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[1.9.x] Textures Unlimited - PBR-Shader, Texture Set, and Model Loading API


Shadowmage

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  On 4/29/2018 at 11:40 PM, Burning Kan said:

Yes,the are @Eagleeyed Delbrutis 

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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 by Delbrutis
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  On 4/30/2018 at 5:22 PM, dxeh said:

Only just found out about this mod..

Only to find out that i just felt in love with it!

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Glad to hear you are enjoying the mod :)

  On 4/30/2018 at 5:22 PM, dxeh said:

Only little dissapointed that when in IVA i cannot see outside the windows no more. part from that, i love this!

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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)

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  On 4/30/2018 at 5:30 PM, Shadowmage said:

As TU does nothing by default, any issues that arise are almost undoubtedly caused by the configs you have installed

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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.

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Thank you @Shadowmage for this awesome mod and @Electrocutor for the Stock Config! :o Didn't know KSP has that much potential! Why is this not in the stock version as a graphical option....

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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). 

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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! :o

 

Thanks again. You modders make this game so much more fun! :)

Edited by Kerbaderp
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  On 4/30/2018 at 6:32 PM, Delay said:

Which brings me nicely to my question: Where can I find these configs? Specifically, for the stock parts?

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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.

 

  On 4/30/2018 at 6:32 PM, Delay said:

I can image this mod, PlanetShine and KS3P being a great graphics mod combination.

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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)

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@Beetlecat

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@Shadowmage

basic is from an older Electrocuter cfg with some modifications,this is my verof the TexturesUnlimited_Stock.cfg:

  Reveal hidden contents

 

 

 

 

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  On 4/30/2018 at 6:37 PM, Kerbaderp said:

Thank you @Shadowmage for this awesome mod and @Electrocutor for the Stock Config! :o 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! :o

 

Thanks again. You modders make this game so much more fun! :)

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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.

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  On 4/30/2018 at 7:27 PM, Burning Kan said:

basic is from an older Electrocuter cfg with some modifications,this is my verof the TexturesUnlimited_Stock.cfg:

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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.

 

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you are welcome,

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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

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  On 5/1/2018 at 1:47 AM, 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)

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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?

  On 5/1/2018 at 1:57 AM, Burning Kan said:

you are welcome,

  Reveal hidden contents

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

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That would be cool I think I might have the old files on a backup drive somewhere. Thanks

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  On 5/1/2018 at 1:58 AM, Delbrutis said:

It was more me being frustrated with getting KSPTextureSwitch working right under 1.4+.

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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).

  On 5/1/2018 at 1:58 AM, 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

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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 by Shadowmage
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  On 5/1/2018 at 2:02 AM, Shadowmage said:

Not that I'm aware of

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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.

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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:URRayGr.jpg

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 by Vandest
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  On 5/1/2018 at 12:46 PM, bcink said:

Awesome work :D

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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!

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  On 4/30/2018 at 7:27 PM, Burning Kan said:

basic is from an older Electrocuter cfg with some modifications,this is my verof the TexturesUnlimited_Stock.cfg

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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)
OCbg1gf.png

These are the
GameData\Bluedog_DB\Parts\Gemini\bluedog_MOL_Solar2.cfg

Edited by Gordon Dry
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  On 5/1/2018 at 2:53 PM, 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.

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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:

  1. 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)
  2. 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)
  3. NRM: Normal map for rivets.
  4. 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 by Vandest
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  On 5/1/2018 at 10:28 PM, 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)

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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.

  On 5/1/2018 at 8:23 PM, Gordon Dry said:

Only one thing is "interesting": the solar panels have no reflection anymore (it was slightly, but now it's totally gone)

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Could be caused by a lot of things.... can you post the config/patch that targets the part? (first place to start)

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  On 5/1/2018 at 11:29 PM, Shadowmage said:

can you post the config/patch that targets the part?

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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 :)

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