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Tweaking Mun Pocket Edition for 1.1.3


Gordon Fecyk

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So Mun Pocket Edition was only last updated for 1.0.5. I can load it on 1.1.3, but I lose colour on oceans for pocket bodies that have them, ending up with shiny black areas where oceans are supposed to be.

There are two images for each ocean-bearing body: One for all of the land plus a transparent ocean, and a seemingly transparent single pixel image that still has colour data. I can get the ocean colour using GIMP's colour picker and then fill the transparent parts on the main image to get a reasonably usable pocket body. The end result is viewable on the Kerbin Is Awesome, Eh? video I did. The oceans don't look very shiny though; I think the intent was to use a partially transparent image for the oceans so there'd be some shine to them.

pocketkerbin.pngpocketkerbinadjusted.png

I even tried adding a partially transparent layer using the ocean colour. The second image here is my attempt at using 53% transparency; it's like the game either turns transparency on or off depending on the percentage of transparency.

Is there some way to restore this semi-transparency so the pocket bodies' oceans get that shine back? Maybe this sort of thing isn't supported in 1.1 anymore.

Edited by Gordon Fecyk
Added note on using partial transparency
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Hi, i just dl'd and checked out whats going on with the oceans (in my role of necromodder :) ) I've a feeling that the trouble is stemming from the shader used to color the oceans, I seem to recall some changes to the alpha shaders since 1.0.5.    I'd imagine that in an ideal world the water part of the model would use Unity's  translucent specular . You may get lucky with messing around with the texture but i reckon the only real fix would be re exporting the models fixing the shader and exporting them back into KSP

A short time later....

I couldn't resist, and was a nice diversion from a mare of a UV unwrap.  Turns out it is a shader issue, Once I'd worked out what worked best it  looks quite smart,  The planet surface uses an alpha cutoff shader, I added a bump map because it was easy (and gives the surface nice definition), and the ocean layer which actually sits inside the surface model, not the layout I'd expected. uses a specular shader with the shininess maxed out, and voila shiny oceans. The mod has an open source license so it is a candidate for updating with no issues.

rdoqXhn.png

ICLUWh8.png

Edited by SpannerMonkey(smce)
experimental updating
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