

Examples:

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In progress:

(Sadly the reflection on the standard wings is much duller than the BIG-S parts, so no matter what editing they always look less shiny ;.;)

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Please comment and critique!

Edited by Avera9eJoe
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Can you match the MK1 fueltank to the new plane colors?

Thats bugging me more then the wings, that the fuel tank does not match the new shade of airplane white, when there is absolutely no alternatives to it.

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Can you match the MK1 fueltank to the new plane colors?

Thats bugging me more then the wings, that the fuel tank does not match the new shade of airplane white, when there is absolutely no alternatives to it.

Adding to list now. :)

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It's a good idea, but I don't think i will use it. The different colors of grey on wing parts are meant to denote different purposes on planes. After all, you wouldn't put an ablative shield on a jet airliner, would you? Still though, there's no real reason not to do it I guess, but I don't think it should be fixed (Aside from the inconsistencies in fuselages of course)

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It's a good idea, but I don't think i will use it. The different colors of grey on wing parts are meant to denote different purposes on planes. After all, you wouldn't put an ablative shield on a jet airliner, would you? Still though, there's no real reason not to do it I guess, but I don't think it should be fixed (Aside from the inconsistencies in fuselages of course)

Yeah I know what your getting at with putting "ablative black" on the airliner wings or the rest of the non-spaceplane plane parts. I guess what I'm trying to get at is that SQUAD seems to have designed the wing pieces so that they all have the same white base (inconsistent), but the "airliner" parts have a light gray trim (relatively consistent) , and the spaceplane parts have a dark gray/black trim (inconsistent). I'm trying to get both styles of trim to match as good as I can but no matter what I end up doing, the jet liner wings will be the only parts with the light gray trim. What I really would love is the option to choose which color variant to use (have a plugin to switch between part texture files in editor similar to procedural parts). I can't write code though.

Edited by Avera9eJoe
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Firespitter has a texture switcher. There's documentation on how to implement it on snjo's GitHub. Of course as far as I know it hasn't been updated for 1.0 yet but it's possibly the easiest option once it is updated.

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Firespitter has a texture switcher. There's documentation on how to implement it on snjo's GitHub. Of course as far as I know it hasn't been updated for 1.0 yet but it's possibly the easiest option once it is updated.

I'll make sure to look in to that! Thanks!

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Just to remind: the shift to DDS format has absolutely zero impact on compression vs. 0.90. Shades of gray were always crushed into miscolored mess in every single version of KSP and in every single other game (majority of them, really), using DDS format. The only differences between 0.90 and 1.0 in that regard are:

  • 0.90: Lossless source files converted to DDS on startup
  • 1.0: Source files already in lossy DDS, startup just loads them into memory

You might also want to ask Porkjet for the source files, since editing lossy DDS textures is a very bad idea artifacts wise. Upon saving your DDS texture edits, you'll be applying the extreme compression yet again, multiplying the artifacts.

P.S.: As about the color, it's a good idea to never ever use true blacks even in the textures of materials that are supposed to be truly black, because you are not dealing with an unlit environment and past shading your objects might very well be black in many situations even if they had gray textures. Dark gray (e.g. 40/255) is far better for looks and texture readability than black as it rarely turns into a dark void in majority of lighting conditions. Only exceptions are elements like 1-4px seam lines on very dark fills, where black is the only way to provide contrast and depict a deeper element. Anything wider, though, I can't recommend.

Edited by bac9
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Progress report! Tell me what you guy think:

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* Also note the fact that I simplified the standard flap textures. - I did that because I was planning on making my own texture pack. I can easily change them back if preferred. Please mention if you want them reverted.

Edited by Avera9eJoe
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