FrancoisH Posted August 18, 2018 Share Posted August 18, 2018 On 8/10/2018 at 5:32 PM, StarStreak2109 said: That is what I was inquiring in my above post. Apparently there is a fix somewhere in this thread, but I cannot find it. @StarStreak2109 & @alexus Maybe where you speaking of the mod mentioned here : Maybe @Shadowmage can confirm this is the only fix to date and @Electrocutor there's no new version of it? Anyway, I can't myself find any tool to configure Texture Unlimited IN game as I thought Shadowmage mentioned. See you around! Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted August 18, 2018 Share Posted August 18, 2018 24 minutes ago, FrancoisH said: @StarStreak2109 & @alexus Maybe where you speaking of the mod mentioned here : Maybe @Shadowmage can confirm this is the only fix to date and @Electrocutor there's no new version of it? Anyway, I can't myself find any tool to configure Texture Unlimited IN game as I thought Shadowmage mentioned. See you around! Thanks, I found that one myself in the meantime. But yeah any update on the situation is welcome! Quote Link to comment Share on other sites More sharing options...
1990eam Posted August 23, 2018 Share Posted August 23, 2018 (edited) Hey there. Using the -force-d3d11 parameter makes my screen stutter if I'm at KSC, gives me an input lock and makes the sky look black (for some reason it only happens at KSC and not in space). Is there any workaround to this? Let me know if you need a mod list and logs if this is not a known issue. EDIT: Turns out KS3P can't handle dx11 which explains why the issue was momentarily fixed by unistalling that mod. Edited August 23, 2018 by 1990eam Quote Link to comment Share on other sites More sharing options...
1990eam Posted August 23, 2018 Share Posted August 23, 2018 Is there any way to turn off the GPU API Check warning permanently? Quote Link to comment Share on other sites More sharing options...
Nightside Posted August 23, 2018 Share Posted August 23, 2018 3 hours ago, 1990eam said: Hey there. Using the -force-d3d11 parameter makes my screen stutter if I'm at KSC, gives me an input lock and makes the sky look black (for some reason it only happens at KSC and not in space). Is there any workaround to this? Let me know if you need a mod list and logs if this is not a known issue. EDIT: Turns out KS3P can't handle dx11 which explains why the issue was momentarily fixed by unistalling that mod. Did you try the -glcore alternative, that seems to be working for me? Quote Link to comment Share on other sites More sharing options...
bvsveera Posted August 24, 2018 Share Posted August 24, 2018 Just wanted to say thank you for this mod. I really love being able to create reflective command modules. Only thing that irks me is that, with the default stock config on spacedock, the Mk 1-3's lights don't seem to turn on anymore. A small price to pay for an otherwise beautiful capsule, methinks. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted August 24, 2018 Author Share Posted August 24, 2018 On 8/22/2018 at 8:32 PM, 1990eam said: Is there any way to turn off the GPU API Check warning permanently? No -- it warns you when you are using an API that is known to no work with the mod. Disabling the warning would serve no purpose; the mod still wouldn't work properly, you would just have one less pop up. Why not just uninstall the mod completely if you are not interested in using it (and gain some speed in your game startup while you are at it)? Quote Link to comment Share on other sites More sharing options...
Chimichanga Posted August 30, 2018 Share Posted August 30, 2018 (edited) Hi Shadowmage! Thank you so much for all your hard work on this - it's incredible! To the Kerbalnauts trying to get the all-metal Fairings working, try this config. It's from Shadowmage's Github page under the bug section, report #40. Please modify the Metal and Smoothness values until you find something you like! KSP_TEXTURE_SET { name = STOCK-Fairings title = Default recolorable = false MATERIAL { shader = SSTU/PBR/Metallic //simply setting properties for metal and gloss PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } @PART[fairingSize1,fairingSize2,fairingSize3] { MODULE { name = KSPFairingShader textureSet = STOCK-Fairings materialIndex = 0 } } There's a more advanced config on the page as well. Page can be found here: https://github.com/shadowmage45/TexturesUnlimited/issues/40#issuecomment-382565954 Here's to hoping you all fly eternal, shiny and chrome! Edited August 30, 2018 by Chimichanga Quote Link to comment Share on other sites More sharing options...
alexus Posted August 30, 2018 Share Posted August 30, 2018 (edited) Ok Edited August 31, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
Chimichanga Posted August 31, 2018 Share Posted August 31, 2018 (edited) Hi again Shadowmage! You asked for this post regarding no visible window lights in MK1-3 pod, and missing lights on the Making History round pods. First, an image showing the config is working for just these parts. None of the windows emit light on the Mk1-3, while all of the windows on the round-pods work with the exception of the window the arrows point at: Here's the example config I isolated away from the rest of my parts (99% metal 99% shine isn't exactly my thing, as stunning as it might be - but it proves to me that the config is loading correctly.) @REFLECTION_CONFIG[default] { %enabled = true } KSP_MODEL_SHADER { name = Stock_FullMetal model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 model = SquadExpansion/MakingHistory/Parts/Pods/Assets/RoundPod MATERIAL { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive excludeMesh = FlagTransform excludeMesh = flagTransform excludeMesh = FLAG excludeMesh = Flag excludeMesh = window excludeMesh = Window excludeMesh = SideWindow excludeMesh = FrontWindow excludeMesh = indicator PROPERTY { name = _Metal float = 0.99 } PROPERTY { name = _Smoothness float = 0.99 } } TEXTURE // Glass { shader = SSTU/PBR/Metallic mesh = window mesh = Window mesh = SideWindow mesh = FrontWindow mesh = indicator PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } This config works just fine with other pods, allowing windows to display lights as expected. I'm being naughty and running this with 1.4.5 x64 in DX11 on Win7, x64. I did downgrade to 1.4.3 previously (to try to bug check something else) but can't remember if the windows worked on that version or not. I tried my hand at guessing some of the mesh names (WINDOW vs Window vs window vs adding an 's' at the end, TopWindow, etc.) but I don't have access to Blender/Unity to check mesh names and the DebugStuff mod isn't giving me the info either. I don't have a Github account but figured if it was indeed a bug you would be better able to post it there / handle it / do whatever miraculous things you do. Thank you for checking, and thank you for TU! Edited August 31, 2018 by Chimichanga Quote Link to comment Share on other sites More sharing options...
Mecripp Posted September 1, 2018 Share Posted September 1, 2018 The round ones that's the air lock and ladder window also Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 4, 2018 Author Share Posted September 4, 2018 On 8/31/2018 at 5:01 PM, Chimichanga said: Hi again Shadowmage! You asked for this post regarding no visible window lights in MK1-3 pod, and missing lights on the Making History round pods. First, an image showing the config is working for just these parts. None of the windows emit light on the Mk1-3, while all of the windows on the round-pods work with the exception of the window the arrows point at: Here's the example config I isolated away from the rest of my parts (99% metal 99% shine isn't exactly my thing, as stunning as it might be - but it proves to me that the config is loading correctly.) @REFLECTION_CONFIG[default] { %enabled = true } KSP_MODEL_SHADER { name = Stock_FullMetal model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 model = SquadExpansion/MakingHistory/Parts/Pods/Assets/RoundPod MATERIAL { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive excludeMesh = FlagTransform excludeMesh = flagTransform excludeMesh = FLAG excludeMesh = Flag excludeMesh = window excludeMesh = Window excludeMesh = SideWindow excludeMesh = FrontWindow excludeMesh = indicator PROPERTY { name = _Metal float = 0.99 } PROPERTY { name = _Smoothness float = 0.99 } } TEXTURE // Glass { shader = SSTU/PBR/Metallic mesh = window mesh = Window mesh = SideWindow mesh = FrontWindow mesh = indicator PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } This config works just fine with other pods, allowing windows to display lights as expected. I'm being naughty and running this with 1.4.5 x64 in DX11 on Win7, x64. I did downgrade to 1.4.3 previously (to try to bug check something else) but can't remember if the windows worked on that version or not. I tried my hand at guessing some of the mesh names (WINDOW vs Window vs window vs adding an 's' at the end, TopWindow, etc.) but I don't have access to Blender/Unity to check mesh names and the DebugStuff mod isn't giving me the info either. I don't have a Github account but figured if it was indeed a bug you would be better able to post it there / handle it / do whatever miraculous things you do. Thank you for checking, and thank you for TU! Thanks, will try to take a look at this problem sometime this week/end. IIRC, there was a difference between my shaders and the stock shaders, in that the TU shader expected the emissive textures' alpha channel to be > 0, and the stock shader ignores it. Thusly, the stock textures have emissive.alpha = 0, and the glow doesn't work when used with TU shaders. Can't say for certain that is the problem that is being encountered... but it would explain exactly what you are seeing, and why it still works in other parts (or even on only some meshes in some parts). Quote Link to comment Share on other sites More sharing options...
alexus Posted September 5, 2018 Share Posted September 5, 2018 (edited) Can I switch off metall effects inside of command pod? Edited September 5, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
alexus Posted September 5, 2018 Share Posted September 5, 2018 (edited) Hi guys. Today I had experimented with config of TU and I have some problems. Look at my video. It is my config: Spoiler @REFLECTION_CONFIG[default] { %enabled = true } KSP_MODEL_SHADER { name = Stock_FullMetal model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 model = Squad/Parts/Command/cupola/model model = Squad/Spaces/cupolaInternal/model model = Squad/Parts/Command/advancedSasModuleLarge/model model = Squad/Parts/Command/externalCommandSeat/model model = Squad/Parts/Command/hitchhikerStorageContainer/model model = Squad/Parts/Command/inlineAdvancedStabilizer/model model = Squad/Parts/Command/inlineReactionWheel/model model = Squad/Parts/Command/Mk1-2Pod/model model = Squad/Parts/Command/mk1Cockpits/Cabin model = Squad/Parts/Command/mk1Cockpits/CockpitInline model = Squad/Parts/Command/mk1Cockpits/CockpitStandard model = Squad/Parts/Command/mk1LanderCan/model model = Squad/Parts/Command/mk1pod/model model = Squad/Parts/Command/mk2CockpitInline/model model = Squad/Parts/Command/mk2CockpitStandard/model model = Squad/Parts/Command/mk2DroneCore/model model = Squad/Parts/Command/mk2LanderCan/model model = Squad/Parts/Command/mk3CockpitShuttle/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/probeRoverBody/model model = Squad/Parts/Command/probeStackLarge/model model = Squad/Parts/Command/probeStackSmall/model model = Squad/Parts/Command/probeStackSphere/model MATERIAL { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive excludeMesh = FlagTransform excludeMesh = flagTransform excludeMesh = FLAG excludeMesh = Flag excludeMesh = window excludeMesh = Window excludeMesh = SideWindow excludeMesh = FrontWindow excludeMesh = indicator PROPERTY { name = _Metal float = 0.9 } PROPERTY { name = _Smoothness float = 0.9 } } TEXTURE // Glass { shader = SSTU/PBR/Metallic mesh = window mesh = Window mesh = SideWindow mesh = FrontWindow mesh = indicator PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 0.0 } } } I want to say that the glass`s effect is not changes separately from the rest. "excludeMesh" is not work. why? I am running the game dx11, x64, v1.4.5 Edited September 5, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 5, 2018 Author Share Posted September 5, 2018 2 hours ago, alexus said: Hi guys. Today I had experimented with config of TU and I have some problems. Look at my video. It is my config: Hide contents @REFLECTION_CONFIG[default] { %enabled = true } KSP_MODEL_SHADER { name = Stock_FullMetal MATERIAL { shader = SSTU/PBR/Metallic inheritTexture = _MainTex inheritTexture = _BumpMap inheritTexture = _Emissive excludeMesh = FlagTransform excludeMesh = flagTransform } TEXTURE // Glass { shader = SSTU/PBR/Metallic mesh = window mesh = Window mesh = SideWindow mesh = FrontWindow } } I want to say that the glass`s effect is not changes separately from the rest. "excludeMesh" is not work. why? I am running the game dx11, x64, v1.4.5 Your second block is TEXTURE. Try changing it to MATERIAL like the first block. The 'excludeMesh' feature -does- work. Can you show a printout of the model-hierarchy for the models you are having problems with? (what are the mesh names in those models?) Quote Link to comment Share on other sites More sharing options...
alexus Posted September 5, 2018 Share Posted September 5, 2018 (edited) 33 minutes ago, Shadowmage said: Your second block is TEXTURE. Try changing it to MATERIAL like the first block. The 'excludeMesh' feature -does- work. Can you show a printout of the model-hierarchy for the models you are having problems with? (what are the mesh names in those models?) model = Squad/Parts/Command/cupola/model " Can you show a printout of the model-hierarchy for the models you are having problems with? (what are the mesh names in those models?)" How I can make it? Edited September 5, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 5, 2018 Author Share Posted September 5, 2018 2 hours ago, alexus said: How I can make it? Using 'DebugStuff' -- https://forum.kerbalspaceprogram.com/index.php?/topic/135726-1x-debugstuff-2018-03-13-see-the-hidden-secrets-of-the-game-objects/ It will allow you to 'dump to log' the model hierarchy of any part model. This will list the mesh names for every object within the model. IIRC you need to press 'CTRL+P' to activate it in the VAB/SPH, and then press/hold left-shift while the mouse is over a model to bring up the window showing the hierarchy for that model. The window should have a button to 'dump to log'; from there you can copy/paste the model hierarchy out of the log file. There may be other tools available that do the same similar from in-game (I remember something from LGG awhile back). You can also use the Blender .mu import tool to import the models to Blender and get the hierarchy from there. As it is a stock model you are having problems with, if you can't otherwise find the information, let me know and I'll see what I can do. Quote Link to comment Share on other sites More sharing options...
alexus Posted September 5, 2018 Share Posted September 5, 2018 (edited) Debug button does not work What should I do next? Edited September 6, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 6, 2018 Author Share Posted September 6, 2018 13 hours ago, alexus said: Debug button does not work What should I do next? Judging by the model hierarchy in the screenshot (thanks for posting that!), there is nothing you can do. SQUAD did not make the windows as separate meshes, so they cannot be excluded from a patch in that fashion. So this is not an error in your patch, nor is it a problem with TU; the problem is that the model was not built in an optimal fashion for this sort of operation. About the only thing you could do would be to create custom textures for it. Quote Link to comment Share on other sites More sharing options...
alexus Posted September 6, 2018 Share Posted September 6, 2018 (edited) 10 minutes ago, Shadowmage said: About the only thing you could do would be to create custom textures for it. How can i do it? I think it's impossible to do without editing the model. Which mesh should I choose from the list for the shader? Is it meshrenderer? Edited September 6, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 6, 2018 Author Share Posted September 6, 2018 21 minutes ago, alexus said: How can i do it? I think it's impossible to do without editing the model. Creating textures is done with programs like Photoshop, GIMP, Paint.net, windows paint, etc (or even Substance Painter). Find the UV map for the model you are working on, and create a metallic/specular mask texture for it. https://academy.allegorithmic.com/courses/b6377358ad36c444f45e2deaa0626e65 24 minutes ago, alexus said: Which mesh should I choose from the list for the shader? Is it meshrenderer? After you have your custom texture created, the mesh name to which it needs to be applied would seem to be 'obj_base'. (the meshrenderer/etc you are seeing are components that belong to the mesh objects in the model) Quote Link to comment Share on other sites More sharing options...
alexus Posted September 6, 2018 Share Posted September 6, 2018 Ok. if there is no window mesh how can i separate it from other mesh? "About the only thing you could do would be to create custom textures for it. " Will it help? 8 minutes ago, Shadowmage said: the mesh name to which it needs to be applied would seem to be 'obj_base'. how? Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted September 6, 2018 Author Share Posted September 6, 2018 9 minutes ago, alexus said: Ok. if there is no window mesh how can i separate it from other mesh? You don't. You create custom textures in such a way that the mesh doesn't need to be separated. Rather than using unchanging specular and metallic values in the patch, you use the texture(s) to specify the value for each specific bit of the model. This allows for...well..... nearly infinite possibilities in how the model is textured/rendered, and is precisely how these shaders are intended to be used (the fact that nobody wants to create actual PBR textures... frustrates me to no end). Here is a sample of what one of those mask textures might look like (this is the MET texture for the Apollo Service module): https://github.com/shadowmage45/SSTULabs/blob/master/GameData/SSTU-PBR/Assets/SC-B-SM-MET.png Honestly, I would suggest -not- going this route if you don't already have texturing/modeling experience. Unless you are already familiar with texture work, and PBR shader use of those textures, you'll have at least a couple of weeks worth of hard learning to do before you would be able to do much productive work. Likely months/years more practice before that work might be called 'good'. However, if you -do- want to make your own textures -- let me know when you have a texture created, and I can help you figure out how to apply it to the model in KSP. I don't have the time, skills, or patience, to be teaching how to do texturing though. Sadly though, those are your only options in this case due to how the model was created. You can take the time to create custom textures to treat the windows separately, or you can use your existing patch as-is and use the model/textures as SQUAD provided. Quote Link to comment Share on other sites More sharing options...
Jesusthebird Posted September 6, 2018 Share Posted September 6, 2018 1 hour ago, Shadowmage said: Judging by the model hierarchy in the screenshot (thanks for posting that!), there is nothing you can do. SQUAD did not make the windows as separate meshes, so they cannot be excluded from a patch in that fashion. So this is not an error in your patch, nor is it a problem with TU; the problem is that the model was not built in an optimal fashion for this sort of operation. About the only thing you could do would be to create custom textures for it. I think I have this same problem with the stock mk2inline dockingport...ive been fiddling with the cfg for a few days now...with no progress...has anyone been successful regarding this part? The port itself looks to gain the metallic shader..but the base/doors dont. Quote Link to comment Share on other sites More sharing options...
alexus Posted September 6, 2018 Share Posted September 6, 2018 (edited) 7 hours ago, Shadowmage said: Honestly, I would suggest -not- going this route if you don't already have texturing/modeling experience. Unless you are already familiar with texture work, and PBR shader use of those textures, you'll have at least a couple of weeks worth of hard learning to do before you would be able to do much productive work. Likely months/years more practice before that work might be called 'good'. However, if you -do- want to make your own textures -- let me know when you have a texture created, and I can help you figure out how to apply it to the model in KSP. I don't have the time, skills, or patience, to be teaching how to do texturing though. Sadly though, those are your only options in this case due to how the model was created. You can take the time to create custom textures to treat the windows separately, or you can use your existing patch as-is and use the model/textures as SQUAD provided. Thanks for help man. I know how to work in the photoshop. I have a good experience in this. I want to know how I can make a reflection in configuration file. Ok. I make texture ( Which one for cupola? It has texture files cupola_Emissive,ksp_l_cupola_diff ) and what should I make change in TU config file ? Edited September 6, 2018 by alexus Quote Link to comment Share on other sites More sharing options...
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