alexus Posted September 23, 2018 Share Posted September 23, 2018 If a model has more then one texture what do I do? For example, the model model = MiningExpansion/Parts/Size1Generator/Model has 3 textures texture = fuellcell, Squad/Parts/Resources/FuelCell/fuellcell texture = ksp_l_batteryPack_diff, Squad/Parts/Electrical/z-4kBattery/ksp_l_batteryPack_diff texture = tank4, Squad/Parts/FuelTank/fuelTankT100/tank4 I can not assign a shader. Need help, please. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted September 23, 2018 Share Posted September 23, 2018 2 hours ago, alexus said: If a model has more then one texture what do I do? Models are made of one or more meshes. Whether you choose to apply the shader to all meshes or just specific ones is up to you. The original documentation can be found here: https://github.com/shadowmage45/TexturesUnlimited/wiki/Config-Documentation Note that the documentation is not up-to-date and you need to switch a few words around to match the newer syntax. 2 hours ago, alexus said: I can not assign a shader. Need help, please. Yes you can; the shader can be assigned via model or via part. You may want to read this thread to see countless examples, questions, and other information provided already in this thread. 20 hours ago, alexus said: Alpha channel does not work for transparent shader. Is it true? No. The transparent shader works the same way as all the KSP translucent shaders, but adds smoothness/metallic. You can also use it in place of cutout shaders if the alpha values do not require the threshold. @Shadowmage You may want to update the github wiki to reflect the current syntax. You may also consider adding a spoiler FAQ to the OP to include a bunch of the questions from throughout the thread along with your answer in a formatted way. Quote Link to comment Share on other sites More sharing options...
alexus Posted September 24, 2018 Share Posted September 24, 2018 I thought that alpha channel of transparent shader choose for tranparent parts . Quote Link to comment Share on other sites More sharing options...
alexus Posted September 24, 2018 Share Posted September 24, 2018 (edited) Look at my work (with TU configuration). 1. Anybody know how I can plug a normal map to existing texture of model? 2. SolarShader does it work? Spoiler Edited September 24, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
alexus Posted September 24, 2018 Share Posted September 24, 2018 It is new texture of foil coating. What do you think? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 24, 2018 Share Posted September 24, 2018 35 minutes ago, alexus said: What do you think? Looks good, but a little like if you ironed the surface of the "crumpled foil" with a really hot iron ... you know what I wanna say? Perhaps the "bump map edges" look too sharp or something ... ?! IMHO Quote Link to comment Share on other sites More sharing options...
alexus Posted September 24, 2018 Share Posted September 24, 2018 (edited) 5 minutes ago, Gordon Dry said: Looks good, but a little like if you ironed the surface of the "crumpled foil" with a really hot iron ... you know what I wanna say? Perhaps the "bump map edges" look too sharp or something ... ?! IMHO You're right . If I can do it better - I will do it In any case, this is better than stock texture. Edited September 24, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted September 24, 2018 Share Posted September 24, 2018 @alexus The alpha channel of a texture using the transparent pbr shader is opacity. The solar shader is complicated; I've not been able to properly figure out how it works, but @Shadowmage has examples in his SSTU mod. Aside from normals, the TU shaders also support occlusion and parallax textures, but I've not messed with them. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 24, 2018 Author Share Posted September 24, 2018 (edited) 5 hours ago, alexus said: 2. SolarShader does it work? Yes, quite well. It is a subsurface scattering shader, made specifically to facilitate back-lit solar panels, loosely based on this work: https://www.alanzucconi.com/2017/08/30/fast-subsurface-scattering-1/ It produces visuals such as (top two include KS3P post-processing): Earlier version of the shader/textures, but also showing the shader used on the DOS style solar panels. Examples for configs can be seen here: https://github.com/shadowmage45/SSTULabs/blob/master/GameData/SSTU-PBR/PBRConversions/DefaultShaderAssignments-DSP-ISS.cfg 5 hours ago, alexus said: 1. Anybody know how I can plug a normal map to existing texture of model? NRM maps are applied just like any other texture -- use the configs to apply them. I included examples in my previous post, but will repost the excerpt below. KSP_MODEL_SHADER { name = CupolaCustomMetallicMap //this is the path to the model.mu that you want to adjust, minus the extension model = Squad/Parts/Command/cupola/model MATERIAL { // shader.... pick one... shader = SSTU/PBR/MetallicTransparent //diffuse texture texture = _MainTex, pathToYourDIFFTexture // this points to your metallicGlossMap texture file, relative to the GameData folder; texture = _MetallicGlossMap, pathToYourMETTexture //custom NRM map, disabled by comment texture = _BumpMap, pathToYourNRMTexture //AO texture, disabled by comment //texture = _AOMap, pathToYourAOTexture //emissive texture, disabled by comment //texture = _Emissive, pathToYourGLOWTexture //any other PROPERTY blocks go here //... if your textures are created properly you shouldn't need them.... //... but they do still have occasional use for special setups and workarounds } } Edited September 24, 2018 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 24, 2018 Author Share Posted September 24, 2018 On 9/23/2018 at 7:52 AM, Electrocutor said: @Shadowmage You may want to update the github wiki to reflect the current syntax. You may also consider adding a spoiler FAQ to the OP to include a bunch of the questions from throughout the thread along with your answer in a formatted way. Wiki has been updated for the syntax changes, and to add some data points on the newer shaders (solar, transparent). FAQ -- yeah, likely need to put something together. Will have to do it on a day where I'm feeling less snarky... as if I were to do it today, it would end up something like: Q: <oh.. you have a question?>? A: IDK -- go read the internets. Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted September 24, 2018 Share Posted September 24, 2018 Woe is me...I just went to check something and noticed... Spoiler When I spotted it I opened the debug menu right away thinking I may have inadvertently loaded my 1.4.1 install but the alternate renderer was already enabled and when exiting the game the main menu said 1.4.5. This is with the latest TU release, 1.1.2.15. and DX11. Quote Link to comment Share on other sites More sharing options...
alexus Posted September 24, 2018 Share Posted September 24, 2018 (edited) texture = _BumpMap, pathToYourNRMTexture If a texture has not default bump map will this apply it? Edited September 24, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 24, 2018 Author Share Posted September 24, 2018 1 minute ago, alexus said: texture = _BumpMap, pathToYourNRMTexture If a texture has not default bump map will this apply it? Yes -- that will use the texture you specify as a bump map even if the model did not have one previously (and as long as the shader supports it). 4 hours ago, Manwith Noname said: Woe is me...I just went to check something and noticed... Hide contents When I spotted it I opened the debug menu right away thinking I may have inadvertently loaded my 1.4.1 install but the alternate renderer was already enabled and when exiting the game the main menu said 1.4.5. This is with the latest TU release, 1.1.2.15. and DX11. Interesting -- I haven't yet run into that issue after I pushed out the alternate-render-mode 'fix'. Will see if I can repro with DX11. Quote Link to comment Share on other sites More sharing options...
alexus Posted September 24, 2018 Share Posted September 24, 2018 (edited) It is the next version of foil. What do you think? I think better so Spoiler Edited September 24, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 25, 2018 Share Posted September 25, 2018 @alexus looks good Quote Link to comment Share on other sites More sharing options...
ensou04 Posted September 25, 2018 Share Posted September 25, 2018 (edited) hmm, i dont think _MetallicGlossMap likes my metalgloss texture. as long as the smoothness goes to full white it just disappears. Spoiler and here's the config: Spoiler KSP_MODEL_SHADER { name = SQUAD_MK1-3 model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 TEXTURE { shader = SSTU/PBR/Metallic texture = _MainTex, E04_Project-PBR/Squad/Command/MK1-3_ALB texture = _MetallicGlossMap, E04_Project-PBR/Squad/Command/MK1-3_MG excludeMesh = FlagTransform excludeMesh = flagTransform excludeMesh = FLAG excludeMesh = Flag } } EDIT: Nevermind, I figured it out after hours of bashing my head on my desk. I forgot to set this up: @REFLECTION_CONFIG[default] { %enabled = true %resolution = 256 %interval = 10 %faces = 6 } Edited September 25, 2018 by ensou04 Quote Link to comment Share on other sites More sharing options...
alexus Posted September 25, 2018 Share Posted September 25, 2018 19 hours ago, Shadowmage said: Yes, quite well. It is a subsurface scattering shader, made specifically to facilitate back-lit solar panels, loosely based on this work: https://www.alanzucconi.com/2017/08/30/fast-subsurface-scattering-1/ It produces visuals such as (top two include KS3P post-processing): Will you make TU config for solar panel in your mods? Quote Link to comment Share on other sites More sharing options...
ensou04 Posted September 25, 2018 Share Posted September 25, 2018 (edited) I finally have a decent base texture to work on. I redid the entire texture of MK1-3 from scratch. i plan to create most of stock parts entirely cant do much with some normals flipping tho Spoiler Edited September 25, 2018 by ensou04 Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 25, 2018 Author Share Posted September 25, 2018 3 hours ago, alexus said: Will you make TU config for solar panel in your mods? If you are asking 'do I make configs for solar panels for my own mods?' -- Yes. The config that I linked to is for one of the solar panels in SSTU. If you are asking 'will I make configs for solar panels for other peoples' mods?' No. Too much drama. Also, I don't feel like making textures for other peoples' models where I don't have access to the original art assets; it is inefficient and frustrating. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 25, 2018 Author Share Posted September 25, 2018 1 hour ago, ensou04 said: I finally have a decent base texture to work on. I redid the entire texture of MK1-3 from scratch. i plan to create most of stock parts entirely cant do much with some normals flipping tho You had mentioned (prior to an edit?) of using Blender 2.8 for its PBR viewport support for previewing the models. How well is that all working out? Would love to have some in-model-editor texture viewing capabilities myself (though... I suppose I should really just transition to SP all the way...). Quote Link to comment Share on other sites More sharing options...
ensou04 Posted September 25, 2018 Share Posted September 25, 2018 22 minutes ago, Shadowmage said: You had mentioned (prior to an edit?) of using Blender 2.8 for its PBR viewport support for previewing the models. How well is that all working out? Would love to have some in-model-editor texture viewing capabilities myself (though... I suppose I should really just transition to SP all the way...). Oh yeah, i removed the pics because i wasnt so sure about terms of importing models in blender earlier. but yes it works great! here's a screenshot Spoiler Quote Link to comment Share on other sites More sharing options...
alexus Posted September 25, 2018 Share Posted September 25, 2018 7 hours ago, Shadowmage said: If you are asking 'do I make configs for solar panels for my own mods?' -- Yes. The config that I linked to is for one of the solar panels in SSTU. How long time will it be? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 25, 2018 Author Share Posted September 25, 2018 3 minutes ago, alexus said: How long time will it be? ?? All of the configs that I would create for SSTU already exist. So the time is now -- https://github.com/shadowmage45/SSTULabs/tree/master/GameData/SSTU-PBR/PBRConversions Quote Link to comment Share on other sites More sharing options...
alexus Posted September 25, 2018 Share Posted September 25, 2018 (edited) Shadowmage, do you know how I can view files *.mu? Edited September 25, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 26, 2018 Author Share Posted September 26, 2018 (edited) 1 hour ago, alexus said: Shadowmage, do you know how I can view files *.mu? By using Blender ( https://www.blender.org/download/ ), and the .mu import plugin made by Taniwha ( https://github.com/taniwha/io_object_mu ). That is the only way that I know of. .mu files are a proprietary KSP model format, and you won't likely find support in any other software. Edit: While not to the same extent as viewing the models in Blender... Sarbian's DebugStuff mod will allow you to view model hierarchy and meshes from within KSP -- Edited September 26, 2018 by Shadowmage Quote Link to comment Share on other sites More sharing options...
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