Cheesecake Posted December 12, 2017 Share Posted December 12, 2017 (edited) OK, it was TR. But I didn`t remove it. I disabled only the reflections in the TR menu and it works. Change to 'static' works too. Quote Most mods that use TR can work just fine without it, just remove the TR folder. Yes, they works, but without reflections. Is it possible to replace reflections by TR/TRR by TU? I play with DECQs Shuttle and without TR/TRR the radiotors have no reflections. Edited December 12, 2017 by Cheesecake Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted December 12, 2017 Share Posted December 12, 2017 @Electrocutor I love what you are doing with the stock parts: they really look 10x better with the TU effects. You should really consider pushing this into your own release or maybe PR it as a patch with TU itself? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 12, 2017 Author Share Posted December 12, 2017 2 hours ago, Cheesecake said: Yes, they works, but without reflections. Is it possible to replace reflections by TR/TRR by TU? I play with DECQs Shuttle and without TR/TRR the radiotors have no reflections. The answer is 100% 'Yes' (for use on normal part models). But it might take more work than a simple config adjustment. (actually, with the stock replacement shader, it might just be a config/patch). Not something I'm going to work on personally, but if you take a look at the TU-Stock patches floating around, it should give you all of the examples you need to do the work yourself. (or alternatively, you might find another forum member willing to help you out with them; and of course, I'm available for support if you absolutely get stuck somewhere or cannot get it working) Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 13, 2017 Share Posted December 13, 2017 Does KSP_TEXTURE_SET also support the model= config nodes to restrict which model names the TextureSet will apply to, or is that only for KSP_MODEL_SHADER? Basically I want to use TextureSwitcher and the Recolor GUI, which require TextureSets, but these are defined by part, not model; so if another mod has replaced the model for a given part, then the TextureSet properties would no longer be valid unless you could also restrict the properties by model. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 13, 2017 Author Share Posted December 13, 2017 1 hour ago, Electrocutor said: Does KSP_TEXTURE_SET also support the model= config nodes to restrict which model names the TextureSet will apply to, or is that only for KSP_MODEL_SHADER? Basically I want to use TextureSwitcher and the Recolor GUI, which require TextureSets, but these are defined by part, not model; so if another mod has replaced the model for a given part, then the TextureSet properties would no longer be valid unless you could also restrict the properties by model. No, as the KSP_TEXTURE_SET's are applied at the part-level -- the part should already 'know' what model(s) they are being applied to. In such cases, you should use ModuleManager to detect when the model-swapping mod is installed (e.g. a NEEDS[Vens] block or whatever), and patch your texture sets appropriately for the new models/meshes/etc. However, as the KSP_TEXTURE_SET does use the 'mesh=' setup, you could potentially handle both models in a single 'texture set' through mesh inclusion/exclusion. Might be a bit more work to setup the config (as you'll need mesh names), and might not work in all cases (if there are mesh names shared between the two separate models). ^^ I actually do something similar to this in SSTU where the same set of texture files' might be shared across multiple models. I include the 'mesh=' and 'excludeMesh=' lines for every model that it potentially applies to, and then just slap the same texture set(s) on all of them. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted December 13, 2017 Share Posted December 13, 2017 (edited) Any way you could add this to Elite so I can recolor my ships there? They can't manage to get proper chrome looking ships, I just want to right click and go to the recoloring UI only to not be able to find it. Spoiler Edited December 13, 2017 by Jimbodiah Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted December 13, 2017 Share Posted December 13, 2017 @shadowmage OK, I read the Stock-configs and understand a little bit. Is it correct that the sectionName = is the part that has new textures/reflections, like a window ? So, how can I find out the name of this part (cockpit with several windows)? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 13, 2017 Author Share Posted December 13, 2017 1 minute ago, Cheesecake said: @shadowmage OK, I read the Stock-configs and understand a little bit. Is it correct that the sectionName = is the part that has new textures/reflections, like a window ? So, how can I find out the name of this part (cockpit with several windows)? 'sectionName =' is how it displays that section in the RecoloringGUI, and has no impact on what meshes/transforms get changed. What you will need to do is find some way to examine the model hierarchy. Either use the blender .mu import plugin to import the model to Blender, or use the DebugStuff mod to examine the model from within the VAB/SPH. Either one should tell you the transform names. (these transform/mesh names are probably specified in the TextureReplacer configs somewhere -- as it needs to know what meshes/transforms to adjust). If you just want to set the textures a single time (no in-game switching) you would use a config setup like: KSP_MODEL_SHADER { //name used for patching, set to something unique name = SSTU/Assets/ST-GEN-DSP-ISS //this is the name of the model file (.mu) that will be adjusted model = SSTU/Assets/ST-GEN-DSP-ISS //the TEXTURE block specifies what textures to apply and what shaders to use TEXTURE { //the shader that you want to use shader = SSTU/PBR/StockMetallicBumped //these are the texture slots to assign, and what texture to put into that slot texture = _MainTex, SSTU/Assets/ST-GEN-DSP-ISS-DIFF texture = _BumpMap, SSTU/Assets/ST-GEN-DSP-ISS-NRM texture = _MetallicGlossMap, SSTU/Assets/ST-GEN-DSP-ISS-SPEC texture = _Emissive, SSTU/Assets/ST-GEN-DSP-ISS-GLOW texture = _AOMap, SSTU/Assets/ST-GEN-DSP-ISS-AO //list the meshes here, one mesh per line -- this is where you would specify the window mesh names mesh = ST-GEN-DSP-ISS mesh = ST-DSP-ISS-Base mesh = ST-DSP-ISS-TopCap } } You only need to specify the texture slots/textures if you will be changing the texture file. Otherwise, it should be enough to just specify the shader, meshes, and PROPERTY blocks for the shader properties. Some combination of the above, along with the use of the PROPERTY blocks from the stock patches should be able to accomplish what you are looking for. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 13, 2017 Share Posted December 13, 2017 For those who like to tinker, and for those who really want metal in their mod parts before any compatibility patch comes out... This is what I use as a base to work backward from; it will allow you to set all parts to a couple of basic metallic, specular, or dull options. Of note: it will make anything that uses transparency look horrible, and how good each part looks by default depends on how well the textures were originally made. Spoiler @PART[*] { MODULE { name = KSPTextureSwitch sectionName = Appearance currentTextureSet = AllDefaultMetal TEXTURESET { name = AllDefault } TEXTURESET { name = AllDefaultDull } TEXTURESET { name = AllDefaultMetal } TEXTURESET { name = AllMetal } } } KSP_TEXTURE_SET { name = AllDefault title = Default recolorable = false TEXTURE { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flag excludeMesh = FLAG excludeMesh = flagTransform PROPERTY { name = _Color color = 1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_TEXTURE_SET { name = AllDefaultDull title = Dull recolorable = false TEXTURE { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flag excludeMesh = FLAG excludeMesh = flagTransform PROPERTY { name = _Color color = 1.0,1.0,1.0 } PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 0.2 } } } KSP_TEXTURE_SET { name = AllDefaultMetal title = Default Metal recolorable = false TEXTURE { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flag excludeMesh = FLAG excludeMesh = flagTransform PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_TEXTURE_SET { name = AllMetal title = Metal recolorable = false TEXTURE { shader = SSTU/PBR/Metallic excludeMesh = flag excludeMesh = FLAG excludeMesh = flagTransform PROPERTY { name = _Color color = 1.75,1.75,1.75 } PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted December 13, 2017 Share Posted December 13, 2017 (edited) All I need is a replacement of this: Quote MODULE { name = TRReflection shader = Reflective/Bumped Diffuse colour = 0.5 0.5 0.5 interval = 1 meshes = WINDOWS2 } Also: DECQs Shuttle use a textureswitch from an older SSTU version. But it didn't work (sorry if this is the wrong thread to discuss, it`s more a question for SSTU): Spoiler MODULE { name = SSTUTextureSwitch currentTextureSet = Atlantis TEXTURESET { name = Atlantis } TEXTURESET { name = Discovery } TEXTURESET { name = Endeavour } TEXTURESET { name = Challenger } TEXTURESET { name = Columbia } TEXTURESET { name = ColumbiaModern } TEXTURESET { name = Blank } } } SSTU_TEXTURESET { name = Atlantis TEXTUREDATA { mesh = FUSELAGE_001 mesh = FRCS_MODULE diffuseTexture = SPACE_SHUTTLE_SYSTEM/CABINE normalTexture = SPACE_SHUTTLE_SYSTEM/CABINE_NR_NRM } TEXTUREDATA { mesh = Wing_RCZ mesh = Wing_RCZ2_003 mesh = Wing_RCZ2 mesh = Wing_RCZ_001 mesh = Tail_NO_Chute mesh = Tail_NO mesh = LEFT_RSB_PANEL mesh = RIGHT_RSB_PANEL diffuseTexture = SPACE_SHUTTLE_SYSTEM/WINGS_AND_BOTTOM normalTexture = SPACE_SHUTTLE_SYSTEM/WINGS_AND_BOTTOM_NR_NRM } TEXTUREDATA { mesh = 113 mesh = RIGHT_PLBD_EXT mesh = LEFT_PLBD_EXT diffuseTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE2 normalTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE_NR_NRM } TEXTUREDATA { mesh = ULTRA_ENGINE diffuseTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT normalTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT_NR_NRM } } SSTU_TEXTURESET { name = Discovery TEXTUREDATA { mesh = FUSELAGE_001 mesh = FRCS_MODULE diffuseTexture = SPACE_SHUTTLE_SYSTEM/CABINE_DISCOVERY normalTexture = SPACE_SHUTTLE_SYSTEM/CABINE_NR_NRM } TEXTUREDATA { mesh = Wing_RCZ mesh = Wing_RCZ2_003 mesh = Wing_RCZ2 mesh = Wing_RCZ_001 diffuseTexture = SPACE_SHUTTLE_SYSTEM/WINGS_DISCOVERY normalTexture = SPACE_SHUTTLE_SYSTEM/WINGS_AND_BOTTOM_NR_NRMM } } SSTU_TEXTURESET { name = Endeavour TEXTUREDATA { mesh = FUSELAGE_001 mesh = FRCS_MODULE diffuseTexture = SPACE_SHUTTLE_SYSTEM/CABINE_ENDEAVOUR normalTexture = SPACE_SHUTTLE_SYSTEM/CABINE_NR_NRM } TEXTUREDATA { mesh = Wing_RCZ mesh = Wing_RCZ2_003 mesh = Wing_RCZ2 mesh = Wing_RCZ_001 diffuseTexture = SPACE_SHUTTLE_SYSTEM/WINGS_ENDEAVOUR normalTexture = SPACE_SHUTTLE_SYSTEM/WINGS_AND_BOTTOM_NR_NRM } } SSTU_TEXTURESET { name = Challenger TEXTUREDATA { mesh = FUSELAGE_001 mesh = FRCS_MODULE diffuseTexture = SPACE_SHUTTLE_SYSTEM/CABINE_CHALLENGER normalTexture = SPACE_SHUTTLE_SYSTEM/CABINE_NR_NRM } TEXTUREDATA { mesh = Wing_RCZ mesh = Wing_RCZ2_003 mesh = Wing_RCZ2 mesh = Wing_RCZ_001 mesh = Tail_NO_Chute mesh = Tail_NO mesh = LEFT_RSB_PANEL mesh = RIGHT_RSB_PANEL diffuseTexture = SPACE_SHUTTLE_SYSTEM/WINGS_CHALLENGER normalTexture = SPACE_SHUTTLE_SYSTEM/WINGS_AND_BOTTOM_NR_NRM } TEXTUREDATA { mesh = 113 mesh = RIGHT_PLBD_EXT mesh = LEFT_PLBD_EXT diffuseTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE_CHALLENGER normalTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE_NR_NRM } TEXTUREDATA { mesh = ULTRA_ENGINE diffuseTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT_OLD_VERSION normalTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT_NR_NRM } } SSTU_TEXTURESET { name = Columbia TEXTUREDATA { mesh = FUSELAGE_001 mesh = FRCS_MODULE diffuseTexture = SPACE_SHUTTLE_SYSTEM/CABINE_COLUMBIA normalTexture = SPACE_SHUTTLE_SYSTEM/CABINE_NR_NRM } TEXTUREDATA { mesh = Wing_RCZ mesh = Wing_RCZ2_003 mesh = Wing_RCZ2 mesh = Wing_RCZ_001 mesh = Tail_NO_Chute mesh = Tail_NO mesh = LEFT_RSB_PANEL mesh = RIGHT_RSB_PANEL diffuseTexture = SPACE_SHUTTLE_SYSTEM/WINGS_COLUMBIA normalTexture = SPACE_SHUTTLE_SYSTEM/WINGS_AND_BOTTOM_NR_NRM } TEXTUREDATA { mesh = 113 mesh = RIGHT_PLBD_EXT mesh = LEFT_PLBD_EXT diffuseTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE_COLUMBIA normalTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE_NR_NRM } TEXTUREDATA { mesh = ULTRA_ENGINE diffuseTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT_OLD_VERSION normalTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT_NR_NRM } } SSTU_TEXTURESET { name = ColumbiaModern TEXTUREDATA { mesh = FUSELAGE_001 mesh = FRCS_MODULE diffuseTexture = SPACE_SHUTTLE_SYSTEM/CABINE_COLUMBIA_SECOND_VERSION normalTexture = SPACE_SHUTTLE_SYSTEM/CABINE_NR_NRM } TEXTUREDATA { mesh = Wing_RCZ mesh = Wing_RCZ2_003 mesh = Wing_RCZ2 mesh = Wing_RCZ_001 diffuseTexture = SPACE_SHUTTLE_SYSTEM/WINGS_COLUMBIA_ORIGINAL normalTexture = SPACE_SHUTTLE_SYSTEM/WINGS_AND_BOTTOM_NR_NRM } TEXTUREDATA { mesh = 113 mesh = RIGHT_PLBD_EXT mesh = LEFT_PLBD_EXT diffuseTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE_CHALLENGER normalTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE_NR_NRM } TEXTUREDATA { mesh = ULTRA_ENGINE diffuseTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT_OLD_VERSION normalTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT_NR_NRM } } SSTU_TEXTURESET { name = Blank TEXTUREDATA { mesh = FUSELAGE_001 mesh = FRCS_MODULE diffuseTexture = SPACE_SHUTTLE_SYSTEM/CABINE_XERO normalTexture = SPACE_SHUTTLE_SYSTEM/CABINE_NR_NRM } TEXTUREDATA { mesh = Wing_RCZ mesh = Wing_RCZ2_003 mesh = Wing_RCZ2 mesh = Wing_RCZ_001 mesh = Tail_NO_Chute mesh = Tail_NO mesh = LEFT_RSB_PANEL mesh = RIGHT_RSB_PANEL diffuseTexture = SPACE_SHUTTLE_SYSTEM/WINGS_AND_BOTTOM normalTexture = SPACE_SHUTTLE_SYSTEM/WINGS_AND_BOTTOM_NR_NRM } TEXTUREDATA { mesh = 113 mesh = RIGHT_PLBD_EXT mesh = LEFT_PLBD_EXT diffuseTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE2 normalTexture = SPACE_SHUTTLE_SYSTEM/FUSELASE_NR_NRM } TEXTUREDATA { mesh = ULTRA_ENGINE diffuseTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT normalTexture = SPACE_SHUTTLE_SYSTEM/ENGINE_MOUT_NR_NRM } } Edited December 13, 2017 by Cheesecake Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 13, 2017 Author Share Posted December 13, 2017 @Cheesecake I've given you plenty of information that you should be able to figure it out ( @Electrocutor had no problem figuring it out from far less documentation ). I don't have the time (or motivation, or patience) to do the work for you, especially on a mod that I don't use and have no knowledge of. Now, if you have a specific problem that you need help figuring out, please let me know. I would suggest taking that config example I posted earlier and start playing with it. Put in the model name for the model you want to adjust. Put in the mesh names from that config snippet you posted. See what happens (or doesn't happen) when you load it in game. Compare it to the stock patches (the simple ones, not the texture-switch ones), and see how those are put together; see what is different between them, and learn what the functions do by examination and experimentation. 8 minutes ago, Cheesecake said: Also: DECQs Shuttle use a textureswitch from an older SSTU version. But it didn't work (sorry if this is the wrong thread to discuss, it`s more a question for SSTU): That is not something that I can fix. And not really related to SSTU either -- if a mod author doesn't update configs.... nothing I can do about it. He will need to update his configs to keep up with the changes in SSTU -- that is the downside of having a dependency on an 'in-development' mod -- you have to keep up with it as it is developed. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 13, 2017 Share Posted December 13, 2017 (edited) 34 minutes ago, Cheesecake said: All I need is a replacement of this: @REFLECTION_CONFIG[default] { %enabled = true %interval = 1 } KSP_TEXTURE_SET { name = reflect TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = WINDOWS2 PROPERTY { name = _Metal float = 0.0 } } } @PART[<partname>] { MODULE { name = KSPTextureSwitch currentTextureSet = reflect TEXTURESET { name = reflect } } } or @REFLECTION_CONFIG[default] { %enabled = true %interval = 1 } KSP_MODEL_SHADER { model = <model path> TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = WINDOWS2 PROPERTY { name = _Metal float = 0.0 } } } Edited December 13, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted December 13, 2017 Share Posted December 13, 2017 @Electrocutor@Shadowmage Thank you booth. It works. Sorry for my questions. I'm no modder, coder or everything else. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 14, 2017 Share Posted December 14, 2017 Just wanted to share some engines from Porkjet and Ven... so dramatically better than stock. Quote Link to comment Share on other sites More sharing options...
Red Shirt Posted December 14, 2017 Share Posted December 14, 2017 I love what @Electrocutor has done on his first pass at the stock parts. Here is the Mainsail on the launchpad: And here it is in orbit as it cools down - I can't stop staring: And here is a landing can heading for Duna. The foil oscar B's are from Munar Industries. Though they don't (yet) use this mod (they should) they have a kind of shiny thing of their own and fit in nicely: Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted December 14, 2017 Share Posted December 14, 2017 That stock 1.25m docking port look really nice right now. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 14, 2017 Author Share Posted December 14, 2017 18 hours ago, Cheesecake said: @Electrocutor@Shadowmage Thank you booth. It works. Sorry for my questions. I'm no modder, coder or everything else. Glad you got it figured out. None of us were born modders (at least I wasn't...). We all had to start somewhere. Configs are a great place to start; they require no coding knowledge, no modeling or texturing knowledge, the tools are readily and freely available (text editor), and they can be done entirely with just a little bit of logic (and using existing configs as examples to learn from). Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted December 14, 2017 Share Posted December 14, 2017 When using this with the SSTU mod the F1 engine and two other engines (sorry i do not know the exact names) are completely black. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted December 14, 2017 Author Share Posted December 14, 2017 2 minutes ago, TachyonGMZ said: When using this with the SSTU mod the F1 engine and two other engines (sorry i do not know the exact names) are completely black. Either something has not been installed correctly, or you are using linux with an unsupported openGL version (try running with the options to force GL core if on linux). At the very least, please provide the KSP.log file -- it will likely have pertinent information to help diagnose your problem. (really, that should be included with every support request) Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted December 14, 2017 Share Posted December 14, 2017 (edited) Sorry about that. I've just realized I installed it wrong. I was overwriting files in sstu and did not realize that you had to put the folder in game data. It is working properly now and it's great. Spoiler Spoiler Spoiler How do I remove spoilers ive accidentally made a mess. Edited December 14, 2017 by TachyonGMZ Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 15, 2017 Share Posted December 15, 2017 @Shadowmage@Electrocutor Is there away to use something like this with this mod ? Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 15, 2017 Share Posted December 15, 2017 (edited) 10 hours ago, Mecripp said: @Shadowmage@Electrocutor Is there away to use something like this with this mod ? You can use the paint png's from that with the PBR-Masked shader to do recoloring on stock parts if you wish. From a quick look, it seems that most of the paint masks are not stock but instead have designs such as added stripes, gradients, and other details to 'make it look cool'. Edited December 15, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 15, 2017 Share Posted December 15, 2017 (edited) Quick Consolidation... 1. Download Textures Unlimited Mod Here 2. Set your KSP shortcut to use DX11 or GLCore ...\KSP_x64.exe -force-d3d11 ...\KSP_x64.exe -force-glcore 3a. Download Ven's VenStockRevamp and the VenStockRevamp TU_Config 3b. Download Porkjet's stock TU_Config 3c. Download generic stock TU_Config (* don't use this if you are using Ven's and/or PorkjetStock) 4. Download Porkjet's PartOverhauls and the PartOverhauls TU_Config Stock and Ven's config can be considered as pass1, Porkjet's can be considered as pass2. Ven's look much, much, much better than stock due to the original models and textures being more complete. [Update] Fixed landing gear issue. Fixed transparency issue. PorkjetStock Pass 2PartOverhauls Pass 2VenStockRevamp Pass 1B9Aerospace Pass 1RemoteTech Pass 1FarFutureTech Pass 1DMagicScience Pass 1UniversalStorage Pass 1 // white tanks are silver Edited December 22, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
Red Shirt Posted December 16, 2017 Share Posted December 16, 2017 2 hours ago, Electrocutor said: 3a. Download Ven's VenStockRevamp and the VenStockRevamp TU_Config 3b. Download Porkjet's stock TU_Config 3c. Download generic stock TU_Config (* don't use this if you are using Ven's and/or PorkjetStock) 4. Download Porkjet's PartOverhauls and the PartOverhauls TU_Config Possibly not understanding. I have TexturesUnlimited_Stock.cfg and TU_PartOverhauls.cfg running on my install. My PorkJet parts are separate from stock parts. Does the TU_Config listed above replace what I have installed and is there a reason/need to update? Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted December 16, 2017 Share Posted December 16, 2017 (edited) 11 minutes ago, Red Shirt said: Possibly not understanding. I have TexturesUnlimited_Stock.cfg and TU_PartOverhauls.cfg running on my install. My PorkJet parts are separate from stock parts. Does the TU_Config listed above replace what I have installed and is there a reason/need to update? So... basically I am working on building smarter cfg files that will detect mods and such. Porkjet has both his own mod pack (Part Overhauls) and parts that he made that are in stock. The parts that he made in stock are more complete than the stock parts made by other authors, so they are much easier to make work properly with TU. The TexturesUnlimited_Stock.cfg is the 'generic stock' I listed above. It was my first pass to just get metal stuff kind of working. If you combine Ven's and Porkjet's stock parts, it pretty much covers all stock parts and the result looks far superior to just using all stock parts. Porkjet's Part Overhaul does not overwrite any stock parts, so it is its own thing. so... Option 1: Generic Stock Option 2: Ven's + PorkjetStock Additional: Porkjet's Part Overhauls Edited December 16, 2017 by Electrocutor Quote Link to comment Share on other sites More sharing options...
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