Shadowmage Posted December 20, 2017 Author Share Posted December 20, 2017 18 minutes ago, Jimbodiah said: I run RSS with scatterer but without EVE/RSSVE and no SVT. Not sure on EVE installs, but I think @tater was running EVE/SVE and scatterer on a stock install. I can verify that EVE & Scatterer alone work fine (DX9/DX11/OpenGL). Even SVE works great (is actually what I use). Its just SVT (+Kopernicus?) that cause problems under DX11 as far as I'm aware. Not sure what part of that setup causes problems, as I don't regularly use those mods, I only know that there -are- problems.... Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 20, 2017 Share Posted December 20, 2017 (edited) Pass 1 on B9 Aerospace is complete.https://drive.google.com/open?id=1090zLtTdVYibhCIwUlwLUJZp_ChI6FA2 I only checked it vaguely as I do not usually use this mod. Let me know if anyone sees any issues. Pass 1 on RemoteTech is complete.https://drive.google.com/open?id=1HrmFqei_eppmX6zxgzOnYaRIBs8ei6lx Edited December 20, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Red Shirt Posted December 20, 2017 Share Posted December 20, 2017 I'm running SVE/Scatterer. Kopernicus, OPM. and a number of other planet packs, no SVT. I had no problems in what little testing I've done since getting help making force dx11 working. Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 20, 2017 Share Posted December 20, 2017 You can install SVT, at least in my install I can as only Kerbin looks weird but all other planets look good. Just uninstall kerbin CFG file and that's it.... Quote Link to comment Share on other sites More sharing options...
DerGolgo Posted December 21, 2017 Share Posted December 21, 2017 (edited) Just FYI. Couldn't find the strings "AVC" or "404" in the last two pages of comments, so I guess it may not have been mentioned yet. When KSP AVC tells me that there's a new version of textures unlimited and I click "download", I get github's "404 Page Not Found" page for the URL " https://github.com/shadowmage45/SSTULabs/releases/tag/1.0.0.7 " , which matches the download URL in the version file of the latest release linked in the OP, and but for the last numeral, matches the download URL int he version file of 1.0.0.6, which was a 6, obviously. Somewhere, there's a muddle, which users of AVC might be confounded by. Edited December 21, 2017 by DerGolgo Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 21, 2017 Author Share Posted December 21, 2017 4 hours ago, DerGolgo said: Just FYI. Couldn't find the strings "AVC" or "404" in the last two pages of comments, so I guess it may not have been mentioned yet. When KSP AVC tells me that there's a new version of textures unlimited and I click "download", I get github's "404 Page Not Found" page for the URL " https://github.com/shadowmage45/SSTULabs/releases/tag/1.0.0.7 " , which matches the download URL in the version file of the latest release linked in the OP, and but for the last numeral, matches the download URL int he version file of 1.0.0.6, which was a 6, obviously. Somewhere, there's a muddle, which users of AVC might be confounded by. Good catch -- I may very well have specified the incorrect repo target in the .version file, would not surprise me at all (trying to do too much, end up forgetting basic stuff like that...). https://github.com/shadowmage45/TexturesUnlimited/issues/38 Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 22, 2017 Share Posted December 22, 2017 Galileo fixed the DX11 issue on SVT Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 22, 2017 Author Share Posted December 22, 2017 (edited) 6 hours ago, Agustin said: Galileo fixed the DX11 issue on SVT Excellent news. Glad I didn't have to get involved / do it myself, as that was going to be no fun getting caught up on the MFI/Kopernicus/SVT codebases. Edit: Looking over the change-log, it appears that it might have just been some texture related problems; was really only a couple texture files that got updated. Edited December 22, 2017 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted December 23, 2017 Share Posted December 23, 2017 (edited) On 13.12.2017 at 10:46 PM, Cheesecake said: @Electrocutor@Shadowmage Thank you booth. It works. Sorry for my questions. I'm no modder, coder or everything else. Another problem is now: without TR/TRR I cannot install a Skybox. Deactivating the Reflections in TR/TRR works but there are still some issues with TU-Reflections. OK, I found a solution in Sigma Replacements. Another question: Is it possible to give the helmet vosors of the kerbals a reflection like TR/TRR? Edited December 23, 2017 by Cheesecake Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 25, 2017 Share Posted December 25, 2017 On 12/20/2017 at 11:39 PM, Electrocutor said: Pass 1 on B9 Aerospace is complete.https://drive.google.com/open?id=1090zLtTdVYibhCIwUlwLUJZp_ChI6FA2 I only checked it vaguely as I do not usually use this mod. Let me know if anyone sees any issues. Pass 1 on RemoteTech is complete.https://drive.google.com/open?id=1HrmFqei_eppmX6zxgzOnYaRIBs8ei6lx do i need to download these or will they be integrated into the mod? by the way, damn ksp, this mod should become stock, for real, hire this guy and redo ksp's look ! Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted December 25, 2017 Share Posted December 25, 2017 You need to download them yourself as they were no made by the mod-maker himself. Hopefuly there will be a place to combine all the TU patches made so people can download them in one place. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 25, 2017 Share Posted December 25, 2017 48 minutes ago, Jimbodiah said: Hopefuly there will be a place to combine all the TU patches made so people can download them in one place. You mean like this? Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 25, 2017 Share Posted December 25, 2017 @Shadowmage Sir, I noticed the stock command pods do not have any transparency, would be glad if i could help, also, have few parts myself and i don't know how to make them compatible with your mod ( @linuxgurugamer ) is there any guide on how to do patches for your mod? Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 26, 2017 Share Posted December 26, 2017 @Shadowmage I was wondering on something, is it possible to open the metal value as a slider inside the game? same for the rgb color we use as gray? Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 26, 2017 Share Posted December 26, 2017 2 hours ago, Jiraiyah said: @Shadowmage I was wondering on something, is it possible to open the metal value as a slider inside the game? MODULE { name = KSPTextureSwitch canChangeInFlight = true } MODULE { name = SSTURecolorGUI } I've never tested if this works as intended though. 2 hours ago, Jiraiyah said: same for the rgb color we use as gray? I'm not sure what this means? Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 26, 2017 Share Posted December 26, 2017 6 hours ago, Electrocutor said: I'm not sure what this means? was referring to the rgb color KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = rgb_gray title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 } Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 26, 2017 Share Posted December 26, 2017 7 hours ago, Electrocutor said: MODULE { name = KSPTextureSwitch canChangeInFlight = true } MODULE { name = SSTURecolorGUI } I've never tested if this works as intended though. Added those two modules but got something un expected !? Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 26, 2017 Share Posted December 26, 2017 looks like what I am after sits here : +KSP_TEXTURE_SET[JSat_Default]:NEEDS[TexturesUnlimited] { @name = JSat_DefaultMetal @title = Default Metal @TEXTURE,0 { @PROPERTY[_Color] { @color = 1.75,1.75,1.75,1.0 } @PROPERTY[_Metal] { @float = 0.75 } } } I want to open the color and the metal values to the user inside the game. also, each texture set is different +KSP_TEXTURE_SET[JSat_DefaultMetal]:NEEDS[TexturesUnlimited] { @name = JSat_Metal @title = Metal @TEXTURE,0 { @shader = SSTU/PBR/Metallic @PROPERTY[_Smoothness] { @float = 0.75 } } } in the above code, smoothness is the only param that can be changed in the game for example KSP_COLOR_PRESET:NEEDS[TexturesUnlimited] { name = rgb_gray title = RGB Gray color = 127,127,127 specular = 0 metallic = 0 } KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] { name = JSat_Default title = Default recolorable = false TEXTURE { shader = SSTU/PBR/StockMetallicBumped PROPERTY { name = _Color color = 1.0,1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } and in this one all three of them. what i want is to be able to change these values inside the game using sliders? Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 26, 2017 Share Posted December 26, 2017 (edited) 5 hours ago, Jiraiyah said: looks like what I am after sits here : I want to open the color and the metal values to the user inside the game. also, each texture set is different in the above code, smoothness is the only param that can be changed in the game for example and in this one all three of them. what i want is to be able to change these values inside the game using sliders? The RGB_Gray is a color preset I made because it most closely causes TINT-mode recoloring to be equal to the original colors of the diffuse. To recolor parts in-game, you'll need to use the SSTU/PBR/Masked shader, create and set a _MaskTex texture with the _MainTex.A copied into _MaskTex.A and with _MaskTex.RGB set to the three-region recolor zones; then add the SSTURecolorGUI partmodule and set recolorable = true. I'm not fond of the Masked shader because it does not work logically to how KSP works or how you'd think a masked pbr shader would; so you'll need to look at Shadowmage's SSTU config files and textures to see how to use it properly. Edited December 26, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 26, 2017 Share Posted December 26, 2017 2 hours ago, Electrocutor said: The RGB_Gray is a color preset I made because it most closely causes TINT-mode recoloring to be equal to the original colors of the diffuse. To recolor parts in-game, you'll need to use the SSTU/PBR/Masked shader, create and set a _MaskTex texture with the _MainTex.A copied into _MaskTex.A and with _MaskTex.RGB set to the three-region recolor zones; then add the SSTURecolorGUI partmodule and set recolorable = true. I'm not fond of the Masked shader because it does not work logically to how KSP works or how you'd think a masked pbr shader would; so you'll need to look at Shadowmage's SSTU config files and textures to see how to use it properly. ouch, too complicated for my noob brain @Shadowmage if you had any free time, can you put a sample snippet like the one we have in this comment in hidden content for what I am looking for? I am not as familiar as many people with MM patches and using stuff like this and would gladly be a copy cat Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 27, 2017 Author Share Posted December 27, 2017 (edited) 20 hours ago, Jiraiyah said: if you had any free time, can you put a sample snippet like the one we have in this comment in hidden content Cannot be done with patches alone, at least not with how the system is currently setup and how it is supposed to function. Create an RGB mask for your parts. R = 'Main Color', G = 'Secondary Color', B = 'Detail Color' in the Recoloring GUI Create a new set of Diff/Spec/Met textures that are primarily gray (127,127,127), with minor highlights/shadows. Create the texture set configs like above, mark them as 'recolorable = true' Add the recoloring GUI module to the part. Looks like you've got 3 & 4 under control. Now you just need to figure out 1 & 2. See the SSTU textures/configs for more examples, but here is what your diff/spec/met textures should all look like: (you can have some actual details in them rather than just noise, as long as the primary color / average color is flat gray) Edit: Yes -- if you want recolorable parts, and want it to work properly, you have to create new textures specifically for it. No other setup will work properly. (some are close, but none fully work) Edited December 27, 2017 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 27, 2017 Share Posted December 27, 2017 59 minutes ago, Shadowmage said: Cannot be done with patches alone, at least not with how the system is currently setup and how it is supposed to function. Create an RGB mask for your parts. R = 'Main Color', G = 'Secondary Color', B = 'Detail Color' in the Recoloring GUI Create a new set of Diff/Spec/Met textures that are primarily gray (127,127,127), with minor highlights/shadows. Create the texture set configs like above, mark them as 'recolorable = true' Add the recoloring GUI module to the part. Looks like you've got 3 & 4 under control. Now you just need to figure out 1 & 2. See the SSTU textures/configs for more examples, but here is what your diff/spec/met textures should all look like: (you can have some actual details in them rather than just noise, as long as the primary color / average color is flat gray) Edit: Yes -- if you want recolorable parts, and want it to work properly, you have to create new textures specifically for it. No other setup will work properly. (some are close, but none fully work) as i said, i'm totally noob into modding, just created few parts and that is all i know not good enough to read a config file and rip it apart to understand what can be done, all i did was copy the code that was provided Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 27, 2017 Author Share Posted December 27, 2017 30 minutes ago, Jiraiyah said: as i said, i'm totally noob into modding, just created few parts and that is all i know not good enough to read a config file and rip it apart to understand what can be done, all i did was copy the code that was provided I've provided plenty of instructions, and there are tons of examples out there (either in SSTU configs, or in some of the other mods using TU). That is all that I can do -- I'm not going to do the work for you (I don't get paid for any of this, and I don't have that much free time on my hands), nor do I exist solely to teach others modding (I had to learn all this stuff myself; glad to help out where I can, but I'm terrible at teaching as I learn 'by example' -- ripping into existing code/configs, figuring out what they do, and applying it to my own work). Now, if you start working through the process I laid out above, and run into problems at any of those steps, please feel free to ask for assistance with whatever specific problem it is that you are encountering. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted December 28, 2017 Share Posted December 28, 2017 well, I didn't want to offend you. ok, looked to some examples, here is what i found from PorkjetStock : @PART[*]:FOR[zzzz_PorkjetStock2]:HAS[#author[*Porkjet*]&@MODEL:HAS[#model[Squad/Parts/Wheel/LandingGear/*]]] { @MODULE[KSPTextureSwitch] { TEXTURESET { name = PorkjetStock_Custom_gear } } MODULE { name = SSTURecolorGUI } } on the part section nothing is special, but, on the texture set when he is defining the masked texture... KSP_TEXTURE_SET { name = PorkjetStock_Custom_gear title = Custom recolorable = true TEXTURE { shader = SSTU/PBR/StockMetallicBumped excludeMesh = FLAG excludeMesh = flare excludeMesh = Flare excludeMesh = Base excludeMesh = BayDoor1 excludeMesh = BayDoor2 excludeMesh = mesh PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 1.0 } } TEXTURE { shader = SSTU/PBR/Masked texture = _MaskTex,Squad/Parts/Wheel/LandingGear/LandingGear mesh = Base mesh = BayDoor1 mesh = BayDoor2 mesh = mesh PROPERTY { name = _Color color = 1.0,1.0,1.0 } PROPERTY { name = TINTING_MODE keyword = TINTING_MODE } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 0.0 } } COLORS { mainColor = rgb_gray secondColor = rgb_gray detailColor = rgb_gray } } so, as i understand, here the texture was assigned to tweak the places that are color changable? and if i want to let the whole part change color i should use your gray color? am i missing something or did i get it right? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 28, 2017 Author Share Posted December 28, 2017 24 minutes ago, Jiraiyah said: so, as i understand, here the texture was assigned to tweak the places that are color changable? and if i want to let the whole part change color i should use your gray color? am i missing something or did i get it right? Kind of, sort of. The mask texture tells what portions of the model are recolorable. You will -always- need a mask texture, even if it is just a fully red texture. If you need gray textures or not will depend on what mode you want to use, see below. First, you need to decide if you want to do it the fully recolorable way (recoloring mode), or tinting way (tinting mode). If you want to do the tinting mode -- sorry, I can't really help you with that. You'll have to ask someone else (likely @Electrocutor as he's the only one using the system that would know how to set things up). I don't personally support that mode, and only added it by special request -- I have no idea how the textures or configs are supposed to be setup for it. If you want to do the fully recolorable way -- first start by making a mask texture for your part. Open up the texture files for the part (you do have a .psd or .xcf for it, right?), and create a mask texture -- this texture tells the recoloring system what parts of the model are effected by the different recoloring channels. You will want portions of the texture to either be full Red, full Green, or full Blue, depending on what recoloring channel will effect those meshes/uvs. If there is a portion of the model that you -don't- want to be recolorable, set it to black in the mask texture. Get back to me once you've done that (show your work -- original diffuse, and the new mask), and we can work out the creation of the recolorable diffuse/specular/metallic texture setups. Then we can work on the configs. (rather you can work on the configs, and I'll try and help catch/fix errors -- will likely need more information at that point like name and path of the textures, part name, etc) Quote Link to comment Share on other sites More sharing options...
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