WhitestWizard Posted May 16, 2020 Share Posted May 16, 2020 Textures unlimited makes the B9 procedural wings transparent. Is this a fact of life now or an easy fix I can implement? Cheers Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted May 17, 2020 Share Posted May 17, 2020 I'm sorry if this has been addressed, but I have a bit of an issue with performance. It started after I installed Dr. Jet's Chop Shop, but I noticed something more. My log file is spammed with errors. Mostly [LOG 11:56:35.300] ERROR: Could not locate model: ChopShop/Science/model while applying KSP_MODEL_SHADER with name of: ChopShop_Metal Referring to that. It's a LONG list so if you want to look at my log file I'd be glad to upload it and paste a link. Anyway it may not even be this mod but I'm hoping to get some help. I'm sorting through and trying to illuminate any mods causing major issues that could drop fps (without decreasing the beauty of all the mods I've installed lmao). I might be in trouble on that end in which case I'll just live with it Too many mods to sort through and I"m sure I've got a conflict or two to work out, and I'm no modder. Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 20, 2020 Share Posted May 20, 2020 Hey @Shadowmage, I've been playing with adding building ground scatters. Would reflective window textures for scatter objects ever be possible with this mod, or maybe another? Groundscatter objects are not .mu files, just .obj, if that makes any difference. I don't really know anything about modeling or texturing, these models were created by another user, apparently with a blender addon, that looks pretty simple. Would reflective windows just be a crazy crazy idea with this many surfaces? Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted May 20, 2020 Share Posted May 20, 2020 Wow! What mod is that?! Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 20, 2020 Share Posted May 20, 2020 (edited) 4 hours ago, GuessingEveryDay said: Wow! What mod is that?! Im using building models from Ecumenopolis for proof of concept. I’d like to make my own models and more stock ish textures, but I’m a noob in that department. Edited May 20, 2020 by Nightside Quote Link to comment Share on other sites More sharing options...
Battou Posted May 24, 2020 Share Posted May 24, 2020 (edited) I noticed that applying different materials to separate meshes in model do not work if part uses MODULE { name = ModulePartVariants } Is there any way to overcome that other than creating patch to replace if with B9 part switcher? Using B9 resolves issue, but it is very inconvenient. Edited May 24, 2020 by Battou Quote Link to comment Share on other sites More sharing options...
Battou Posted May 25, 2020 Share Posted May 25, 2020 I read that EVE clouds are supported after all? But I have strange issue with reflecting atmosphere when in orbit. In reflection its like atmosphere sphere object is partially disappear closer to craft. Here is a screenshot. Any way to fix it? Already tried to force dx11. Quote Link to comment Share on other sites More sharing options...
Battou Posted May 26, 2020 Share Posted May 26, 2020 Is there a way to assign to _MetallicGlossMap a texture that is unique to every used model but have same name. So every model in KSP_MODEL_SHADER used its own _MetallicGlossMap texture? Quote Link to comment Share on other sites More sharing options...
Delay Posted May 26, 2020 Share Posted May 26, 2020 1 hour ago, Battou said: Is there a way to assign to _MetallicGlossMap a texture that is unique to every used model but have same name. So every model in KSP_MODEL_SHADER used its own _MetallicGlossMap texture? Not sure what you mean. Do you want each instance of a part to have its own map? That's not possible, but what could be done is making multiple texture sets pointing to different metallic maps. Not exactly 'unique for every mesh', but close enough, I suppose. Quote Link to comment Share on other sites More sharing options...
Battou Posted May 26, 2020 Share Posted May 26, 2020 5 minutes ago, Delay said: Not sure what you mean. Do you want each instance of a part to have its own map? That's not possible, but what could be done is making multiple texture sets pointing to different metallic maps. Not exactly 'unique for every mesh', but close enough, I suppose. No. I mean something like that: KSP_MODEL_SHADER { model = Squad/Parts/Command/mk2CockpitInline/model model = Squad/Parts/Command/mk2CockpitStandard/model model = Squad/Parts/Utility/mk2CrewCabin/model MATERIAL { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive texture = _MetallicGlossMap, metalSmoothness PROPERTY { name = _Metal float = 0.20 } PROPERTY { name = _Smoothness float = 0.80 } PROPERTY { name = _Detail float = 0.9 } PROPERTY { name = _Shininess float = 0.85 } } } And so each "mode" used "metalSmoothness " texture file from their folder Quote Link to comment Share on other sites More sharing options...
Andrew Fellows Posted May 28, 2020 Share Posted May 28, 2020 Did i miss out on where this install goes in relation to KSP game file? Quote Link to comment Share on other sites More sharing options...
Andrew Fellows Posted May 28, 2020 Share Posted May 28, 2020 TexturesUnlimited-1.5.10.25 (1)\TexturesUnlimited-1.5.10.25>SSTUBuildTools.exe build build_script.txt 'SSTUBuildTools.exe' is not recognized as an internal or external command, operable program or batch file. Quote Link to comment Share on other sites More sharing options...
Nightside Posted May 28, 2020 Share Posted May 28, 2020 (edited) 12 hours ago, Andrew Fellows said: Did i miss out on where this install goes in relation to KSP game file? In the GameData folder, like other mods. Please post a screenshot of the contents of GameData if you aren’t sure. Edited May 28, 2020 by Nightside Quote Link to comment Share on other sites More sharing options...
Toonu Posted June 2, 2020 Share Posted June 2, 2020 (edited) Hello, I have an issue. In VAB I can see the transparency of wing, but in flight, it has none. I have forced dx11. Any possible sollutions or help please? Using 1.8.1 and 1.5.9.24 Edited June 2, 2020 by Toonu Quote Link to comment Share on other sites More sharing options...
Grem Posted June 2, 2020 Share Posted June 2, 2020 Toonu, important that the Reflection Refresh Mode in the games graphics options is set to anything other than OFF Quote Link to comment Share on other sites More sharing options...
Toonu Posted June 2, 2020 Share Posted June 2, 2020 1 hour ago, Grem said: Toonu, important that the Reflection Refresh Mode in the games graphics options is set to anything other than OFF Works like a charm! It should be written somewhere in the OP, because I haven't knew until now there is this setting ingame. Quote Link to comment Share on other sites More sharing options...
Viny Posted June 4, 2020 Share Posted June 4, 2020 Where i put the "Source" files at ??? (Sorry if was a dumb question but i really wanna know). Quote Link to comment Share on other sites More sharing options...
Nightside Posted June 4, 2020 Share Posted June 4, 2020 4 hours ago, Viny said: Where i put the "Source" files at ??? (Sorry if was a dumb question but i really wanna know). It is not needed to use the mod. Just delete it, or ignore. Quote Link to comment Share on other sites More sharing options...
Delay Posted June 5, 2020 Share Posted June 5, 2020 (edited) Right, so I patched these ladders and now their emissive map doesn't show up. The dark markers and the "Step here" text should actually should be glowing orange. Path is correct, name is correct. I made sure "texture = Emissive," is without typos and I tried removing the alpha, which has turned out to solve these kinds of emissive problems on two command pods. Here's code in question: KSP_TEXTURE_SET { name = Ladders MATERIAL { shader = TU/Metallic PROPERTY { name = _Metal float = 0.7 } texture = _MainTex, VenStockRevamp/Squad/Parts/DockingPorts/ladder_CLR texture = _Emissive, VenStockRevamp/Squad/Parts/DockingPorts/ladder_LUM texture = _MetallicGlossMap, TexturesUnlimited_VSR/Textures/Utility/Ladders_SPC } } @PART[SMLadderUtility|MedLadderUtility|LGLadderUtility|ladder1|MedLadder|LongLadder]:FOR[TU_VSR]:NEEDS[VenStockRevamp] { MODULE { name = KSPTextureSwitch textureSet = Ladders } } Anyone with VSR can verify that is the correct path and filename, at least for the 1.6.1 compatible version of the mod. I look forward to updating everything to 1.9 already, but that's the price you pay for taking month long breaks. Edited June 5, 2020 by Delay didn't proofread Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted June 9, 2020 Share Posted June 9, 2020 Could someone PLEASE make a Restock config for these. PLEASE! Quote Link to comment Share on other sites More sharing options...
ssd21345 Posted June 9, 2020 Share Posted June 9, 2020 (edited) 3 hours ago, Emilius73 said: Could someone PLEASE make a Restock config for these. PLEASE! magpie has restock cfg, but it's in extra folder so you have to install manually Edited June 9, 2020 by ssd21345 Quote Link to comment Share on other sites More sharing options...
Emilius73 Posted June 9, 2020 Share Posted June 9, 2020 8 hours ago, ssd21345 said: magpie has restock cfg, but it's in extra folder so you have to install manually thank you! Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted June 14, 2020 Share Posted June 14, 2020 I am getting nice-looking textures in direct sunlight, and solid black outside of direct sunlight. Is there a known cause for that? Quote Link to comment Share on other sites More sharing options...
Bellabong Posted June 25, 2020 Share Posted June 25, 2020 (edited) Is this expected behaviour? (No Star reflections, cloud reflection seems to be a square smaller than the atmosphere/planet) - I think this is more to do with this particular model being a spherical mirror, parts that don't have a mirror like config look great) Edited June 25, 2020 by Bellabong Quote Link to comment Share on other sites More sharing options...
davidy12 Posted June 30, 2020 Share Posted June 30, 2020 Got a bug with Atlas tanks by @Drakenex. What's going on? Quote Link to comment Share on other sites More sharing options...
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