Nhawks17 Posted October 8, 2015 Share Posted October 8, 2015 There are requirements for JSITransparentPod that mean a part has to be specifically designed to support it. Stock parts don't. If someone remodeled the stock parts with the windows properly designed, it'd be possible, but that's way out side the scope of what I can do.Ahh ok gotcha. Link to comment Share on other sites More sharing options...
JPLRepo Posted October 9, 2015 Share Posted October 9, 2015 Ahh ok gotcha.I have looked at this, the stock models do not contain the necessary transforms for the windows, etc. Most of them are one object/transform or a few.So you can't just find the window transforms and add JSITransparentPod unfortunately.Basically you would have to get someone to re-model all the stock parts to have separate window transforms on both the external model and any internal models - then you could do it. Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 9, 2015 Share Posted October 9, 2015 I have looked at this, the stock models do not contain the necessary transforms for the windows, etc. Most of them are one object/transform or a few.So you can't just find the window transforms and add JSITransparentPod unfortunately.Basically you would have to get someone to re-model all the stock parts to have separate window transforms on both the external model and any internal models - then you could do it.If I could model I'd do it :/ It'd be neat to have in the game. Link to comment Share on other sites More sharing options...
ChicagoTed Posted October 9, 2015 Share Posted October 9, 2015 (edited) This is almost always an indication that you've got a texture replacement mod (or texture compression mod) that is messing up the RPM installation, or an incorrect installation of RPM. Without further info, I can't provide more specifics.Well, I'm pretty sure I've got RPM installed right, and I took out the only mod that shouted textures at me (ActiveTextureManagement), but I'm still getting it, in all pods. Is there any way other than the good ol' "Disable everything and reenable one-at-a-time" to find out which bugger's causing it? Some texture file I can search for or something?Edit: Looks like it was SCANsat, had an old version in there under a new one. Reinstalled that and it works now. There's no beating the good ol' disable everything technique. Edited October 9, 2015 by ChicagoTed Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 9, 2015 Share Posted October 9, 2015 Hello! Someone said that it was possible to create true windows using RasterProp... is this true? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 9, 2015 Share Posted October 9, 2015 Hello! Someone said that it was possible to create true windows using RasterProp... is this true? Transparent windows are a possibility with a PartModule from JSI (JSITransparentPod), but the model has to be specifically set up to include it - you can't just slap it on the stock cupola and call it a day. Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 9, 2015 Share Posted October 9, 2015 Transparent windows are a possibility with a PartModule from JSI (JSITransparentPod), but the model has to be specifically set up to include it - you can't just slap it on the stock cupola and call it a day.Hm... so your saying that it has to be something set up specifically with the model? I couldn't just create new textures and config for stock parts and call it good? If this doesn't involve remodeling the stock parts I would love to try this. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 9, 2015 Share Posted October 9, 2015 I couldn't just create new textures and config for stock parts and call it good?Correct - browsing the documentation, even just the windows need to be their own separate transform, props should not contain flat mesh colliders, the IVAs have to match up to the external model (something a surprising amount of pods don't do).. like I said, new textures and configs aren't going to cut it, the part has to be modelled (almost) from scratch with JSITransparentPod in mind (obviously possible to retrofit a pod with it, but this does involve modelling etc). Link to comment Share on other sites More sharing options...
JPLRepo Posted October 9, 2015 Share Posted October 9, 2015 Correct - browsing the documentation, even just the windows need to be their own separate transform, props should not contain flat mesh colliders, the IVAs have to match up to the external model (something a surprising amount of pods don't do).. like I said, new textures and configs aren't going to cut it, the part has to be modelled (almost) from scratch with JSITransparentPod in mind (obviously possible to retrofit a pod with it, but this does involve modelling etc).I already answered this question:http://forum.kerbalspaceprogram.com/threads/117471-1-0-4-RasterPropMonitor-still-putting-the-A-in-IVA-%28v0-23-0-28-September-2015%29?p=2236323&viewfull=1#post2236323http://forum.kerbalspaceprogram.com/threads/117471-1-0-4-RasterPropMonitor-still-putting-the-A-in-IVA-%28v0-23-0-28-September-2015%29?p=2236343&viewfull=1#post2236343 Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 10, 2015 Share Posted October 10, 2015 If found this to be the case too with most parts when I set up WindowShine. It appears as though the only parts that have separate models/meshes for the windows are the mk1 and mk1-2 pods. Link to comment Share on other sites More sharing options...
goldenpeach Posted October 13, 2015 Share Posted October 13, 2015 (edited) It would be cool to have the ability to zoom out when using the cameras: sometime, the image is just too zoomed in to be useful.EDIT: Is there a way to show the in-game navball on one the screens? I find the current navball used in the mod have a too tick horizon marker(*) and I can't use it if I need to know exactly the orientation of my plane.(*) In case I used the wrong word: I want to designate the horizontal ligne which stay at the same position while the navball is rotating behind it. Edited October 13, 2015 by goldenpeach Link to comment Share on other sites More sharing options...
Aghanim Posted October 14, 2015 Share Posted October 14, 2015 Bug report: There is some sort of frame blocking Mk1 cockpit HUD and the texts in the MFD are too grayImage:You can see that the RPM HUD (the green screen) and the HUD frame (the grey frame) doesn't exactly match, which leads to some part of the HUD text getting blocked by the frame, and the text here isn't as white as the text in the first post imgur album MFD. And for some reason I cannot access the MechJeb MFD, although it is installed and attached to the ship. I'm using CKAN build RPM and MechJeb2-2.5.4.0-516, and several parts mod that doesn't tweak Mk1 cockpit, and TweakScale, on Linux. Link to comment Share on other sites More sharing options...
MOARdV Posted October 14, 2015 Author Share Posted October 14, 2015 It would be cool to have the ability to zoom out when using the cameras: sometime, the image is just too zoomed in to be useful.EDIT: Is there a way to show the in-game navball on one the screens? I find the current navball used in the mod have a too tick horizon marker(*) and I can't use it if I need to know exactly the orientation of my plane.(*) In case I used the wrong word: I want to designate the horizontal ligne which stay at the same position while the navball is rotating behind it.The texture that has the static line is GameData/JSI/RasterPropMonitor/Library/Components/NavBall/StaticMask.dds - feel free to edit it to make the line smaller, or make it transparent so you can see through it. If you come up with something you like, and you are willing to share it, I can replace the existing texture in an upcoming release.Bug report: There is some sort of frame blocking Mk1 cockpit HUD and the texts in the MFD are too gray. (snip)And for some reason I cannot access the MechJeb MFD, although it is installed and attached to the ship.The overlap on the two HUDs is something I may get to sooner or later if time permits (if someone else wants to fix it and share the fix, I'll incorporate it).The text problem is something that's been a problem with the differences between Unity's OpenGL and DirectX renderers for a while, although I think I hacked a fix during my lunch break, so expect a fix "soon". And it looks like I broke something with the MechJeb menu - the MechJeb interface works just fine (in other cockpits that have MechJeb buttons, not just the menu, it works). So, I guess you can expect a v0.23.2 this week. Link to comment Share on other sites More sharing options...
goldenpeach Posted October 14, 2015 Share Posted October 14, 2015 I have a good news and a bad one.The good news is that I finished the navball texture(and it should give me the precision needed).The bad news is that I can't verify the above because when I try to see it on the in-cockpit screens, I just see a white page with the numerical(and text) information usually shown on that interface.I used a software to convert the .dds file to a .png file, edited it then converted it to dds again. As it didn't worked, I tried to use the PNG file,just in case it would work, but the result is the same.I used Paint 2 for the editing, any idea of what could have gone wrong? The transparency of the image is properly set(i.e: if it's not the navball, the transparency is 0) but I don't know if I should do anything else than that. Link to comment Share on other sites More sharing options...
MOARdV Posted October 14, 2015 Author Share Posted October 14, 2015 I have a good news and a bad one.The good news is that I finished the navball texture(and it should give me the precision needed).The bad news is that I can't verify the above because when I try to see it on the in-cockpit screens, I just see a white page with the numerical(and text) information usually shown on that interface.I used a software to convert the .dds file to a .png file, edited it then converted it to dds again. As it didn't worked, I tried to use the PNG file,just in case it would work, but the result is the same.I used Paint 2 for the editing, any idea of what could have gone wrong? The transparency of the image is properly set(i.e: if it's not the navball, the transparency is 0) but I don't know if I should do anything else than that.Which texture did you edit? The static mask texture I mentioned above is the one that displays the non-moving part of the navball screen. If it's white, it sounds like you don't have transparency correct - maybe the conversion PNG -> DDS converted to DXT1 instead of DXT5?As far as editing software, I use Paint.NET. Link to comment Share on other sites More sharing options...
goldenpeach Posted October 15, 2015 Share Posted October 15, 2015 I had to use a screenshot because if I remove the alpha layout(i.e: the transparent part), the surface which had the layout turn blackWelp, the problem was simply that the name I used for the edited navball wasn't "StaticMask" but alway something like "StaticMask2", "StaticMask_test", "StaticMask_result" etc...Anyway, here is a link to the file, if anyone want to download itI plan to make some minor edit to correct some error(on term of the editing) I noticed(in exemple, making the black liner as wide as the orange one, I saw that a smaller black line make it more difficult if you want to check it fast). Link to comment Share on other sites More sharing options...
MOARdV Posted October 15, 2015 Author Share Posted October 15, 2015 This time around, it's purely a bug-fix release. I didn't sneak any new features in, I promise. Not intentionally, at least. On GitHub and KerbalStuff. Linux / Mac / --force-opengl users - this release *should* fix the gray-looking text on the MFDs. Link to comment Share on other sites More sharing options...
Artfact Posted October 25, 2015 Share Posted October 25, 2015 Added the new HullCam cameras to the compatibility config. Did I do this right?@PART[hc_kazzelblad]{ MODULE { name = JSIExternalCameraSelector cameraContainer = hc_kazzeblad rotateCamera = 0,0,0 translateCamera = 0,0.0,0 cameraIDPrefix = ExtCam }}@PART[hc_booster]{ MODULE { name = JSIExternalCameraSelector cameraContainer = hc_booster rotateCamera = 0,0,0 translateCamera = 0,0.0,0 cameraIDPrefix = ExtCam }}@PART[hc_nightvision]{ MODULE { name = JSIExternalCameraSelector cameraContainer = hc_nightvission rotateCamera = 0,0,0 translateCamera = 0,0.0,0 cameraIDPrefix = ExtCam }}@PART[hullcam_hubbazoot]{ MODULE { name = JSIExternalCameraSelector cameraContainer = hullcam_hubbazoot rotateCamera = 0,0,0 translateCamera = 0,0.0,0 cameraIDPrefix = ExtCam }}@PART[Telescope]{ MODULE { name = JSIExternalCameraSelector cameraContainer = Telescope rotateCamera = 0,0,0 translateCamera = 0,0.0,0 cameraIDPrefix = ExtCam }}@PART[TelescopeLarge]{ MODULE { name = JSIExternalCameraSelector cameraContainer = TelescopeLarge rotateCamera = 0,0,0 translateCamera = 0,0.0,0 cameraIDPrefix = ExtCam }} Link to comment Share on other sites More sharing options...
MOARdV Posted October 26, 2015 Author Share Posted October 26, 2015 Added the new HullCam cameras to the compatibility config. Did I do this right?Possibly - you'll need to look at them in-game to see if they need any tuning (the hullcam cameras sometimes need rotations or translations applied to the cameraContainer to move the viewpoint to the right place). The hc_booster part is already in the RPM config (JSI/RasterPropMonitor/ThirdPartySupport/hullcam-models-as-external-cameras.cfg), so you may not need to add that one. Link to comment Share on other sites More sharing options...
Artfact Posted October 26, 2015 Share Posted October 26, 2015 Alright, I'll remove that one and check the rest. Link to comment Share on other sites More sharing options...
MOARdV Posted October 26, 2015 Author Share Posted October 26, 2015 Alright, I'll remove that one and check the rest.Once you have them adjusted and working, if you're willing to share the final configs, I will add them to the next RPM release. Link to comment Share on other sites More sharing options...
JTpopcorn Posted October 27, 2015 Share Posted October 27, 2015 I have an idea, with everyone using BD Armoury these days, why not have a weapon manager or combat system thing built in. Link to comment Share on other sites More sharing options...
MOARdV Posted October 27, 2015 Author Share Posted October 27, 2015 I have an idea, with everyone using BD Armoury these days, why not have a weapon manager or combat system thing built in.I don't use BD Armoury, and I don't have the spare time to play around with it to figure out what variables would be needed, so I won't be adding BD Armoury support any time in the foreseeable future. RPM is designed to be extensible, so there's nothing stopping someone else from creating a plugin for BD Armoury that lets it interface with RasterPropMonitor. Vessel View, SCANSat, and FAR all have such plugins. Link to comment Share on other sites More sharing options...
Svm420 Posted October 27, 2015 Share Posted October 27, 2015 Does the new JSIRadar module only work when put on a docking port? Can I place it on say an antenna? Link to comment Share on other sites More sharing options...
MOARdV Posted October 27, 2015 Author Share Posted October 27, 2015 Does the new JSIRadar module only work when put on a docking port? Can I place it on say an antenna?You can place it on any part. Link to comment Share on other sites More sharing options...
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