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Texture Replacer navballs


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I noticed Proot posted an FDAI (8-ball) navball on post #44 here: http://forum.kerbalspaceprogram.com/...-ball%21/page5

KzNlOWT.png

I was trying to get the texture finished properly in order to use it as an actual 3-gimbaled attitude indicator (with the precious 4th gimbal magically functioning of course), but it's a Mercator projection and it's sideways. Should be oriented with black on bottom and white on top with the same central point and 2:1 aspect ratio. Any way to unwrap this onto a sphere, rotate it from 0,0,90 to 0,0,0, and export the texture with the new poles?

I was planning on actually touching it up before working it through a pass in Blender to reorient it. For one, it's missing pitch angle numbers all over the Northern hemisphere, and B :), the white half needs to be darkened to gray so as not to conflict with the yellow pro/retro markers.


A second question: I'm looking at trying to use an alpha channel to add emissive shaders to my custom navball (EFDAI) on post 135 here: http://forum.kerbalspaceprogram.com/...ball%21/page14

HUDNav_Ball.png

... to give a slight glow to the reversed IVA navball and to highlight lines for added contrast. Do alpha channels work with Texture Replacer to add emissive shaders? If so, how? The custom navball just doesn't feel quite complete without the glow effects.

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... to give a slight glow to the reversed IVA navball and to highlight lines for added contrast. Do alpha channels work with Texture Replacer to add emissive shaders? If so, how? The custom navball just doesn't feel quite complete without the glow effects.

TextureReplacer just replaces the material's main texture. The iva NavBall sphere material uses KSP's specular shader by default so technically it would work but you won't have any way to modify the shader's other properties (primarily specular color, shininess, and opacity). You might need to write yourself a quick plugin to do that

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