Burning Kan Posted April 29, 2018 Share Posted April 29, 2018 21 hours ago, Delbrutis said: tanks look Porkjet Yes,the are @Eagleeyed Delbrutis 21 hours ago, Delbrutis said: what side motors and mainsail model are those? All stock beside of part overhault(just tanks)+TU and replaced some textures(direct in squad folder) Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted April 30, 2018 Share Posted April 30, 2018 (edited) 3 hours ago, Burning Kan said: Yes,the are @Eagleeyed Delbrutis Not so Eagleeyed if those are stock? I recognized the mainsail retex but those side stage motors look kinda like a retexured Ven LTV ? Yeah I almost always just replace my parts straight into the Squad folder. I'm older than dirt and used to doing it that way. Back in the days before ModualManger when you still had to dump everything into the parts folder. Thanks Edited April 30, 2018 by Delbrutis Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 30, 2018 Share Posted April 30, 2018 43 minutes ago, Delbrutis said: look kinda like a retexured Ven LTV ? nob,like i sayed-pure stock+cosmetics 45 minutes ago, Delbrutis said: Back in the days before ModualManger when you still had to dump everything into the parts folder remembering that too) do it still today,sometimes Quote Link to comment Share on other sites More sharing options...
dxeh Posted April 30, 2018 Share Posted April 30, 2018 Only just found out about this mod.. Only to find out that i just felt in love with it! Only little dissapointed that when in IVA i cannot see outside the windows no more. part from that, i love this! Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 30, 2018 Author Share Posted April 30, 2018 6 minutes ago, dxeh said: Only just found out about this mod.. Only to find out that i just felt in love with it! Glad to hear you are enjoying the mod 6 minutes ago, dxeh said: Only little dissapointed that when in IVA i cannot see outside the windows no more. part from that, i love this! Please report that problem to the author of the configs you are using. Sounds like they have improperly adjusted some meshes in the IVAs. If they need help setting up the configs... they know where to contact me. (As TU does nothing by default, any issues that arise are almost undoubtedly caused by the configs you have installed) Quote Link to comment Share on other sites More sharing options...
Delay Posted April 30, 2018 Share Posted April 30, 2018 1 hour ago, Shadowmage said: As TU does nothing by default, any issues that arise are almost undoubtedly caused by the configs you have installed Which brings me nicely to my question: Where can I find these configs? Specifically, for the stock parts? It might be the easiest question to answer for myself by just clicking around somewhere, but so far I haven't found anything. I can image this mod, PlanetShine and KS3P being a great graphics mod combination. Quote Link to comment Share on other sites More sharing options...
Kerbaderp Posted April 30, 2018 Share Posted April 30, 2018 (edited) Thank you @Shadowmage for this awesome mod and @Electrocutor for the Stock Config! Didn't know KSP has that much potential! Why is this not in the stock version as a graphical option.... Spoiler Without the config from Electrocutor I would have been lost. I have managed to put some part-paths in the "FullMetal" section to make them shiny, but that is all I can do. 1. I am very noobish at this. are there some noob-friendly tutorials around? 2. Is anyone working on the DLC-parts? As I said, I can make them shiny myself, but there is a glitch with the flags on the new pods. The NASA-Logo should be transparent (see pic). Spoiler 3. Is there any way to combine glass shaders with other shaders? Like a metal Pod with the beautiful glass shaders in Electrocutors config? And I really would like not all parts shiny on the new rover wheels. 4. How do you make the shininess more subtle? Would be great for parts like fuel tanks. 5. Is there any way to make an ingame skin option? Like the new 1.4 & DLC already has? This would be great! Thanks again. You modders make this game so much more fun! Edited April 30, 2018 by Kerbaderp Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted April 30, 2018 Share Posted April 30, 2018 On 4/28/2018 at 2:04 AM, Burning Kan said: sayin thanks with some TU pics @Shadowmage& @Electrocutor Reveal hidden contents Wait! Those footprints are working??? Totally off-topic, but is that from the Kopernicus Expansion thingy? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 30, 2018 Author Share Posted April 30, 2018 34 minutes ago, Delay said: Which brings me nicely to my question: Where can I find these configs? Specifically, for the stock parts? I have not created any, nor do I intend on it. Even if I did, they would not be distributed with TU (far too much drama). @Manwith Noname and @Electrocutor are the authors of the current patch sets that you see used in most of the screenshots. Might even be some patches floating around for specific mods. 35 minutes ago, Delay said: I can image this mod, PlanetShine and KS3P being a great graphics mod combination. With TU installed (and with the PBR shaders being used on the parts) you don't need PlanetShine or WindowShine at all -- the reflection of a planets color and window reflections are built into the PBR rendering. Really it just comes down to EVE+Scatterer+KS3P+TU. Throw in some extras for stuff like footprints and dust-effects... and you really can get 'current-gen' graphics in KSP. (now if only other mod authors would have less of a problem adapting to/using PBR, we might actually be on to something) Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 30, 2018 Share Posted April 30, 2018 @Beetlecat Spoiler indeed!, 1of 5pics is not TU, shame on me (very old one) 27 minutes ago, Beetlecat said: Wait! Those footprints are working??? indeed? 29 minutes ago, Beetlecat said: Kopernicus Expansion thingy correctamundo @Shadowmage basic is from an older Electrocuter cfg with some modifications,this is my verof the TexturesUnlimited_Stock.cfg: Spoiler @REFLECTION_CONFIG[default] { %enabled = true } KSP_MODEL_SHADER { name = Stock_NoMetal // Command model = Squad/Parts/Command/mk1Cockpits/CockpitStandard model = Squad/Parts/Command/mk1Cockpits/CockpitInline model = Squad/Parts/Command/mk1Cockpits/Cabin model = Squad/Parts/Command/mk2CockpitStandard/model model = Squad/Parts/Command/mk2CockpitInline/model model = Squad/Parts/Command/mk2DroneCore/model model = Squad/Parts/Utility/mk2CrewCabin/model model = Squad/Parts/Command/mk3CockpitShuttle/model model = Squad/Parts/FuelTank/mk3Fuselage/CREW // KipEng model = KipEng/parts/NADockPorts/kipactiveport model = KipEng/parts/NADockPorts/kippassiveport model = Squad/Parts/FuelTank/RCStankRadial/model model = Squad/Parts/FuelTank/RCSFuelTankR25/RCSFuelTankR25 // Fus_Tek model = Fus_Tek/Parts/Ntk_Kerpton/model model = Fus_Tek/Parts/Ntk_KerptonEndRing/model model = Fus_Tek/Parts/Ntk_Konsequence/model model = Fus_Tek/Parts/KirsDockingModule/model // Bavaria model = Bavaria/Parts/ntshare/Docking model = Bavaria/Parts/ntshare/ntfcopen model = Bavaria/Parts/ntshare/ntfcopenkupel model = Bavaria/Parts/ntshare/ntfcopenroof1 model = Bavaria/Parts/ntshare/ntfcopenroof2 model = Bavaria/Parts/ntshare/nt-habi model = Bavaria/Parts/ntshare/nt-landmod model = Bavaria/Parts/ntshare/nt-storage model = Bavaria/Parts/ntshare/tube-nt-4x model = Bavaria/Parts/ntshare/tube-ntbp model = Bavaria/Parts/ntshare/tube-nt-x3 // FuelTank model = Squad/Parts/FuelTank/mk2FuselageShort/FuselageShortLiquid model = Squad/Parts/FuelTank/mk2FuselageShort/FuselageShortLFO model = Squad/Parts/FuelTank/mk2FuselageShort/FuselageShortMono model = Squad/Parts/FuelTank/mk2FuselageLong/FuselageLongLiquid model = Squad/Parts/FuelTank/mk2FuselageLong/FuselageLongLFO model = Squad/Parts/FuelTank/mk2Adapters/standard model = Squad/Parts/FuelTank/mk2Adapters/long model = Squad/Parts/FuelTank/mk2Adapters/bicoupler model = Squad/Parts/FuelTank/adapterTanks/Size2-Mk2 model = Squad/Parts/FuelTank/mk3Fuselage/MONO model = Squad/Parts/FuelTank/mk3Fuselage/LF_25 model = Squad/Parts/FuelTank/mk3Fuselage/LFO_25 model = Squad/Parts/FuelTank/mk3Fuselage/LF_50 model = Squad/Parts/FuelTank/mk3Fuselage/LFO_50 model = Squad/Parts/FuelTank/mk3Fuselage/LF_100 model = Squad/Parts/FuelTank/mk3Fuselage/LFO_100 model = Squad/Parts/FuelTank/adapterTanks/Mk3-Mk2 model = Squad/Parts/FuelTank/adapterTanks/Mk3-Size2 model = Squad/Parts/FuelTank/adapterTanks/Mk3-Size2Slant model = Squad/Parts/FuelTank/adapterTanks/Size3-Mk3 model = Squad/Parts/FuelTank/adapterTanks/ShuttleAdapter model = Squad/Parts/FuelTank/FoilTanks/RadialTank_Capsule model = Squad/Parts/FuelTank/FoilTanks/RadialTank_Round model = Squad/Parts/FuelTank/FoilTanks/ToroidTank model = Squad/Parts/FuelTank/adapterTanks/Size2-Size1 model = Squad/Parts/FuelTank/adapterTanks/Size2-Size1Slant model = Squad/Parts/FuelTank/fuelTankJumbo-64/model model = Squad/Parts/Resources/SmallTank/SmallTank //MunarIndustriesTanks model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Adapt model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Adapt_S model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Cone model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Dome model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Tank_L model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Tank_M model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/FiveM_Tank_S model = MunarIndustries/Parts/FuelTank/FiveM_Tanks/WagonWheel model = MunarIndustries/Parts/FuelTank/Jumbo_32/Jumbo_32 model = MunarIndustries/Parts/FuelTank/Jumbo_Shapes/Jumbo_Cone model = MunarIndustries/Parts/FuelTank/Jumbo_Shapes/Jumbo_Dome model = MunarIndustries/Parts/FuelTank/One25M_Tanks/One25M_Cone model = MunarIndustries/Parts/FuelTank/One25M_Tanks/One25M_Dome model = MunarIndustries/Parts/FuelTank/One25M_Tanks/Puck model = MunarIndustries/Parts/FuelTank/One25M_Tanks_LT/One25M_Dome_LT model = MunarIndustries/Parts/FuelTank/One25M_Tanks_LT/One25M_LT model = MunarIndustries/Parts/FuelTank/Radial_Adapt_LG/Radial_Adapt_LG model = MunarIndustries/Parts/FuelTank/Radial_Adapt_LG/Radial_Adapt_LG_Slant_P model = MunarIndustries/Parts/FuelTank/Radial_Adapt_LG/Radial_Adapt_LG_Slant_S model = MunarIndustries/Parts/FuelTank/Radial_LG/Radial_LG model = MunarIndustries/Parts/FuelTank/Radial_LG/Radial_Wedge_LG_M model = MunarIndustries/Parts/FuelTank/Radial_LG/Radial_Wedge_LG_ML model = MunarIndustries/Parts/FuelTank/Radial_SM/Radial_Adapt_SM model = MunarIndustries/Parts/FuelTank/Radial_SM/Radial_SM_M model = MunarIndustries/Parts/FuelTank/Radial_Wedge_LG/Radial_Wedge_LG_S model = MunarIndustries/Parts/FuelTank/Radial_Wedge_LG/Radial_Wedge_LG_T model = MunarIndustries/Parts/FuelTank/Radial_Wedge_SM/Radial_Wedge_SM_S model = MunarIndustries/Parts/FuelTank/Radial_Wedge_SM/Radial_Wedge_SM_T model = MunarIndustries/Parts/FuelTank/Three75M_Mono/Three75M_Mono model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Hatbox model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Pancake model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Three75M_Adapt model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Three75M_Cone model = MunarIndustries/Parts/FuelTank/Three75M_Tanks/Three75M_Dome model = MunarIndustries/Parts/FuelTank/Toroid_LG/Toroid_LG model = MunarIndustries/Parts/FuelTank/Toroid_SM/Toroid_SM model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Piepan model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Two5M_Adapt model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Two5M_Adapt_S model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Two5M_Cone model = MunarIndustries/Parts/FuelTank/Two5M_Tanks/Two5M_Dome // Engine model = Squad/Parts/Engine/jetEngines/turboFanSize1 model = Squad/Parts/Engine/jetEngines/turboJet model = Squad/Parts/Engine/jetEngines/turboRamJet model = Squad/Parts/Engine/rapierEngine/rapier model = Squad/Parts/Engine/solidBoosterBACC/model model = Squad/Parts/Engine/solidBoosterRT-10/model model = Squad/Parts/Engine/MassiveSRB/MassiveSRB // Structural model = Squad/Parts/Structural/mk1Parts/StructuralHollow model = Squad/Parts/Structural/mk1Parts/Fuselage model = Squad/Parts/Structural/mk1Parts/IntakeFuselage model = Squad/Parts/Structural/mk1Parts/Nacelle1 model = Squad/Parts/Structural/mk1Parts/Nacelle2 model = Squad/Parts/Utility/stackBiCoupler/model model = Squad/Parts/Utility/stackTriCoupler/model model = Squad/Parts/Utility/stackQuadCoupler/model // Payload model = Squad/Parts/Utility/mk2CargoBay/BaySmall model = Squad/Parts/Utility/mk2CargoBay/BayLarge model = Squad/Parts/Utility/mk3CargoBay/short model = Squad/Parts/Utility/mk3CargoBay/medium model = Squad/Parts/Utility/mk3CargoBay/long model = Squad/Parts/Utility/mk3CargoBay/ramp // Aero model = Squad/Parts/Aero/cones/NCS model = Squad/Parts/Aero/cones/TailA model = Squad/Parts/Aero/cones/TailB model = Squad/Parts/Aero/airIntakeRadialXM-G50/RadialIntake model = Squad/Parts/Aero/intakeRadialLong/IntakeRadial model = Squad/Parts/Aero/circularIntake/CircularIntake model = Squad/Parts/Aero/circularIntake/ConeIntake model = Squad/Parts/Aero/ramAirIntake/RampIntake model = Squad/Parts/Aero/airbrake/Airbrake model = Squad/Parts/Aero/wingletAV-T1/model model = Squad/Parts/Aero/airplaneFins/Canard model = Squad/Parts/Aero/airplaneFins/Swept model = Squad/Parts/Aero/airplaneFins/TailFin model = Squad/Parts/Aero/airlinerWings/MainWing model = Squad/Parts/Aero/airlinerWings/ControlSurface model = Squad/Parts/Aero/airlinerWings/TailFin model = Squad/Parts/Aero/wings/delta_small model = Squad/Parts/Aero/wings/structural4 model = Squad/Parts/Aero/wings/connector3 model = Squad/Parts/Aero/wings/connector4 model = Squad/Parts/Aero/wings/connector5 model = Squad/Parts/Aero/wings/elevon1 model = Squad/Parts/Aero/wings/elevon2 model = Squad/Parts/Aero/wings/elevon4 model = Squad/Parts/Aero/wings/strake model = Squad/Parts/Aero/wings/delta model = Squad/Parts/Aero/wings/structural1 model = Squad/Parts/Aero/wings/structural2 model = Squad/Parts/Aero/wings/structural3 model = Squad/Parts/Aero/wings/connector1 model = Squad/Parts/Aero/wings/connector2 model = Squad/Parts/Aero/wings/swept1 model = Squad/Parts/Aero/wings/swept2 model = Squad/Parts/Aero/wings/elevon3 model = Squad/Parts/Aero/wings/elevon5 model = Squad/Parts/Aero/airplaneFins/AdvCanard model = Squad/Parts/Aero/shuttleWings/ShuttleStrake model = Squad/Parts/Aero/shuttleWings/ShuttleDeltaWing model = Squad/Parts/Aero/shuttleWings/ShuttleElevonA model = Squad/Parts/Aero/shuttleWings/ShuttleElevonB model = Squad/Parts/Aero/shuttleWings/ShuttleRudder // Thermal model = Squad/Parts/Aero/HeatShield/HeatShield0 model = Squad/Parts/Aero/HeatShield/HeatShield1 model = Squad/Parts/Aero/HeatShield/HeatShield2 // Science model = Squad/Parts/Science/MaterialBay/science_module_small model = Squad/Parts/Science/ScienceBox/ScienceBox // Utility model = Squad/Parts/Utility/launchEscapeSystem/LaunchEscapeSystem model = Squad/Parts/Utility/parachuteMk1/model model = Squad/Parts/Utility/parachuteMk16-XL/model model = Squad/Parts/Utility/parachuteMk25/model TEXTURE // EnableReflectOnSpecularOnly { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform excludeMesh = FLAG PROPERTY { name = _Metal float = 0.0 } } } KSP_MODEL_SHADER { name = Stock_FullDefault model = Squad/Parts/FuelTank/xenonTank/model model = Squad/Parts/FuelTank/fuelTankToroidal/model model = Squad/Parts/Wheel/roverWheelTR-2L/model TEXTURE { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform } } KSP_MODEL_SHADER { name = Stock_FullMetal // Command model = Squad/Parts/Command/cupola/model model = Squad/Parts/Command/hitchhikerStorageContainer/model model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab model = Squad/Parts/Command/mk2LanderCan/model model = Squad/Parts/Command/Mk1-2Pod/model model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 model = Squad/Parts/Command/mk1pod/model model = PartOverhauls/Parts/Command/Size1Pod/Size1Pod model = MechJeb2/Parts/MechJeb2_AR202/model model = Squad/Parts/Utility/rcsBlockRV-105/model model = Squad/Parts/Command/probeCoreCube/model model = Squad/Parts/Command/probeCoreHex/model model = Squad/Parts/Command/probeCoreOcto/model model = Squad/Parts/Command/probeCoreOcto2/model model = Squad/Parts/Command/probeStackSphere/model model = Squad/Parts/Command/probeStackSmall/model model = Squad/Parts/Command/probeStackLarge/model model = Squad/Parts/Command/probeRoverBody/model model = Squad/Parts/Command/mk1LanderCan/model model = Squad/Parts/Misc/AsteroidDay/HECS2 model = Squad/Parts/Command/externalCommandSeat/model model = Squad/Parts/Command/inlineReactionWheel/model model = Squad/Parts/Command/inlineAdvancedStabilizer/model model = Squad/Parts/Command/advancedSasModuleLarge/model model = Fus_Tek/Parts/Ntk_Karavaggio/model model = Fus_Tek/Parts/Ntk_Kombobulus/model model = Fus_Tek/Parts/Ntk_KombobulusEndRing/model model = Fus_Tek/Parts/IACBM_1.25m/model model = Fus_Tek/Station Parts Expansion/IACBM_25/model_IACBM_25 // FuelTank model = Squad/Parts/FuelTank/RCSFuelTankR1/model model = Squad/Parts/FuelTank/fuelTankOscarB/model model = Squad/Parts/FuelTank/xenonTankRadial/model model = Squad/Parts/FuelTank/xenonTankLarge/model model = Squad/Parts/FuelTank/fuelTankX200-8/model model = Squad/Parts/FuelTank/fuelTankX200-16/model model = Squad/Parts/FuelTank/fuelTankX200-32/model model = PartOverhauls/Parts/FuelTank/Size1/FL-T100_A model = PartOverhauls/Parts/FuelTank/Size1/FL-T200_A model = PartOverhauls/Parts/FuelTank/Size1/FL-T400_A model = PartOverhauls/Parts/FuelTank/Size1/FL-T800_A model = Squad/Parts/FuelTank/RCSFuelTankR10/model model = Squad/Parts/FuelTank/RCStankRadialLong/model model = MissingHistory/PorkjetParts/FuelTank/FL-T100_A model = MissingHistory/PorkjetParts/FuelTank/FL-T200_A model = MissingHistory/PorkjetParts/FuelTank/FL-T400_A model = MissingHistory/PorkjetParts/FuelTank/FL-T800_A model = MunarIndustries/Parts/FuelTank/Xenon_LG/Xenon_Dome_LG model = MunarIndustries/Parts/FuelTank/Xenon_LG/Xenon_LG model = MunarIndustries/Parts/FuelTank/Xenon_MD/Xenon_Dome_MD model = MunarIndustries/Parts/FuelTank/Xenon_MD/Xenon_MD model = MunarIndustries/Parts/FuelTank/Xenon_SM/Xenon_Dome_SM model = MunarIndustries/Parts/FuelTank/Xenon_SM/Xenon_SM model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks/Oscar_Cone model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks/Oscar_Dome model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks/Thermos model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks_LT/Oscar_Dome_LT model = MunarIndustries/Parts/FuelTank/Zero625M_Tanks_LT/Oscar_LT // KIS model = KIS/Parts/container1/model model = KIS/Parts/container2/model model = KIS/Parts/container3/model model = KIS/Parts/containerMount1/model model = KIS/Parts/evapropellant1/model // KAS model = KAS/Parts/winch1/model model = KAS/Parts/winch2/model model = KAS/Parts/cPort1/model model = KAS/Parts/hook_magnet/model //Vensrevamp model = VenStockRevamp/Squad/Parts/Electrical/SolarPanels/LargeSolarPanel model = VenStockRevamp/Squad/Parts/Electrical/SolarPanels/LargeRadial model = VenStockRevamp/Squad/Parts/Electrical/SolarPanels/SmallRadial // Engine model = Squad/Parts/Engine/liquidEngineLV-1/model model = Squad/Parts/Engine/liquidEngine48-7S/model model = Squad/Parts/Engine/ionEngine/model model = Squad/Parts/Engine/liquidEngineLV-909/model model = Squad/Parts/Engine/liquidEngineLV-N/model model = Squad/Parts/Engine/liquidEngineLV-T30/model model = Squad/Parts/Engine/liquidEngineLV-T45/model model = Squad/Parts/Engine/liquidEngineSSME/SSME model = Squad/Parts/Engine/liquidEngineAerospike/AeroSpike model = Squad/Parts/Engine/liquidEngineMainsail/model model = Squad/Parts/Engine/liquidEngineSkipper/model model = Squad/Parts/Engine/liquidEnginePoodle/model model = Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngine model = Squad/Parts/Engine/liquidEngineLV-1R/model model = Squad/Parts/Engine/liquidEngine24-77/model // Structural model = Squad/Parts/Utility/largeAdapterShort/model model = Squad/Parts/Structural/adapterSmallMiniShort/model model = Squad/Parts/Utility/largeAdapter/model model = Squad/Parts/Structural/adapterLargeSmallBi/model model = Squad/Parts/Structural/adapterLargeSmallTri/model model = Squad/Parts/Structural/adapterLargeSmallQuad/model model = Squad/Parts/Utility/radialAttachmentPoint/model model = Squad/Parts/CompoundParts/strutConnector/model model = Squad/Parts/Structural/strutOcto/model model = Squad/Parts/Structural/strutCubicOcto/model model = Squad/Parts/Structural/trussGirderL/model model = Squad/Parts/Structural/trussGirderXL/model model = Squad/Parts/Structural/trussGirderAdapter/model model = Squad/Parts/Structural/structuralPanel1x1/model model = Squad/Parts/Structural/structuralPanel2x2/model model = Squad/Parts/Structural/structuralMicronode/model model = Squad/Parts/Structural/structuralIBeam200/model model = Squad/Parts/Structural/structuralIBeam200Pocket/model model = Squad/Parts/Structural/structuralIBeam650/model model = Squad/Parts/Structural/stationHub/model // Coupling model = Squad/Parts/Utility/decouplerSeparatorTR-2C/model model = Squad/Parts/Utility/decouplerStackTR-2V/model model = Squad/Parts/Utility/decouplerStackTR-18A/model model = Squad/Parts/Utility/decouplerSeparatorTR-18D/model model = Squad/Parts/Utility/decouplerStack2m/model model = Squad/Parts/Utility/decouplerSeparatorTR-XL/model model = Squad/Parts/Utility/decouplerRadialHDM/model model = Squad/Parts/Utility/decouplerRadialTT-38K/model model = Squad/Parts/Utility/decouplerRadialTT-70/model model = Squad/Parts/Utility/dockingPortJr/model model = Squad/Parts/Utility/dockingPort/model model = Squad/Parts/Utility/dockingPortSr/model model = Squad/Parts/Utility/dockingPortShielded/model // Payload model = Squad/Parts/Utility/ServiceBay/ServiceBay_125 model = Squad/Parts/Utility/ServiceBay/ServiceBay_250 model = Squad/Parts/Aero/fairings/fairingSize1 model = Squad/Parts/Aero/fairings/fairingSize2 model = Squad/Parts/Aero/fairings/fairingSize3 // Aero model = Squad/Parts/Aero/basicFin/basicFin model = Squad/Parts/Aero/protectiveRocketNoseMk7/model model = Squad/Parts/Aero/wingletDeltaDeluxe/model model = Squad/Parts/Aero/wingletAV-R8/model model = Squad/Parts/Aero/wingletAV-T1/model model = Squad/Parts/Aero/aerodynamicNoseCone/model model = Squad/Parts/Aero/cones/ConeA model = Squad/Parts/Aero/cones/ConeB // Ground model = Squad/Parts/Utility/landingLegLT-1/model model = Squad/Parts/Utility/landingLegLT-2/model model = Squad/Parts/Utility/landingLegLT-5/model model = Squad/Parts/Wheel/roverWheelS2/model // Electrical model = Squad/Parts/Electrical/z-200Battery/model model = Squad/Parts/Electrical/z-400Battery/model model = Squad/Parts/Electrical/z-1kBattery/model model = Squad/Parts/Electrical/z-4kBattery/model model = Squad/Parts/Utility/spotLightMk1/model model = Squad/Parts/Utility/spotLightMk2/model model = Squad/Parts/Electrical/RTG/model model = Squad/Parts/Resources/FuelCell/FuelCell model = Squad/Parts/Resources/FuelCell/FuelCellArray // Comm model = Squad/Parts/Utility/RelayAntennas/RA-5 model = Squad/Parts/Utility/RelayAntennas/RA-50 model = Squad/Parts/Utility/RelayAntennas/RA-100 model = Squad/Parts/Utility/DirectAntennas/SurfAntenna model = Squad/Parts/Utility/DirectAntennas/HGAntenna model = Squad/Parts/Utility/commsDish16/model model = Squad/Parts/Misc/AsteroidDay/HighGainAntenna // Science model = Squad/Parts/Science/sensorThermometer/model model = Squad/Parts/Science/sensorGravimeter/model model = Squad/Parts/Science/sensorBarometer/model model = Squad/Parts/Science/sensorAccelerometer/model model = Squad/Parts/Science/AtmosphereSensor/model model = Squad/Parts/Resources/SurfaceScanner/SurfaceScanner model = Squad/Parts/Resources/SurveyScanner/SurveyScanner model = Squad/Parts/Resources/OrbitalScanner/OrbitalScanner model = Squad/Parts/Misc/AsteroidDay/CamSat // Utility model = Squad/Parts/Utility/ladderRadial/model model = Squad/Parts/Utility/ladderTelescopic/model model = Squad/Parts/Utility/ladderTelescopicBay/model model = Squad/Parts/Resources/RadialDrill/TriBitDrill model = Squad/Parts/Resources/MiniDrill/MiniDrill model = Squad/Parts/Resources/ISRU/ISRU model = Squad/Parts/Resources/MiniISRU/MiniISRU TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = flagTransform excludeMesh = Flag PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Partial model = Squad/Parts/Command/mk1pod/model model = Squad/Parts/Command/mk2LanderCan/model model = Squad/Parts/Command/Mk1-2Pod/model model = Squad/Parts/Resources/RadialTank/RadialOreTank model = Squad/Parts/Electrical/z-100Battery/model // - indicator (led) // - battery (body) TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = rung mesh = ksp_s_resourceContainer_fbx mesh = battery PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE // Glass { shader = SSTU/PBR/Metallic mesh = window mesh = SideWindow mesh = FrontWindow mesh = indicator PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_SolarPanels model = Squad/Parts/Electrical/1x6SolarPanels/model model = Squad/Parts/Electrical/3x2SolarPanels/model model = Squad/Parts/Electrical/gigantorXlSolarArray/model model = Squad/Parts/Electrical/radialFlatSolarPanel/model model = Squad/Parts/Misc/AsteroidDay/LgRadialSolar TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = base mesh = mount mesh = panelbase mesh = panelcap mesh = clamp mesh = rotator mesh = panel_001 mesh = panel_002 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE // Panels { shader = SSTU/PBR/Metallic excludeMesh = mount excludeMesh = panelbase excludeMesh = panelcap excludeMesh = base excludeMesh = door excludeMesh = clamp excludeMesh = rotator excludeMesh = panel_001 excludeMesh = panel_002 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_SolarPanelsShrouded model = Squad/Parts/Electrical/1x6ShroudSolarPanels/model model = Squad/Parts/Electrical/3x2ShroudSolarPanels/model TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = mount mesh = panelbase mesh = panelcap mesh = clamp mesh = rotator mesh = panel_001 mesh = panel_002 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE // Panels { shader = SSTU/PBR/Metallic excludeMesh = mount excludeMesh = panelbase excludeMesh = panelcap excludeMesh = base excludeMesh = door excludeMesh = clamp excludeMesh = rotator excludeMesh = panel_001 excludeMesh = panel_002 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_Comm model = Squad/Parts/Utility/commDish88-88/model model = Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = Cylinder001 excludeMesh = AntennaCap excludeMesh = OuterArm007 excludeMesh = OuterArm008 excludeMesh = OuterArm009 excludeMesh = OuterArm010 excludeMesh = OuterArm011 excludeMesh = OuterArm012 excludeMesh = OuterArm013 excludeMesh = OuterArm014 excludeMesh = LowerPlate002 excludeMesh = LowerPlate003 excludeMesh = LowerPlate004 excludeMesh = LowerPlate005 excludeMesh = LowerPlate006 excludeMesh = LowerPlate007 excludeMesh = LowerPlate008 excludeMesh = LowerPlate009 excludeMesh = LowerPlate010 excludeMesh = LowerPlate011 excludeMesh = LowerPlate012 excludeMesh = LowerPlate013 excludeMesh = LowerPlate014 excludeMesh = LowerPlate015 excludeMesh = LowerPlate016 excludeMesh = LowerPlate017 excludeMesh = Base excludeMesh = RightPane excludeMesh = LeftPane PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Radiators model = Squad/Parts/Thermal/RadiatorPanels/radPanelEdge model = Squad/Parts/Thermal/RadiatorPanels/radPanelSm model = Squad/Parts/Thermal/RadiatorPanels/radPanelLg model = Squad/Parts/Thermal/FoldingRadiators/foldingRadSmall model = Squad/Parts/Thermal/FoldingRadiators/foldingRadMed model = Squad/Parts/Thermal/FoldingRadiators/foldingRadLarge TEXTURE // Metal { shader = SSTU/PBR/Metallic //excludeMesh = Cube //excludeMesh = Cylinder_002 //excludeMesh = RadPanel_Lg excludeMesh = Panel excludeMesh = Panel_001 excludeMesh = Panel_002 excludeMesh = Panel_003 excludeMesh = Panel_004 excludeMesh = Panel_005 excludeMesh = Panel_006 excludeMesh = Panel_007 excludeMesh = Panel_008 excludeMesh = Panel_009 excludeMesh = Panel_010 excludeMesh = Panel_011 excludeMesh = Panel_012 excludeMesh = Panel_013 excludeMesh = Panel_014 excludeMesh = Panel_015 excludeMesh = Panel_016 excludeMesh = Panel_017 excludeMesh = Panel_018 excludeMesh = Panel_019 excludeMesh = Panel_020 excludeMesh = Panel_021 excludeMesh = Panel_022 excludeMesh = Panel_023 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_InflatableHeatShield model = Squad/Parts/Aero/InflatableHeatShield/HeatShield TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = Shield PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_LandingGear //model = Squad/Parts/Wheel/LandingGear/GearFixed //model = Squad/Parts/Wheel/LandingGear/GearFree model = Squad/Parts/Wheel/LandingGear/GearSmall model = Squad/Parts/Wheel/LandingGear/GearMedium model = Squad/Parts/Wheel/LandingGear/GearLarge model = Squad/Parts/Wheel/LandingGear/GearExtraLarge TEXTURE // Metal { //shader = SSTU/PBR/Metallic shader = SSTU/PBR/StockMetallicBumped excludeMesh = Base excludeMesh = BayDoor1 excludeMesh = BayDoor2 excludeMesh = Flare excludeMesh = flare //excludeMesh = wheel //excludeMesh = wheel 7 //excludeMesh = wheel 8 //excludeMesh = w1 //excludeMesh = w2 //excludeMesh = w3 //excludeMesh = w4 //excludeMesh = w5 //excludeMesh = w6 //excludeMesh = obj_wheel PROPERTY { name = _Metal float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Wheels model = Squad/Parts/Wheel/roverWheelTR-2L/model model = Squad/Parts/Wheel/roverWheelXL3/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = wheel excludeMesh = obj_wheel PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_WheelM1 model = Squad/Parts/Wheel/roverWheelM1/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = mesh PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_FuelLine model = Squad/Parts/CompoundParts/fuelLine/model TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = anchor-Pivot mesh = obj_anchorCap_pivot mesh = obj_targetAnchor-Pivot mesh = obj_targetCap-Pivot PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_ShieldedDockingPort model = Squad/Parts/Utility/dockingPortShielded/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = base excludeMesh = petal1 excludeMesh = petal02 excludeMesh = petal03 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Mk1InlineDockingPort model = Squad/Parts/Utility/dockingPortInline/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = housing excludeMesh = door1 excludeMesh = door2 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = housing mesh = door1 mesh = door2 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_Mk2InlineDockingPort model = Squad/Parts/Utility/mk2DockingPort/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = Base excludeMesh = Door1 excludeMesh = Door2 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = Base mesh = Door1 mesh = Door2 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_LaunchClamps model = Squad/Parts/Utility/launchClamp1/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = obj_girder_mesh excludeMesh = obj_girdercap_mesh PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Grappler model = Squad/Parts/Utility/GrapplingDevice/GrapplingArm TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = flagTransform excludeMesh = OuterSleeve1 excludeMesh = OuterSleeve2 excludeMesh = OuterSleeve3 excludeMesh = OuterSleeve4 excludeMesh = FoldingCap1 excludeMesh = FoldingCap2 excludeMesh = FoldingCap3 excludeMesh = FoldingCap4 excludeMesh = FoldingCap5 excludeMesh = FoldingCap6 excludeMesh = FoldingCap7 excludeMesh = FoldingCap8 excludeMesh = FoldingCap9 excludeMesh = FoldingCap10 excludeMesh = FoldingCap11 excludeMesh = FoldingCap12 excludeMesh = FoldingCap13 excludeMesh = FoldingCap14 excludeMesh = FoldingCap15 excludeMesh = FoldingCap16 excludeMesh = FoldingCap17 excludeMesh = FoldingCap18 excludeMesh = FoldingCap19 excludeMesh = FoldingCap20 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Engine_J90 model = Squad/Parts/Engine/jetEngines/turboFanSize2 TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = FanCone mesh = FanBlades PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Engine_VectorClusters model = Squad/Parts/Engine/Size2LFB/Size2LFB model = Squad/Parts/Engine/Size3EngineCluster/Size3EngineCluster TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = Nozzle1 mesh = Nozzle2 mesh = Nozzle3 mesh = Nozzle4 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 30, 2018 Author Share Posted April 30, 2018 1 hour ago, Kerbaderp said: Thank you @Shadowmage for this awesome mod and @Electrocutor for the Stock Config! Didn't know KSP has that much potential! Why is this not in the stock version as a graphical option.... Reveal hidden contents Without the config from Electrocutor I would have been lost. I have managed to put some part-paths in the "FullMetal" section to make them shiny, but that is all I can do. 1. I am very noobish at this. are there some noob-friendly tutorials around? 2. Is anyone working on the DLC-parts? As I said, I can make them shiny myself, but there is a glitch with the flags on the new pods. The NASA-Logo should be transparent (see pic). Reveal hidden contents 3. Is there any way to combine glass shaders with other shaders? Like a metal Pod with the beautiful glass shaders in Electrocutors config? And I really would like not all parts shiny on the new rover wheels. 4. How do you make the shininess more subtle? Would be great for parts like fuel tanks. 5. Is there any way to make an ingame skin option? Like the new 1.4 & DLC already has? This would be great! Thanks again. You modders make this game so much more fun! 1.) Sorry, I'm terrible at teaching things. I would suggest first becoming intimately familiar with KSP config modding and module-manager use. From there, I can teach you how to write configs + patches for TU. 2.) Not really. Possibly in the future. Either way, I won't be making it or distributing it -- it'll have to come from other forum users and/or authors. (far too much drama involved with patching of other peoples' parts) 3.) Not in the method you are proposing. A mesh can only ever use a single shader. But you can likely achieve the effect you are looking for by providing proper texture inputs (the stock textures lack much of the data needed for these effects), or simply using the proper shader (there is one that explicitly includes transparency support, but it needs to be specified properly in the configs). 4.) Custom textures, and/or adjusting the _Metal and _Shininess properties in the configs. More than likely you will need custom textures, as patching entire meshes can only go so far. 5.) Yes -- see KSPTextureSwitch ( https://github.com/shadowmage45/TexturesUnlimited/blob/master/Plugin/SSTUTools/KSPShaderTools/Module/KSPTextureSwitch.cs) Please not however, that very little of this stuff works on parts that use the stock 'part-variant' feature. Because of how stock implemented their feature, it stomps all over any other mod that tries to adjust materials/etc. So you need to choose between using the stock part-variants, or using TU's texture-switching. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted April 30, 2018 Share Posted April 30, 2018 4 hours ago, Kerbaderp said: Didn't know KSP has that much potential! Why is this not in the stock version as a graphical option.... Because Squad has no clue about their own game, and would rather add things no one asked for, than fixing the pile of ever growing fesces they call their software. Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted May 1, 2018 Share Posted May 1, 2018 5 hours ago, Burning Kan said: basic is from an older Electrocuter cfg with some modifications,this is my verof the TexturesUnlimited_Stock.cfg: Thanks this will help speed up the work on my personal config file. I was about to start on doing MunarIndusties myself. I'll do a shameless copy paste . Is that a file reference to Bavaria tubes mod I see ? Haven’t seen that in a long time that Mod was cool. You have a working version of that ? If not no biggie Thanks for sharing your configuration with everyone. I'm kind of stuck between finishing my full KSPTextureSwitch version for 1.3.1 or a basic TU config for 1.4.3? Because at this point it's not looking good for SSTU and KSPtexSwitch in 1.4+ any time soon and that just sucks because most of the other mods are moving forward with their versions. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted May 1, 2018 Author Share Posted May 1, 2018 26 minutes ago, Delbrutis said: KSPTextureSwitch version for 1.3.1 or a basic TU config for 1.4.3? You can use KSPTextureSwitch with just TexturesUnlimited -- that is where it comes from. You don't need SSTU for any of that. (SSTU is WIP, it'll be ready when it is ready) Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted May 1, 2018 Share Posted May 1, 2018 you are welcome, Spoiler just some of these part iam managed to rescue in 1.4.2,but will help if u need some with other parts it very old, in the meantime much changes but if u interest i can pass u the cfg(rescaled,nodecorrections) for the parts still the work (some have problems with colliders,ive kicked them out)also its easy to fix just change 1,to-1 or vice versa.pm me for these. sry for been off-topic here @ shadowmage Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted May 1, 2018 Share Posted May 1, 2018 2 minutes ago, Shadowmage said: You can use KSPTextureSwitch with just TexturesUnlimited -- that is where it comes from. You don't need SSTU for any of that. (SSTU is WIP, it'll be ready when it is ready) No complaints at all about SSTU Not being ready no problem there. Sorry if you misunderstood that please no hurry on that. It was more me being frustrated with getting KSPTextureSwitch working right under 1.4+. Maybe I am just doing something wrong I'M no expert but under 1.4+ None of the KSPTextureSwitch settings get saved with craft files or outside the VAB . I was under the impression everyone was having this issue? 1 minute ago, Burning Kan said: you are welcome, Reveal hidden contents just some of these part iam managed to rescue in 1.4.2,but will help if u need some with other parts it very old, in the meantime much changes but if u interest i can pass u the cfg(rescaled,nodecorrections) for the parts still the work (some have problems with colliders,ive kicked them out)also its easy to fix just change 1,to-1 or vice versa.pm me for these. sry for been off-topic here @ shadowmage That would be cool I think I might have the old files on a backup drive somewhere. Thanks Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted May 1, 2018 Author Share Posted May 1, 2018 (edited) 4 minutes ago, Delbrutis said: It was more me being frustrated with getting KSPTextureSwitch working right under 1.4+. As far as I know it works correctly. There -have- been some changes to the configs for both the texture sets and part modules, but I have not noticed any problems on the parts that I'm using it on (after the configs were updated anyway). 4 minutes ago, Delbrutis said: [...] under 1.4+ None of the KSPTextureSwitch settings get saved with craft files or outside the VAB . I was under the impression everyone was having this issue Not that I'm aware of. If the texture-set's aren't getting saved, that sounds like a legitimate bug. (unless it is on a part that uses the stock PartVariant stuff... in which case... you'll have to wait until later, as those parts are not yet supported) Are these configs for stock parts that I could test, or what parts/textures are involved? Edited May 1, 2018 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted May 1, 2018 Share Posted May 1, 2018 4 minutes ago, Shadowmage said: Not that I'm aware of I was having problems with my Porkjet and Ven configs. Stock was fine but I was just using the Electrocutors base config with no tex switching. I need to go back and check what Porkjet I was using I may have used the new version with the stock texture switching. But I don't know why any of the Ven parts would not work or the PJ command POD? I'll have to go back and go through the files. If I still need help I'll post my configs they were just the reg Electrocutors Porkjet and Ven configs I converted to work in 1.4+? Thanks I hate to take all your time for my unimportant personal stuff. Even if I missed something the stock part switch is on a huge number of stock parts and a lot of Mods are updating to use it. So I still see things getting kind of "Sucky" with 1.4+ going forward. Thanks again for all your hard work. Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 1, 2018 Share Posted May 1, 2018 (edited) Hello T.U ! I'm working now on textures config to improve the T.U stock config of @Electrocutor, that is already very good but some parts need to be more shinny and other less for my taste, and this is not feasible with a simple text config. In addition, I want old and new save stay compatible with my textures config, like T.U stock config of Electrocutor. This is why I use only stock part variant when stock parts use it and I nerver use KSPTextureSwitch (even it's better, there some other config mod use it very well). For e.g, this is my MK1-3 pod: If you want to see how it looks in game, you can download my texture config here: Vandest-TU_Stock-Config.rar Actually, I've made about between 20 and 30 parts but I share only this Mk1-3 pod and I will share all of my texture config as soon as I think it's good to and sufficient numbers. Edited May 1, 2018 by Vandest Quote Link to comment Share on other sites More sharing options...
bcink Posted May 1, 2018 Share Posted May 1, 2018 6 hours ago, Vandest said: For e.g, this is my MK1-3 pod: Awesome work Quote Link to comment Share on other sites More sharing options...
Kerbaderp Posted May 1, 2018 Share Posted May 1, 2018 1 hour ago, bcink said: Awesome work Indeed! Looks great. I like these eye-catching rivets. Do I assume right that you've used at least 2 different shaders? Because the bottom black ring (what's the right term btw?) is not shiny. What programs are necessary to do that? Sorry for my noobish questions. I am kind of lost where and how to begin with. Don't have any coding background either. I am looking forward to your release. Can't wait to play a new 1.4.3 career with that mod. Great work! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 1, 2018 Share Posted May 1, 2018 (edited) On 4/30/2018 at 9:27 PM, Burning Kan said: basic is from an older Electrocuter cfg with some modifications,this is my verof the TexturesUnlimited_Stock.cfg I like these configs. Only one thing is "interesting": the solar panels have no reflection anymore (it was slightly, but now it's totally gone) These are the GameData\Bluedog_DB\Parts\Gemini\bluedog_MOL_Solar2.cfg Edited May 1, 2018 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
Vandest Posted May 1, 2018 Share Posted May 1, 2018 (edited) 7 hours ago, Kerbaderp said: Do I assume right that you've used at least 2 different shaders? Because the bottom black ring (what's the right term btw?) is not shiny. No, I use only one shader (SSTU/PBR/Metallic) but with different settings for different location of part. This is why it isn't possible with a text config only, in this pod case we need to use some textures to apply different settings on the same part. Also, this is why I say that my work is complementary to @Electrocutor one and it's not the same. In some cases "TexturesUnlimited_Stock.cfg" is sufficient and we don't need more, but in others cases we need a texture to use different settings to the same mesh. It's also to help to understand this I share this MK1-3 pod settings, it's a single part and you can see easily how and what we can do that with. In MK1-3 pod case, I use 4 textures: Diff: For RGB colors of part (In most of case we don't need it, but for MK1-3 pod I need it to change foil aspect under the pod) GLOW: For windows lights (We need a new one to use the Metallic shader. Otherwise, with the stock glow texture, the lights don't work anymore) NRM: Normal map for rivets. MET: This is here we get settings that interests us! Red Channel: Metallic settings Blue & Green Channel: Blank Alpha channel: Smoothness settings And to apply this textures, we need a config file (In my case is TU_config.cfg). Thank you again to @Shadowmage to give us this amazing mod ! Edited May 1, 2018 by Vandest Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted May 1, 2018 Author Share Posted May 1, 2018 54 minutes ago, Vandest said: GLOW: For windows lights (We need a new one to use the Metallic shader. Otherwise, with the stock glow texture, the lights don't work anymore) This shouldn't really be the case -- the shader should support the stock GLOW textures for cabin lights/engines/etc (emissives). If you are having problems with that, please file a bug report on the tracker with the relevant details (configs at least, log file may be needed; some method to duplicate the problem). Otherwise, glad to hear you are enjoying it. Please let me know if you run into any problems (not already on the tracker), and I'm always open to suggestions and feedback towards feature enhancements or other improvements (within reason). If you get to a point where you want to start a forum thread for distributing your configs I can even add a link in the OP. 3 hours ago, Gordon Dry said: Only one thing is "interesting": the solar panels have no reflection anymore (it was slightly, but now it's totally gone) Could be caused by a lot of things.... can you post the config/patch that targets the part? (first place to start) Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 2, 2018 Share Posted May 2, 2018 1 hour ago, Shadowmage said: can you post the config/patch that targets the part? There is none as I know of, only files containing "bluedog_MOL_Solar2" are GameData\Bluedog_DB\Compatibility\Tweakscale\tweakscale_Gemini.cfg GameData\Bluedog_DB\Parts\Gemini\bluedog_MOL_Solar2.cfg The config itself also doesn't contain anything shader related. PART { name = bluedog_MOL_Solar2 module = Part author = CobaltWolf MODEL { model = Bluedog_DB/Parts/Gemini/bluedog_MOL_Solar2 } rescaleFactor = 1 node_attach = -0.01, 0.0, 0.0, -1.0, 0.0, 0.0 TechRequired = basicScience entryCost = 6000 cost = 2000 category = Electrical subcategory = 0 title = MOS-PVP-2 Solar Array manufacturer = Bluedog Design Bureau description = Large, heavy solar panels. Primitive, but capable of generating more power than anything else with our current technology. Hopefully we'll come up with something better soon. //' attachRules = 0,1,0,0,1 mass = 0.235 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 // = 3200 thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 // 1/3 the default bulkheadProfiles = srf tags = charge deploy e/c elect energ extend fold generat (light panel photo power retract sun track unfold volt watt MOL MOS Gemini MODULE { name = ModuleDeployableSolarPanel animationName = deploy raycastTransformName = sunCatcher pivotName = pivot resourceName = ElectricCharge chargeRate = 14 } } @CobaltWolf I'm not sure if the model references to some stock stuff for the panels itself - I have no clue of modelling Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.