Electrocutor Posted November 16, 2017 Share Posted November 16, 2017 (edited) Ah... if only more than one percent of stock parts had a normal map... Using a bump generator doesn't really work either because it appears that most the textures were hand drawn, so you end up with strange brush-strokes and what not with different depths, causing everything to be lumpy. I also can't use a PBR normal because all the meshes are set to stretch and skew the texture instead of tile. Edited November 16, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 16, 2017 Author Share Posted November 16, 2017 25 minutes ago, Electrocutor said: because it appears that most the textures were hand drawn I know, right... like hand-drawn without guides even. So squiggly and inconsistent. 28 minutes ago, Electrocutor said: I also can't use a PBR normal because all the meshes are set to stretch and skew the texture instead of tile Yep. About the only way would be to import the models into some sort of modeling program and bake some normal detail textures for them (from some extra geometry created just for the purpose). Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 16, 2017 Share Posted November 16, 2017 2 minutes ago, Shadowmage said: Yep. About the only way would be to import the models into some sort of modeling program and bake some normal detail textures for them (from some extra geometry created just for the purpose). https://docs.unity3d.com/ScriptReference/Mesh.html https://docs.unity3d.com/ScriptReference/Material-mainTextureScale.html There are quite a few options to access Unity objects at runtime; would any of them have a property or method for changing tiling options? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 16, 2017 Author Share Posted November 16, 2017 (edited) 16 minutes ago, Electrocutor said: https://docs.unity3d.com/ScriptReference/Mesh.html https://docs.unity3d.com/ScriptReference/Material-mainTextureScale.html There are quite a few options to access Unity objects at runtime; would any of them have a property or method for changing tiling options? https://docs.unity3d.com/ScriptReference/Material.SetTextureScale.html Should work for setting the tiling on an arbitrary texture. I believe an additional method/control exists to set the texture offset. Not currently supported in TU, but seems like something I could add-in if it were needed. Edit: Should add that I pushed an update to the dev branch last night that contains the shaders with the _Smoothness and _Metallic properties, if you wanted to play around with those at all. Simply replace your existing shader pack with this: https://github.com/shadowmage45/TexturesUnlimited/raw/dev/GameData/000_TexturesUnlimited/Shaders/sstushaders-universal.ssf , and the new shader properties should be accessible from the config files. Edited November 16, 2017 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 16, 2017 Share Posted November 16, 2017 Thanke kindly. Quote Link to comment Share on other sites More sharing options...
NotTheRealRMS Posted November 16, 2017 Share Posted November 16, 2017 (edited) Because it seems these issues aren't SSTU specific but related to TU, I'm reporting this here. I got a problem with Textures Unlimited, the problem being it only works with D3D for me, after testing it on two identical installs of KSP, one on Linux and the other on Windows 7 (dual-boot). On Linux, although being stuck(hopefully not for too long) with a limited open-source driver that only supports OpenGL 3.0 is probably to blame, all parts using Textures Unlimited in SSTU show up in a texture-less pitch black color. Just to be sure, I also tested it on Windows 7 with force-opengl, and this happened: Spoiler Initialize engine version: 5.4.0p4 (b15b5ae035b7) Forcing GfxDevice: OpenGL Core GfxDevice: creating device client; threaded=1 Renderer: AMD Radeon (TM) R9 380 Series Vendor: ATI Technologies Inc. Version: 4.5.13491 Core Profile Forward-Compatible Context 22.19.662.4 GLES: 0 ... OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 65537 Begin MonoManager ReloadAssembly ... Load(Texture): SSTU/Assets/SC-TANK-LV-BODY-SPEC-FOAM (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load(Texture): SSTU/Assets/SC-TANK-LV-BODY-SPEC (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load(Texture): SSTU/Assets/SC-TANK-LV-CAP-AO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Load(Texture): SSTU/Assets/SC-TANK-LV-CAP-DIFF (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Crash!!! SymInit: Symbol-SearchPath: '.;C:\Kerbal Space Program;C:\Kerbal Space Program;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Bane' OS-Version: 6.1.7601 (Service Pack 1) 0x100-0x1 C:\Kerbal Space Program\KSP_x64.exe:KSP_x64.exe (000000013F090000), size: 22437888 (result: 0), SymType: '-exported-', PDB: 'C:\Kerbal Space Program\KSP_x64.exe', fileVersion: 5.4.0.23386 C:\Windows\SYSTEM32\ntdll.dll:ntdll.dll (0000000077C90000), size: 1744896 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\ntdll.dll', fileVersion: 6.1.7601.23807 C:\Windows\system32\kernel32.dll:kernel32.dll (0000000077A70000), size: 1175552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\kernel32.dll', fileVersion: 6.1.7601.23807 C:\Windows\system32\KERNELBASE.dll:KERNELBASE.dll (000007FEFDCD0000), size: 434176 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\KERNELBASE.dll', fileVersion: 6.1.7601.23807 C:\Windows\system32\HID.DLL:HID.DLL (000007FEFBF50000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\HID.DLL', fileVersion: 6.1.7600.16385 C:\Windows\system32\msvcrt.dll:msvcrt.dll (000007FEFDD40000), size: 651264 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\msvcrt.dll', fileVersion: 7.0.7601.17744 C:\Windows\system32\GDI32.dll:GDI32.dll (000007FEFE0D0000), size: 421888 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\GDI32.dll', fileVersion: 6.1.7601.23807 C:\Windows\system32\USER32.dll:USER32.dll (0000000077B90000), size: 1024000 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\USER32.dll', fileVersion: 6.1.7601.23594 C:\Windows\system32\LPK.dll:LPK.dll (000007FEFE140000), size: 57344 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\LPK.dll', fileVersion: 6.1.7601.23807 C:\Windows\system32\USP10.dll:USP10.dll (000007FEFF700000), size: 831488 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\USP10.dll', fileVersion: 1.626.7601.23807 C:\Windows\system32\ADVAPI32.dll:ADVAPI32.dll (000007FEFE520000), size: 897024 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ADVAPI32.dll', fileVersion: 6.1.7601.23807 C:\Windows\SYSTEM32\sechost.dll:sechost.dll (000007FEFFB80000), size: 126976 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\SYSTEM32\sechost.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\RPCRT4.dll:RPCRT4.dll (000007FEFFBA0000), size: 1232896 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\RPCRT4.dll', fileVersion: 6.1.7601.23816 C:\Windows\system32\WS2_32.dll:WS2_32.dll (000007FEFFD30000), size: 315392 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WS2_32.dll', fileVersion: 6.1.7601.23451 C:\Windows\system32\NSI.dll:NSI.dll (000007FEFF7D0000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\NSI.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\VERSION.dll:VERSION.dll (000007FEFCA40000), size: 49152 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\VERSION.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\ole32.dll:ole32.dll (000007FEFFD80000), size: 2080768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ole32.dll', fileVersion: 6.1.7601.23775 C:\Windows\system32\SHLWAPI.dll:SHLWAPI.dll (000007FEFF680000), size: 462848 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SHLWAPI.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\SHELL32.dll:SHELL32.dll (000007FEFE8F0000), size: 14200832 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SHELL32.dll', fileVersion: 6.1.7601.23806 C:\Windows\system32\OPENGL32.dll:OPENGL32.dll (000007FEF7E90000), size: 1167360 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\OPENGL32.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\GLU32.dll:GLU32.dll (000007FEF8140000), size: 184320 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\GLU32.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\DDRAW.dll:DDRAW.dll (000007FEEF710000), size: 987136 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\DDRAW.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\DCIMAN32.dll:DCIMAN32.dll (000007FEF8130000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\DCIMAN32.dll', fileVersion: 6.1.7601.23807 C:\Windows\system32\SETUPAPI.dll:SETUPAPI.dll (000007FEFDDE0000), size: 1929216 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SETUPAPI.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\CFGMGR32.dll:CFGMGR32.dll (000007FEFD9A0000), size: 221184 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CFGMGR32.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\OLEAUT32.dll:OLEAUT32.dll (000007FEFE600000), size: 892928 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\OLEAUT32.dll', fileVersion: 6.1.7601.23775 C:\Windows\system32\DEVOBJ.dll:DEVOBJ.dll (000007FEFDC60000), size: 106496 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\DEVOBJ.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\dwmapi.dll:dwmapi.dll (000007FEFC9F0000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dwmapi.dll', fileVersion: 6.1.7601.18917 C:\Windows\system32\WINMM.dll:WINMM.dll (000007FEF9400000), size: 241664 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WINMM.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\IMM32.dll:IMM32.dll (000007FEFF880000), size: 188416 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\IMM32.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\MSCTF.dll:MSCTF.dll (000007FEFDFC0000), size: 1085440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSCTF.dll', fileVersion: 6.1.7601.23572 C:\Windows\system32\DNSAPI.dll:DNSAPI.dll (000007FEFCFD0000), size: 372736 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\DNSAPI.dll', fileVersion: 6.1.7601.17570 C:\Windows\system32\IPHLPAPI.DLL:IPHLPAPI.DLL (000007FEFB0B0000), size: 159744 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\IPHLPAPI.DLL', fileVersion: 6.1.7601.17514 C:\Windows\system32\WINNSI.DLL:WINNSI.DLL (000007FEFB090000), size: 45056 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WINNSI.DLL', fileVersion: 6.1.7600.16385 C:\Windows\system32\WINHTTP.dll:WINHTTP.dll (000007FEF76E0000), size: 462848 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WINHTTP.dll', fileVersion: 6.1.7601.23451 C:\Windows\system32\webio.dll:webio.dll (000007FEF7670000), size: 413696 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Windows\system32\webio.dll', fileVersion: 6.1.7601.23375 C:\Windows\system32\profapi.dll:profapi.dll (000007FEFD990000), size: 61440 (result: 0), SymType: '-nosymbols-', PDB: 'C:\Windows\system32\profapi.dll', fileVersion: 6.1.7600.16385 C:\Kerbal Space Program\KSP_x64_Data\Mono\mono.dll:mono.dll (000007FEE8550000), size: 2994176 (result: 0), SymType: '-exported-', PDB: 'C:\Kerbal Space Program\KSP_x64_Data\Mono\mono.dll', fileVersion: 1.0.0.1 C:\Windows\system32\PSAPI.DLL:PSAPI.DLL (0000000077E50000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\PSAPI.DLL', fileVersion: 6.1.7600.16385 C:\Windows\system32\MSWSOCK.dll:MSWSOCK.dll (000007FEFD150000), size: 348160 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSWSOCK.dll', fileVersion: 6.1.7601.23451 C:\Windows\system32\CRYPTBASE.dll:CRYPTBASE.dll (000007FEFD820000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CRYPTBASE.dll', fileVersion: 6.1.7601.23816 C:\Windows\system32\uxtheme.dll:uxtheme.dll (000007FEFC310000), size: 352256 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\uxtheme.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\atig6pxx.dll:atig6pxx.dll (000007FEF7E60000), size: 167936 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\atig6pxx.dll', fileVersion: 22.19.662.4 C:\Windows\system32\api-ms-win-core-synch-l1-2-0.DLL:api-ms-win-core-synch-l1-2-0.DLL (000007FEFC9E0000), size: 12288 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\api-ms-win-core-synch-l1-2-0.DLL', fileVersion: 10.0.10586.788 C:\Windows\system32\atio6axx.dll:atio6axx.dll (000000006FD80000), size: 36478976 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\atio6axx.dll', fileVersion: 22.19.662.4 C:\Windows\system32\dxva2.dll:dxva2.dll (000007FEF77B0000), size: 135168 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dxva2.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\atig6txx.dll:atig6txx.dll (000007FEEF620000), size: 249856 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\atig6txx.dll', fileVersion: 22.19.662.4 C:\Windows\system32\atiadlxx.dll:atiadlxx.dll (000007FEF67D0000), size: 1572864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\atiadlxx.dll', fileVersion: 22.19.662.4 C:\Windows\system32\PROPSYS.dll:PROPSYS.dll (000007FEFC370000), size: 1228800 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\PROPSYS.dll', fileVersion: 7.0.7601.17514 C:\Windows\system32\USERENV.dll:USERENV.dll (000007FEFDA00000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\USERENV.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\WTSAPI32.dll:WTSAPI32.dll (000007FEFCA50000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WTSAPI32.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\WINTRUST.dll:WINTRUST.dll (000007FEFDC90000), size: 241664 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\WINTRUST.dll', fileVersion: 6.1.7601.23769 C:\Windows\system32\CRYPT32.dll:CRYPT32.dll (000007FEFDA50000), size: 1495040 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CRYPT32.dll', fileVersion: 6.1.7601.23769 C:\Windows\system32\MSASN1.dll:MSASN1.dll (000007FEFD980000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSASN1.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\CLBCatQ.DLL:CLBCatQ.DLL (000007FEFF7E0000), size: 626688 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CLBCatQ.DLL', fileVersion: 2001.12.8530.16385 C:\Windows\System32\MMDevApi.dll:MMDevApi.dll (000007FEFBF00000), size: 307200 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\MMDevApi.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\wdmaud.drv:wdmaud.drv (000007FEF5B80000), size: 241664 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\wdmaud.drv', fileVersion: 6.1.7601.17514 C:\Windows\system32\ksuser.dll:ksuser.dll (0000000072D50000), size: 24576 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\ksuser.dll', fileVersion: 6.1.7601.19091 C:\Windows\system32\AVRT.dll:AVRT.dll (000007FEFB600000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\AVRT.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\AUDIOSES.DLL:AUDIOSES.DLL (000007FEF5B30000), size: 323584 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\AUDIOSES.DLL', fileVersion: 6.1.7601.23471 C:\Windows\system32\msacm32.drv:msacm32.drv (000007FEF5B20000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\msacm32.drv', fileVersion: 6.1.7600.16385 C:\Windows\system32\MSACM32.dll:MSACM32.dll (000007FEF5B00000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\MSACM32.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\midimap.dll:midimap.dll (000007FEF5AF0000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\midimap.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\xinput1_3.dll:xinput1_3.dll (00000000053A0000), size: 122880 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\xinput1_3.dll', fileVersion: 9.18.944.0 C:\Windows\system32\CRYPTSP.dll:CRYPTSP.dll (000007FEFD1B0000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\CRYPTSP.dll', fileVersion: 6.1.7601.23471 C:\Windows\system32\rsaenh.dll:rsaenh.dll (000007FEFCEB0000), size: 290816 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\rsaenh.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\mscms.dll:mscms.dll (000007FEEF660000), size: 638976 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\mscms.dll', fileVersion: 6.1.7601.23677 C:\Windows\system32\icm32.dll:icm32.dll (000007FEEBF40000), size: 270336 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\icm32.dll', fileVersion: 6.1.7601.23677 C:\Windows\system32\RpcRtRemote.dll:RpcRtRemote.dll (000007FEFD8D0000), size: 81920 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\RpcRtRemote.dll', fileVersion: 6.1.7601.17514 C:\Windows\system32\dhcpcsvc.DLL:dhcpcsvc.DLL (000007FEFAEA0000), size: 98304 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dhcpcsvc.DLL', fileVersion: 6.1.7600.16385 C:\Windows\system32\dhcpcsvc6.DLL:dhcpcsvc6.DLL (000007FEFAE80000), size: 69632 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dhcpcsvc6.DLL', fileVersion: 6.1.7601.17970 C:\Windows\system32\SspiCli.dll:SspiCli.dll (000007FEFD790000), size: 151552 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\SspiCli.dll', fileVersion: 6.1.7601.23816 C:\Windows\system32\credssp.dll:credssp.dll (000007FEFCD80000), size: 40960 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\credssp.dll', fileVersion: 6.1.7601.23816 C:\Kerbal Space Program\KSP_x64_Data\Plugins\lingoona.grammar.kerbal.dll:lingoona.grammar.kerbal.dll (000007FEE8460000), size: 958464 (result: 0), SymType: '-exported-', PDB: 'C:\Kerbal Space Program\KSP_x64_Data\Plugins\lingoona.grammar.kerbal.dll', fileVersion: 1.5.5.511 C:\Windows\System32\fwpuclnt.dll:fwpuclnt.dll (000007FEFAF40000), size: 339968 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\fwpuclnt.dll', fileVersion: 6.1.7601.18283 C:\Windows\system32\rasadhlp.dll:rasadhlp.dll (000007FEFA350000), size: 32768 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\rasadhlp.dll', fileVersion: 6.1.7600.16385 C:\Windows\System32\wship6.dll:wship6.dll (000007FEFD140000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\wship6.dll', fileVersion: 6.1.7600.16385 C:\Windows\System32\wshtcpip.dll:wshtcpip.dll (000007FEFCB30000), size: 28672 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\wshtcpip.dll', fileVersion: 6.1.7600.16385 C:\Windows\system32\dbghelp.dll:dbghelp.dll (000007FEEF270000), size: 1200128 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\system32\dbghelp.dll', fileVersion: 6.1.7601.17514 ========== OUTPUTING STACK TRACE ================== 0x0000000070967559 (atio6axx) DrvPresentBuffers 0x000000007095F8B1 (atio6axx) DrvPresentBuffers 0x000000007093CF89 (atio6axx) DrvPresentBuffers 0x0000000070942A06 (atio6axx) DrvPresentBuffers 0x00000000706B555E (atio6axx) DrvPresentBuffers 0x000000013F7DE387 (KSP_x64) RectT<int>::operator!= 0x000000013F7CF043 (KSP_x64) RegisterModule_CloudWebServices 0x000000013F7CF3A8 (KSP_x64) RegisterModule_CloudWebServices 0x000000013F7C94A4 (KSP_x64) RegisterModule_CloudWebServices 0x000000013F8262C8 (KSP_x64) RectT<int>::GetYMax 0x000000013F82A6FF (KSP_x64) RectT<int>::GetYMax 0x000000013F82338A (KSP_x64) RectT<int>::GetYMax 0x000000013F399788 (KSP_x64) Thread::RunThreadWrapper 0x0000000077A859CD (kernel32) BaseThreadInitThunk ========== END OF STACKTRACE =========== **** Crash! **** From textures not showing to just crashing. I wonder if all this info could be helpful, for here on the other hand is what happens on Linux, with the limited open-source amdgpu driver which only supports OpenGL 3.0 : Spoiler OpenGL: Version: OpenGL 3.0 [3.0 Mesa 17.2.4] Renderer: AMD Radeon (TM) R9 380 Series (AMD TONGA / DRM 3.8.0 / 4.9.59-1-lts, LLVM 5.0.0) Vendor: X.Org VRAM: 4069 MB ... KSPShaderLoader - Loading shader bundle: SSTUShaders :: ... ../GameData/000_TexturesUnlimited/Shaders/sstushaders-universal.ssf (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) WARNING: Shader Unsupported: 'Legacy Shaders/Specular' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Specular' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Specular' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Specular' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Specular' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Specular' - All passes removed WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - All passes removed WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - Pass 'DEFERRED' has no vertex shader WARNING: Shader Unsupported: 'Legacy Shaders/Bumped Specular' - All passes removed WARNING: Shader Unsupported: 'SSTU/Masked' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'SSTU/Masked' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'SSTU/Masked' - All passes removed ... WARNING: Shader Unsupported: 'SSTU/MaskedIcon' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'SSTU/MaskedIcon' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'SSTU/MaskedIcon' - All passes removed ... Attempting to load shader data for: SSTU/SolarShader :: SSTU/MaskedIcon (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) Shader: SSTU/PBR/Metallic (UnityEngine.Shader) did not have property: _Shininess Maybe this only happens with AMD GPUs or very specific ones, maybe not. Finally, when running on Windows with the same mods that available memory could support in previous SSTU versions, the game memory load spiked bordering 15GB even without SSTU-PBR and crashed in Windows with D3D9 rendering so I had to sacrifice several mods, and it likewise crashed due to lack of enough memory with force-d3d11 until I deleted a some mods to reduce the load. Is Textures Unlimited increasing memory load a couple of GBs normal? Edited November 16, 2017 by NotTheRealRMS Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 16, 2017 Author Share Posted November 16, 2017 4 minutes ago, NotTheRealRMS said: Is Textures Unlimited increasing memory load a couple of GBs normal? Should not be normal; can't say as I've paid any attention to memory use specifically, but just TU by itself should have very minimal (close to zero) impact on memory use (it is only loading a couple of shaders). (SSTU is pretty memory heavy, but certainly shouldn't be GBs worth; possibly a few hundred megs at most, but most of that is textures that should should be loaded into gfx ram rather than system ram). Not sure what to say on the Linux/OpenGL problems. I know I've got OSX/Mac users who have no problems with the shaders/etc, also had someone running an integrated Intel chip that had no problems. I also tested it explicitly with OpenGL on Win10 (GTX970). Quite likely driver or OS implementation related? @tater -- you're not having any problems with OpenGL mode are you? 7 minutes ago, NotTheRealRMS said: that only supports OpenGL 3.0 is probably to blame, Ahh, yeah, that would be a problem. Need at least OpenGL 3.2 for the PBR shaders. I might be able to see about including a fallback option in TU to revert to the stock shaders... but it defeats the entire purpose of the mod. (Seems like I'm going to need to add some disclaimers to the OP that only specific graphics APIs are supported / might not work on older hardware). 15 minutes ago, NotTheRealRMS said: Maybe this only happens with AMD GPUs or very specific ones, maybe not. What graphics hardware are you running? (model, ram, etc) (just asking so that I might look up feature support for the card) Quote Link to comment Share on other sites More sharing options...
tater Posted November 16, 2017 Share Posted November 16, 2017 Nope, works fine. Quote Link to comment Share on other sites More sharing options...
NotTheRealRMS Posted November 16, 2017 Share Posted November 16, 2017 (edited) Just now, Shadowmage said: What graphics hardware are you running? (model, ram, etc) (just asking so that I might look up feature support for the card) It was already mentioned in the posted logs: a mid-range Radeon R9 380 with 4GB VRAM, it is good for what it is. It had its share of complications which were likely caused by bad drivers rather than hardware defects given similar problems never happened again after some recent driver updates, but at least it never fried. *Edit: and everything works correctly on D3D9 or 11 Edited November 16, 2017 by NotTheRealRMS Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 16, 2017 Author Share Posted November 16, 2017 @NotTheRealRMS Apologies for the duplicated request; the logs were not appearing in the spoiler tags when I first responded (but they are present now). I'll do some research on that card to see if it is hardware limitation. It seems like it should be new enough to have hardware support for the features, which would point towards drivers/OS. Will also run some additional tests on OpenGL on Windows to make sure I didn't goof anything up there. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 16, 2017 Author Share Posted November 16, 2017 36 minutes ago, NotTheRealRMS said: *Edit: and everything works correctly on D3D9 or 11 Could you clarify -- are you saying that TexturesUnlimited works fine for you under DX9/11, or was that referring to EVE/SVE? (I have no doubt that there are OpenGL problems, but the wording on the DX9/11 was a bit unclear) Quote Link to comment Share on other sites More sharing options...
NotTheRealRMS Posted November 16, 2017 Share Posted November 16, 2017 (edited) Just now, Shadowmage said: Could you clarify -- are you saying that TexturesUnlimited works fine for you under DX9/11, or was that referring to EVE/SVE? (I have no doubt that there are OpenGL problems, but the wording on the DX9/11 was a bit unclear) TexturesUnlimited works fine with DX9/11. I just had to trim some "fat" from the GameData folder first. I checked the parts in the VAB with PBR and they showed up without any glitches. The crash only happens with OpenGL 4.5 rendering through -force-opengl. Edited November 16, 2017 by NotTheRealRMS Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 16, 2017 Author Share Posted November 16, 2017 9 minutes ago, NotTheRealRMS said: TexturesUnlimited works fine with DX9/11. I just had to trim some "fat" from the GameData folder first. I checked the parts in the VAB with PBR and they showed up without any glitches. The crash only happens with OpenGL 4.5 rendering through -force-opengl. Thanks much for the confirmation and information. I'll do some checks tonight on memory use under DX9, DX11, and OpenGL on windows to see if there is anything odd going on there. Really shouldn't cause much/if any increase beyond the loading of additional textures (and those shouldn't be multi-GB worth). Sadly it sounds like there might be a hardware/driver problem for that card (under OpenGL at least). Which is kind of odd, as when I look at the specs it states it should have all of the features needed from a hardware perspective. Might be some driver-level settings that could be tweaked, but its been many years since I've played with those. Quote Link to comment Share on other sites More sharing options...
T-10a Posted November 17, 2017 Share Posted November 17, 2017 (edited) Linux user here. Can confirm the OpenGL issue is a major headache. Even worse, Mesa (the 3D library all video drivers use on Linux) on my system doesn't give KSP an OpenGL version > 3.0 , and if I force it with MESA_GL_VERSION_OVERRIDE the game crashes on start. My GPU is an R9 290, btw. Edited November 17, 2017 by T-10a Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 17, 2017 Author Share Posted November 17, 2017 Some preliminary testing on memory use and openGL compatibility (windows 10, GTX970). All data taken from a load to main menu + 30s pause to allow the first GC to occur: SSTU+TU TU Only Stock-NoMods DX9 3479 2369 2361 DX11 2376 1844 1832 OpenGL 2441 1633 1623 I'm not seeing any incompatibilities or excessive memory usage in any of the tested scenarios. Obviously SSTU carries a lot of textures with it, but TU by itself is only increasing RAM use by ~10mb (which is reasonable considering the # of shaders it is loading and the other script-side memory use). 9 minutes ago, T-10a said: Linux user here. Can confirm the OpenGL issue is a major headache. Even worse, Mesa (the 3D library all video drivers use on Linux) on my system doesn't give KSP an OpenGL version > 3.0 , and if I force it with MESA_GL_VERSION_OVERRIDE the game crashes on start. That is quite sad to hear considering OpenGL is the only option under Linux. I know firsthand that graphics are not the easiest thing to work on, and drivers less-so, but I'm surprised that the combined geekdom of the world hasn't found a solution. Though, I suppose at least part of the blame would have to come from the hardware vendors -- they really should be the people that provide working and usable drivers for all modern OS's (I know the linux marketshare is low, but it is certainly >0). Quote Link to comment Share on other sites More sharing options...
T-10a Posted November 17, 2017 Share Posted November 17, 2017 12 hours ago, Shadowmage said: That is quite sad to hear considering OpenGL is the only option under Linux. I know firsthand that graphics are not the easiest thing to work on, and drivers less-so, but I'm surprised that the combined geekdom of the world hasn't found a solution. Though, I suppose at least part of the blame would have to come from the hardware vendors -- they really should be the people that provide working and usable drivers for all modern OS's (I know the linux marketshare is low, but it is certainly >0). My guess is that the focus on graphics drivers is more on stability than new features. Though, as I stated in my post, I am using an older GPU. Newer GPUs may in fact natively support newer OpenGL versions in AMDGPU Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 17, 2017 Share Posted November 17, 2017 (edited) Okay, so I started over from scratch on the stock part PBR stuff. This new version is less "let's change everything" and instead keep stock exactly as it always was except if the whole part is metal or if an entire mesh is metal, then those are made metallic and everything else that contains a specular layer is set to the new shader so that the specular can make use of reflections. There are couple of exceptions where I still set an item to be metallic even though not all of the mesh was supposed to be: If there is just a small label or line on it, such as with a battery or octo probes, I went ahead and set them to metal; it causes the label to also look metallic, but that shouldn't be a big issue. If there is a small area of paint that does not affect the overall color theme; for example, on the small science experiments and Twitch engine. I changed the 2.5m bi, tri, and quad adapters to be metallic to match the 2.5m fuel tanks. For now the solar panels have their bases set as metal (except the painted covered ones), and the panels themselves glossy; I haven't been able to properly figure out the new Solar Panels shader yet. This should include all Stock parts, please let me know if you find any issues: https://drive.google.com/open?id=1UDpX8xovVpL0q0RBtDMUC3FXQxbPHG5O p.s. This completes pass 1 on the stock parts. Pass 2 is much more complicated and will require me to either learn graphic design or get help from someone who already does. That being the case, I will now move onto making .cfg's for popular part mod-packs. [Update] I just realized I didn't zip it at a higher level. Drop the contents into a folder at GameData\TexturesUnlimited_Stock\. In a future update, this mod will allow adjusting colors and values in the cfg and it will no longer matter where you put it, but for now I have to use a couple of 1 pixel textures. Edited November 17, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 17, 2017 Author Share Posted November 17, 2017 1 hour ago, Electrocutor said: I haven't been able to properly figure out the new Solar Panels shader yet. Its basically the PBR/Metallic shader, that uses an added texture input as a thickness-map to simulate subsurf scattering/backlighting. In order to make good use of it it really requires custom textures, but you might be able to use the parameter inputs to get something working. Its actually undergoing some revisions for this weekends' update, so might be best to hold off until then on the solar panel work. Looks like the rest of your stock conversion is working quite well to me, considering the stock textures you are working with.... Note the subtle blue glow from the planet, and esp. the air intakes are picking it up. I gotta give you credit... you even patched the struts Well done. Those stock docking ports actually look pretty legit when they are all shiny and metal. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 17, 2017 Share Posted November 17, 2017 Everything will look much better after I actually have some normal maps to use on the parts; but it's a good start, especially considering it's done with 3 files: a dll, a shader bundle, and a cfg. Quote Link to comment Share on other sites More sharing options...
T-10a Posted November 17, 2017 Share Posted November 17, 2017 Never thought I'd be confused about whether stock parts or Ven's revamp looked better. Good job! Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 17, 2017 Share Posted November 17, 2017 (edited) Even though Val has repeatedly asked them to stop putting holes in the tarmac... I'm curious now how planetshine, custom PQS settings, and other visual improvements will make the game look; this is all just stock so far.. Edited November 17, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 17, 2017 Author Share Posted November 17, 2017 35 minutes ago, Electrocutor said: I'm curious now how planetshine, custom PQS settings, and other visual improvements will make the game look; this is all just stock so far.. Scatterer looks great in the reflections; really aids in the view from orbit (and orbit on other bodies). Not sure planetshine would do much, as its function is already handled by the reflection probes; would depend on how exactly it accomplishes its effect. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted November 17, 2017 Share Posted November 17, 2017 2 hours ago, Shadowmage said: Those stock docking ports actually look pretty legit when they are all shiny and metal. I agree on the ports, but what is going on with the falloff on the rubber tires? They look like they're covered in a thin layer of translucent jello. But maybe it's always done that and I'm just noticing because everything else looks so much better. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted November 17, 2017 Share Posted November 17, 2017 6 hours ago, vossiewulf said: I agree on the ports, but what is going on with the falloff on the rubber tires? They look like they're covered in a thin layer of translucent jello. But maybe it's always done that and I'm just noticing because everything else looks so much better. Those tires have a very high smoothness set by Squad in the specular map on the side-wall and the ribs. The hub and other rubber parts do not. The high specular is what causes that sheen. For the other tires (except the one with the metal wheel), I just exclude the wheel completely so the rubber is matte; in a perfect world, these tires would have the hub and ribs as their own mesh and I could just set them to metallic they should be, but that is not an option. During pass 2 is when I would be creating custom texture maps for each part to be able to more accurately set values: but that is a whole lot of work, so instead I've decided to work on some mod support first. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted November 17, 2017 Author Share Posted November 17, 2017 (edited) 5 hours ago, Electrocutor said: During pass 2 is when I would be creating custom texture maps for each part to be able to more accurately set values: I might have some ideas that can help out with phase-2. I assume one of the things you'll be needing for that work will be UV maps for all of the stock parts, which I can possibly help generate through some code. Probably a ton faster than importing the models through the blender-mu plugin, esp. when I could have it just dump 'the entire SQUAD folder'. (The alternate I suppose would be to contact whomever has access to the Venn's revamp art sources, and try and beg some UV maps out of them). Will poke about with implementing a application that can output .svg files for a given .mu input file; or rather, as it'll be launched from in-game, it will work from the in-memory model-data (parsing the .mu models is its own special fun). No guarantees, and it probably won't be done for at least a few days. Edit: As I was bored during lunch at work, the .svg ripper has been written. Input a game-object, and it'll spit out UV maps for each mesh in the object as .svg files. Still need to link it into the one of the KSP mods' codebases, and then add a method to throw all the models from the GameDatabase.loadedModels list at it. Gah, I wish I were as good (err, fast?) at modeling/texturing as I am at coding. Give me an hour and I can accomplish -something- in code; the same hour spent on modeling/texturing usually results in me spinning the model around a bunch trying to figure out what to do... (I know the how's, its the what's that I struggle with). Edited November 17, 2017 by Shadowmage Quote Link to comment Share on other sites More sharing options...
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