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[1.7.3] DCK v0.4.1.0 - 42 Custom Part Textures, Rims, Transparent Aircraft Armor and other goodies for KSP [Stock and many mods supported][10/21/2019]]


DoctorDavinci

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Hi all

Just uploaded more updates for DCK Stock Edition, DCK BDAc Edition and DCK BDMk22 to Github

https://github.com/DoctorDavinci/DCK/releases
https://github.com/DoctorDavinci/DCK-BDAc/releases
https://github.com/DoctorDavinci/DCK-BDMk22/releases

I added more parts and instead of releasing a separate texture pack, I decided to integrate the first pack into DCK Stock Edition as well as the BDAc and BDMk22 Editions (Black, Dark Grey, Light Grey, Orange)

I also converted most of the texturesto .dds which reduced the download size considerably

I have mostly completed DCK SM_AFVs Edition and will be releasing it soon with the added textures

Enjoy

Edited by DoctorDavinci
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Hi all

Just did a major texture update to DCK Stock and BDMk22 Editions, much more detail can be seen on each part ..........

https://github.com/DoctorDavinci/DCK/releases/download/v0.0.6/DCK.Stock.Edition.zip

https://github.com/DoctorDavinci/DCK-BDMk22/releases/download/v0.0.6/DCK.BDMk22.Edition.zip

Working on a solution to having to change each parts skin individually ... Possible pickle down the road that will change the texture of all parts on a vessel in one click

Enjoy

 

 

Edited by DoctorDavinci
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33 minutes ago, DoctorDavinci said:

 

Hi all

Just did a major texture update to DCK Stock and BDMk22 Editions, much more detail can be seen on each part ..........

https://github.com/DoctorDavinci/DCK/releases/download/v0.0.6/DCK.Stock.Edition.zip

https://github.com/DoctorDavinci/DCK-BDMk22/releases/download/v0.0.6/DCK.BDMk22.Edition.zip

Working on a solution to having to change each parts skin individually ... Possible pickle down the road that will change the texture of all parts on a vessel in one click

Enjoy

 

 

 

That looks very nice

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16 hours ago, selfish_meme said:

I noticed some parts like Shock Cones and Mammoth engines don't have configs or textures, I am guessing you are steering clear of stuff that has things like engine bells

Just haven't gotten to them yet .... Will be adding more stock parts in the coming days, please stand by :)

EDIT: If you care to lend a hand, you could post issues on Github for each of the parts you find that aren't switchable which would help me with keeping track of which parts haven't been completed

Edited by DoctorDavinci
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I think I have it almost right but the last little bit eludes me, it is to use the Firespitter texture switcher on the stock fairings. The buttons show up, but applying the change to the actual fairing module of the part is being tricky, the Module name is right I think it is just my hacky attempt at calling that module for the texture switch that is failing. I have an example that works for just switching the texture at start up from another mod that works.

example of code for mod

@PART[fairingSize1]:NEEDS[Firespitter]
{
    MODULE
    {
        name = FStextureSwitch2
        moduleID = 1

        objectNames = Fairing
        MODULE[ModuleProceduralFairing]
        {
	    textureNames = Squad/Parts/Aero/fairings/fairings_diff;DCK/Camo/fairings_diff_white
        }
        textureDisplayNames = Stock;White
        nextButtonText = DCK Next
        prevButtonText = DCK Previous
        statusText = Current
        repaintableEVA = true
        showPreviousButton = true
        updateSymmetry = true
        showInfo = false
        debugMode = false
        showListButton = false
    	}
}

Working cfg that switches texture at start up

@PART[fairingSize1]:FOR[KSA]
{
    	%name = fairingSize1_Black
	%title = AE-FF4 Airstream Black Protective Shell (1.25m)

    	@MODULE[ModuleProceduralFairing]
    	{    
		%TextureURL = KSA/BetterFairings/Texutres/fairings_diff_Black
    	}
}

Maybe ask @SpannerMonkey(smce) if he knows how to fix it

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3 hours ago, selfish_meme said:

Maybe ask @SpannerMonkey(smce) if he knows how to fix it

Hi, I've never actually used a module reference in a texture switch so thats a new one on me ( although now i've checked the cfg's i see why the module ref is needed) .

I've just checked out the stock fairings and I think you actually have the objects name wrong, non of the stock fairings have an object within them called Fairing,  stock  fairing object   names in order of appearance , fairingSize1, fairingSize2, fairingSize3.

For simple objects open the .mu in notepad++ and the object name is likely to be the second human readable block of characters, not always but usually, for more complex , multi mesh parts, the object names can be harder to get and are widely spread through the .MU  and it can pay if you can, to export the mu to blender and check out the individual mesh names that way The object name is the name of the actual object, not it's part name or parent object but the name of the part mesh in unity .

Other little snags that can (have for me ) sometimes cause problems, different texture size than original, different format than the original, if the original is dds then the replacement should also be dds.

So yeah try those object names and see what happens :)

 

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7 hours ago, selfish_meme said:

I think I have it almost right but the last little bit eludes me, it is to use the Firespitter texture switcher on the stock fairings. The buttons show up, but applying the change to the actual fairing module of the part is being tricky, the Module name is right I think it is just my hacky attempt at calling that module for the texture switch that is failing

Get your hands on @sarbian's debug stuff ... it will show you the mesh names of each part

Here's the link to its thread (works as is in 1.3) 

I will sit down shortly and add the fairings and intakes that I missed

Edited by DoctorDavinci
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z23v2lw.png

Hi all

I've added many more parts to DCK Stock Edition such as Parachutes (including the canopy), Radiators (all of 'em), Relays etc.., MonoProp Tanks, Jet Engines, Science stuff (Lab, science storage box, mystery goo container), Puff and Thud engines, Mk3 Engine Cluster, Ladders (I think I got 'em working :rolleyes:) and more .......

Here's the link: https://github.com/DoctorDavinci/DCK/releases/tag/v0.0.7

Only a few parts left to do for stock parts ... Fairings coming soon (hopefully)

Enjoy :)

Edited by DoctorDavinci
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Hi all

DCK Stock, DCK BDAc, DCK SM_AFVs, DCK BDMk22 and DCK Aircraft Armor have been integrated into one mod with the addition of a DCK parts category in the editor as well as 2 Stealth Coating parts and a miniaturized version of the 'Panther' engine for 0.625 parts called the 'Kitty'

Update has been released ... https://github.com/DoctorDavinci/DCK/releases/tag/v0.1.0

Enjoy :)

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Hi all

I pre released DCK v0.2.0 ... It includes DCK Paintshop and some other fixes

DCK Paintshop is still new but works tremendously ... Please note that any parts placed on your craft using symmetry will need to have one of the symmetrical parts made the root of the craft and then reroot back to your original root part in order for the textures to appear in order on all parts (see video in the above post)

In the case of parts that can't be rooted all you have to do is attach a part that can be rooted in symmetry to that part, make the new part the root, reroot back to the original root then remove the part you just added (each of them will need to be removed individually as they will no longer symmetrical and treated as individually placed parts)

https://github.com/DoctorDavinci/DCK/releases/tag/v0.2.0-PRE

Enjoy :D

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