Shadowmage Posted February 11, 2020 Author Share Posted February 11, 2020 @Delay Have you given any thoughts to releasing the texture sets that you have been working on? (or have you already, and I've not noticed?) I would be more than happy to include a link in the OP if/when the time comes. I was doing some testing with KF the past few days, and though -- 'Gee, wouldn't it be nice if these stock parts I was using didn't look like mud?', and then though of the very nice looking previews you've been posting, and realized that I don't think I've seen any links anywhere... Quote Link to comment Share on other sites More sharing options...
Delay Posted February 11, 2020 Share Posted February 11, 2020 (edited) 4 minutes ago, Shadowmage said: Have you given any thoughts to releasing the texture sets that you have been working on? (or have you already, and I've not noticed?) I would be more than happy to include a link in the OP if/when the time comes. I have, but I will worry about the details of releasing a mod a bit later on. IIRC there was a thread about what needs to be done in terms of licensing and install instructions and whatnot and I can't find it now. Edited February 11, 2020 by Delay Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 11, 2020 Author Share Posted February 11, 2020 1 hour ago, Delay said: IIRC there was a thread about what needs to be done in terms of licensing and install instructions and whatnot and I can't find it now. I believe that can all be found here: Basically, the only real requirements are that you include -a- license, and that you document any dependencies or bundled redestributables. Doesn't really matter which license you choose for the most part; just needs to be stated publicly on the page, so that others know how they can treat the works. I'm personally fond of the open-source licenses (MIT, CC, L/GPL), various and sundry, but you could even go down the 'all-rights-reserved' road if you desired. As far as the 'document dependencies' clause, as this work utilizes TexturesUnlimited, a quick link to the TU forum page and stating the license for that mod should be sufficient, and is all that is done on most mods' pages. Basic attribution type stuff, making sure it doesn't appear like you are trying to take credit for others work, and that you are complying with any license(s) for those works. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 13, 2020 Author Share Posted February 13, 2020 (edited) @Delay Managed to sneak a few minutes to take a look at Blender 2.8. My initial thoughts are (after years of using 2.7.x): what an absolute and abysmal mess they've made of the UI. Nothing is where it was, many previously very accessible tools are hidden behind submenus or only available through shortcuts, and it will undoubtedly be a very frustrating and bad-word inducing time (re)learning the interface. But... one feature that I can be excited about, is that in 2.8 when you do boolean cuts into a smooth-shaded object, it actually (and properly) calculates the vertex normals for the newly created vertices/edges. So this means you can get decent shading on, for example, cylinder command pods with window cutouts, without having to resort to hacks or buggy plugins. Note the pink 'normal' lines shown on the corners of the cutout in the cylinder, showing proper interpolation between the normal direction of the edges of the original face; the smooth-shading that was maintained on the cylinder even with the cutouts, with zero extra manipulation needed. Wonder if it also works for knife-cuts and other means? Seems like such a tiny thing, but wow, the time this could save me if it all works out. Used to spend so...much...time... fixing up these terrible normals and shading errors, calculating and editing them by hand or using hacky workarounds. I haven't even started on any of the viewport / shading related changes yet, but frustrating UI-changes aside, it seems like this version of Blender is a good technical step forward. Edited February 13, 2020 by Shadowmage Quote Link to comment Share on other sites More sharing options...
blowfish Posted February 15, 2020 Share Posted February 15, 2020 On 2/13/2020 at 2:16 PM, Shadowmage said: Managed to sneak a few minutes to take a look at Blender 2.8. My initial thoughts are (after years of using 2.7.x): what an absolute and abysmal mess they've made of the UI. Nothing is where it was, many previously very accessible tools are hidden behind submenus or only available through shortcuts, and it will undoubtedly be a very frustrating and bad-word inducing time (re)learning the interface. It was a mess before. The 2.80+ UI actually seems better overall, although it's still largely the same labyrinth that Blender's UI has always been, just a lot of things move around and a few paths straightened. I still haven't gotten used to all the changes, but then I have spent much less time in 2.80+ than I spent learning the 2.79- UI, and learning that took a very, very long time. Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted February 15, 2020 Share Posted February 15, 2020 (edited) So here are the screen shots and the log files we talked about earlier. The first two were on a clean install of 1.8.1 by itself. And a install with only Tu V 1.5.9.24 with Module manager 4.1.3 . The other is clean 1.8.1 with only SSTU 0.12.50.162 . This is stock 1.8.1 KSP. This is with just TU and MM . This is clean install with new SSTU package only. The strange contrast over saturated textures are also what happens to my personal TU configs. Log files https://www.dropbox.com/s/9nxbaqbi0ozb2ha/KSP-W-SSTU.log?dl=0 https://www.dropbox.com/s/6gql7ti549r9rwb/KSP.log?dl=0 Thank's for looking at this. My computers getting old anyway. With KSP2 coming out I'll probably have to break down and build a new machine. And end up with windows installed on it or this one. Edited February 15, 2020 by Delbrutis Horible gramer Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 15, 2020 Author Share Posted February 15, 2020 10 hours ago, Delbrutis said: So here are the screen shots and the log files we talked about earlier. The first two were on a clean install of 1.8.1 by itself. And a install with only Tu V 1.5.9.24 with Module manager 4.1.3 . The other is clean 1.8.1 with only SSTU 0.12.50.162 . This is with just TU and MM . I thought this was an error, but it might be intentional. TU adds a reflection probe to the editor, so that the in-editor reflections more closely match those from the flight scene. The default environment map provided by SQUAD was not convoluted properly, so offers incorrect reflections compared to the flight scene (which uses proper convolution). You can double check if this is what is occurring by going into the in-game options menu, finding the Textures Unlimited options, and de-selecting the 'Custom Editor Reflections' option. 10 hours ago, Delbrutis said: This is clean install with new SSTU package only. The strange contrast over saturated textures are also what happens to my personal TU configs. This however is a bit more worrisome. Almost like it is using the icon shaders, which do exactly that. Not seeing anything in the logs though. No exceptions or unexpected error messages, nothing alarming. I have a nearly identical hardware setup as yours, so I couldn't see it being a hardware/support issue. Only difference is the OS and graphics API being used. Did you see these problems on older versions of KSP? I'll find some time to do some testing on OpenGL on windows, and see if I run into anything similar. Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted February 16, 2020 Share Posted February 16, 2020 6 hours ago, Shadowmage said: Did you see these problems on older versions of KSP? Don't ever recall seeing this particular problem. I remember a few versions of TextureReplacer having issues with helmet reflections when GL shaders were not compiled right. But that would just give you a pink cube. I have been using TU since 1.3.1 and it has worked fine for me through 1.7.3 . I tried deselecting the Custom Editor Reflections And that seemed to work for the stock editor issue. I really appreciate you taking the time to look at this. Let me know if you need me to look at anything else? Thank's again ! Quote Link to comment Share on other sites More sharing options...
JKerman Posted February 16, 2020 Share Posted February 16, 2020 How do you bring up the UI ingame? Quote Link to comment Share on other sites More sharing options...
Arco123 Posted February 16, 2020 Share Posted February 16, 2020 (edited) I know this is the framework and I have no idea how to work this. Can you give me some instructions on how to use the reflections and turn them on? I can't figure out how to install this mod and make everything shiny. (Sorry if this is a waste of time. I'm just clueless now. I have no idea how to do it. Sorry.) With restock and ks3p. Edited February 16, 2020 by Arco123 Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted February 17, 2020 Share Posted February 17, 2020 3 hours ago, Arco123 said: I know this is the framework and I have no idea how to work this. Can you give me some instructions on how to use the reflections and turn them on? I can't figure out how to install this mod and make everything shiny. (Sorry if this is a waste of time. I'm just clueless now. I have no idea how to do it. Sorry.) With restock and ks3p. In the OP, you'll notice a link to Recolor Depot by @Manwith Noname. That's your best bet for shiny right now because very few part authors want to make masks/maps for their parts. He has more-or-less set up the patches to work with restock, but doesn't have cfgs/maps to support restock itself (not sure if that is on his plate or not because he does have some packs for other part mods). Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 19, 2020 Author Share Posted February 19, 2020 On 2/15/2020 at 7:45 PM, Delbrutis said: Don't ever recall seeing this particular problem. I remember a few versions of TextureReplacer having issues with helmet reflections when GL shaders were not compiled right. But that would just give you a pink cube. I have been using TU since 1.3.1 and it has worked fine for me through 1.7.3 . I tried deselecting the Custom Editor Reflections And that seemed to work for the stock editor issue. I really appreciate you taking the time to look at this. Let me know if you need me to look at anything else? Thank's again ! Thanks for the confirmation and info. If this is a problem that just started manifesting with KSP 1.8 and KSP 1.9, then it is almost undoubtedly related to the update to the Unity version. Can you check if the older TU versions still manifest the problem? The KSP 1.7 versions should still be capable of loading with 1.8+, and if the older versions still have issues, it would confirm that the issue was the Unity version upgrade. ( https://github.com/shadowmage45/TexturesUnlimited/releases/tag/1.5.8.23 ) Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted February 19, 2020 Share Posted February 19, 2020 1 hour ago, Shadowmage said: Can you check if the older TU versions still manifest the problem? I don't even have to check I am still running a couple of 1.7 saves with TU 1.5.8.23 and they are working fine. That build mostly worked in 1.8 under windows "Small Icon Issues" But it has the exact same washed out saturated texture issue as the new build under Linux. I was assuming it just needed a recompile of the GL shaders ? But obviously that's not the case. Stock 1.8 & 1.9 Seems to look fine under Linux for me so if it's unity I don't know what Squad is doing to make it work on their end that's not working with TU? Hope that helps narrow it down. Thank's . Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 19, 2020 Author Share Posted February 19, 2020 (edited) 40 minutes ago, Delbrutis said: But it has the exact same washed out saturated texture issue as the new build under Linux. Thanks, that was the information I was looking for. The icon issues are to be expected, as there were some changes and fixes in those areas in both KSP and TU; it was more the base shaders and saturation issue that I was inquiring towards. 40 minutes ago, Delbrutis said: I was assuming it just needed a recompile of the GL shaders ? Could be, but seems strange, as none of the other shaders have needed recompiling. There aren't any errors listed in the logs when loading the shaders; they all seem to work from a basic technical perspective. Took a few minutes to test on OpenGL on windows, and can confirm the same over-saturation while in the editor: Have also noted a lack of reflections in the flight-scene, even with the stock reflection settings enabled (though there is no over-exposure in flight-scene): So, now that I have a way to reproduce the problem, I have a chance of figuring out the cause and possible solutions. Going to try some recompiling of the shader packs this evening and see if that clears anything up; I can't really think of anything else that could be causing it, as I have changed literally nothing in the shader code itself, and it does work fine on DX11 (and in previous KSP versions). I was honestly quite surprised that the shader packs even continued to load under KSP 1.8+ -- was the first Unity version upgrade that did not specifically require a full recompile of all of the packs. Could very well be that the DX11 shader pipeline was unchanged, but that there were some internal changes to the OpenGL pipeline that require the shaders to be recompiled. Edit: Took a couple minutes of my lunch to recompile the shader packs, and it looks like that is all that should be needed: Both the in-editor saturation is fixed, as well as the in-flight reflections now appearing as they should. Will confirm this evening, and recompile the shader packs in their entirety. Also looks like I might need to adjust the OpenGL Icon-shader clipping space code to no longer invert the Y coords (At least on windows?), as it looks like KSP is feeding the correct coords directly to the shader now. Edited February 19, 2020 by Shadowmage Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 19, 2020 Author Share Posted February 19, 2020 On 2/14/2020 at 11:50 PM, blowfish said: It was a mess before. The 2.80+ UI actually seems better overall, although it's still largely the same labyrinth that Blender's UI has always been, just a lot of things move around and a few paths straightened. I still haven't gotten used to all the changes, but then I have spent much less time in 2.80+ than I spent learning the 2.79- UI, and learning that took a very, very long time. You're not wrong (the UI has always been a mess). Indeed, it took me at least three different attempts to learn Blender, over about a 5 year period, before it finally 'stuck' and I could start using it productively. It wasn't until I started into KSP part modding/modeling that I finally started figuring it all out, and even then it took about a year to become comfortable with it. So, yeah, I would imagine that I'll come to grips with the new UI eventually; just going to take a few months of googling previously-known functions, and likely more than a few expletives being shouted. Quote Link to comment Share on other sites More sharing options...
Delay Posted February 19, 2020 Share Posted February 19, 2020 4 minutes ago, Shadowmage said: So, yeah, I would imagine that I'll come to grips with the new UI eventually; just going to take a few months of googling previously-known functions, and likely more than a few expletives being shouted. I was very surprised upon finding out that there is no "Remove Doubles" in Blender 2.8! It has been replaced with a similar function that marges vertices based on distance. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 19, 2020 Author Share Posted February 19, 2020 Just now, Delay said: I was very surprised upon finding out that there is no "Remove Doubles" in Blender 2.8! It has been replaced with a similar function that marges vertices based on distance. That is always what remove duplicates did, as far as I'm aware; there was even a configurable merge distance on the tool (though IIRC, it didn't show up until after you had run the tool; you could then adjust the distance and it would recompute the changes). I'll keep that in mind though when I look for the remove-dupes function; that it has been renamed/moved a bit. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 20, 2020 Author Share Posted February 20, 2020 @Delbrutis I've recompiled the TU shader packs using the same Unity version as KSP, which should resolve the issues with OpenGL. You can find these updated files here: https://github.com/shadowmage45/TexturesUnlimited/tree/dev/GameData/000_TexturesUnlimited/Shaders Download the .ssf files, and replace the existing ones in your 'GameData/000_TexturesUnlimited/Shaders' directory, and you should be good-to-go. Please let me know if you needed any further assistance with this, or if the updated shader packs do not resolve your issues. Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted February 20, 2020 Share Posted February 20, 2020 8 hours ago, Shadowmage said: Took a couple minutes of my lunch to recompile the shader packs, and it looks like that is all that should be needed: That is great news. Now I might finally be able to start a 1.8.1 JNSQ career game with Restock and SSTU. I Really appreciate this! I know GL users are a small percentage of players. Can't thank you enough for putting all your time in so the rest of us non technical users can enjoy playing the game. Thank you very much! Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted February 21, 2020 Share Posted February 21, 2020 (edited) On 2/19/2020 at 4:28 PM, Shadowmage said: Please let me know if you needed any further assistance with this, or if the updated shader packs do not resolve your issues. So I finally got some time today after work to update the GL shaders with the one's you posted the link to. Good news is new versions of SSTU and T.U.R.D Work great ! Bad news older TU configs still seem to not be working under OpenGL ? Same exact configs seem to work fine under DX11. Maybe some of the GL legacy shaders are gone from the new Unity and still exist under DX11? If the most Updated packs are working maybe it's working as intended? But I am mostly using edited versions of Electrocuter's configs and Vandest's awesome mk1-3 retexture. and they seem to still be having the washed out texture issue's. I can live with being able to use SSTU and T.U.R.D gives me a usable replacement for my stock configs. So it's no big deal if this is something that can't be fixed. Just thought you needed to know since this looks like it is effecting more than just my older config files. SSTU next to my configs and Vandest MK1-3 pod re-skin OpenGL with recompiled shaders Same set up under DX11 windows SSTU textures Looking better under DX11 and old shader configs working fine. New version of T.U.R.D Seems to be working well under GL I tried a older version and it had some issues as well. Thank's again and no worries or rush on anything SSTU is working fine. And since most of my game playing time is in KSP and X-plane anyway. It looks like I will need to be Building a new windows box so I can upgrade to KSP2 and DCS-world . DCS-world alone was not enough to make me spend the money but the recent problems with KSP and KSP2 coming out soon? I am starting to feel justified in spending the money. Thank's! Edited February 21, 2020 by Delbrutis Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted February 21, 2020 Share Posted February 21, 2020 6 hours ago, Delbrutis said: New version of T.U.R.D Seems to be working well under GL I tried a older version and it had some issues as well. So, to hopefully shed some light on this. All that changed was a typo on the green and orange fairings bumpmap setup (path started with SSquad ) and I remade the placeholder textures to conform with something more standard. To cut a long story short, what I have concluded after encountering other problems, the bumpmap needs to be in dxt5nm format. Right now I'm seeing stock supplied bumpmaps behave strangely because they appear to be shifting layers around correctly but as dxt5 I think or some program specific export. If I fiddle with them in GIMP and export them as I would anything I make, they function correctly at least. On the plus side, it got me to try something I've been thinking of doing for quite a while... Spoiler I like bumpmaps but the artifacts that become apparent at high specular settings have always bothered me. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted February 21, 2020 Author Share Posted February 21, 2020 6 hours ago, Delbrutis said: SSTU next to my configs and Vandest MK1-3 pod re-skin OpenGL with recompiled shaders Someone has a config still using the legacy 'SSTU/PBR/XXX' shaders, which I doubt I'll be updating (so yes, they will still have problems with OpenGL and some DX11 hardware). Those have been 'legacy' for at least a year now, possibly longer. Quote Link to comment Share on other sites More sharing options...
Delbrutis Posted February 21, 2020 Share Posted February 21, 2020 Yeah that is pretty much what I was afraid was the case . It's too bad I had a full set of windowShine configs working for Restock. Thanks for the info and taking the time to look at this. Thanks again! Quote Link to comment Share on other sites More sharing options...
juanml82 Posted February 22, 2020 Share Posted February 22, 2020 I've been updating KSP, Textures Unlimited and etc, and now I have this showing up Is this PBR change that was mentioned? I'm using DX11. And if so, is there a simple (ie, open patch in notepad+, find some text, replace all with new text) to fix it? This is the patch I was using Spoiler @REFLECTION_CONFIG[default] { %enabled = true } KSP_MODEL_SHADER { name = Stock_NoMetal model = Squad/Parts/Utility/ServiceBay/ServiceBay_125 model = Squad/Parts/Utility/ServiceBay/ServiceBay_250 model = Squad/Parts/Electrical/z-1kBattery/model model = Squad/Parts/Electrical/z-4kBattery/model model = Squad/Parts/Utility/dockingPortSr/model model = Squad/Parts/Aero/cones/NCS model = Squad/Parts/Aero/cones/TailA model = Squad/Parts/Aero/cones/TailB model = Squad/Parts/Aero/cones/ConeA model = Squad/Parts/Aero/cones/ConeB model = Squad/Parts/Engine/liquidEngineLV-N/model model = Squad/Parts/Aero/protectiveRocketNoseMk7/model TEXTURE // EnableReflectOnSpecularOnly { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform excludeMesh = FLAG PROPERTY { name = _Metal float = 0.0 } } } KSP_MODEL_SHADER { name = Stock_FullDefault model = Squad/Parts/FuelTank/xenonTank/model model = Squad/Parts/FuelTank/fuelTankToroidal/model model = Squad/Parts/Wheel/roverWheelTR-2L/model TEXTURE { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform } } KSP_MODEL_SHADER { name = Stock_FullMetal // Command model = Squad/Parts/Command/mk1Cockpits/CockpitStandard model = Squad/Parts/Command/mk1Cockpits/CockpitInline model = Squad/Parts/Command/mk1Cockpits/Cabin model = Squad/Parts/Command/mk2CockpitStandard/model model = Squad/Parts/Command/mk2CockpitInline/model model = Squad/Parts/Command/mk2DroneCore/model model = Squad/Parts/Utility/mk2CrewCabin/model model = Squad/Parts/Command/mk3CockpitShuttle/model model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 model = Squad/Parts/Command/mk1pod_v2/Mk1Pod_v2 model = Squad/Parts/Command/mk2LanderCan_v2/mk2LanderCan model = Squad/Parts/FuelTank/mk3Fuselage/CREW model = Squad/Parts/Command/mk2LanderCan/model model = Squad/Parts/Command/cupola/model model = Squad/Parts/Command/hitchhikerStorageContainer/model model = Squad/Parts/Command/probeRoverBody/model model = Squad/Parts/Command/probeRoverBody_v2/probeRoverBody_v2 model = Squad/Parts/Command/probeCoreHex_v2/model model = Squad/Parts/Command/probeCoreOcto2_v2/probeCoreOcto2_v2 model = Squad/Parts/Command/probeStackSphere_v2/probeStackSphere_v2 model = Squad/Parts/Command/probeCoreOcto_v2/probeCoreOcto_v2 // FuelTank model = Squad/Parts/FuelTank/adapterTanks/ShuttleAdapter model = Squad/Parts/FuelTank/adapterTanks/Size2-Mk2 model = Squad/Parts/FuelTank/adapterTanks/Size2-Size1 model = Squad/Parts/FuelTank/adapterTanks/Size2-Size1Slant model = Squad/Parts/FuelTank/adapterTanks/Size3-Mk3 model = Squad/Parts/FuelTank/FoilTanks/RadialTank_Capsule model = Squad/Parts/FuelTank/FoilTanks/RadialTank_Round model = Squad/Parts/FuelTank/FoilTanks/ToroidTank model = Squad/Parts/FuelTank/fuelTankJumbo-64/model model = Squad/Parts/FuelTank/fuelTankOscarB/model model = Squad/Parts/FuelTank/fuelTankToroidal/model model = Squad/Parts/FuelTank/fuelTankX200-16/model model = Squad/Parts/FuelTank/fuelTankX200-32/model model = Squad/Parts/FuelTank/fuelTankX200-8/model model = Squad/Parts/FuelTank/miniFuselage/Fuselage model = Squad/Parts/FuelTank/RCSFuelTankR1/RCSFuelTankR1_01 model = Squad/Parts/FuelTank/RCSFuelTankR10/model model = Squad/Parts/FuelTank/RCSFuelTankR25/RCSFuelTankR25 model = Squad/Parts/FuelTank/RCSTankRadial/model model = Squad/Parts/FuelTank/RCStankRadialLong/model model = Squad/Parts/FuelTank/RockomaxTanks/Assets/Rockomax16 model = Squad/Parts/FuelTank/RockomaxTanks/Assets/Rockomax32 model = Squad/Parts/FuelTank/RockomaxTanks/Assets/Rockomax64 model = Squad/Parts/FuelTank/RockomaxTanks/Assets/Rockomax8 model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_01 model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_02 model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_03 model = Squad/Parts/FuelTank/Size1_Tanks/Size1Tank_04 model = Squad/Parts/FuelTank/Size3Tanks/Size3LargeTank model = Squad/Parts/FuelTank/Size3Tanks/Size3MediumTank model = Squad/Parts/FuelTank/Size3Tanks/Size3SmallTank model = Squad/Parts/FuelTank/xenonTank/model model = Squad/Parts/FuelTank/xenonTankLarge/model model = Squad/Parts/FuelTank/xenonTankRadial/model // Engine model = Squad/Parts/Engine/jetEngines/turboFanSize1 model = Squad/Parts/Engine/jetEngines/turboJet model = Squad/Parts/Engine/jetEngines/turboRamJet model = Squad/Parts/Engine/rapierEngine/rapier model = Squad/Parts/Engine/solidBoosterBACC/model model = Squad/Parts/Engine/solidBoosterRT-10/model model = Squad/Parts/Engine/MassiveSRB/MassiveSRB // Structural model = Squad/Parts/Structural/mk1Parts/StructuralHollow model = Squad/Parts/Structural/mk1Parts/Fuselage model = Squad/Parts/Structural/mk1Parts/IntakeFuselage model = Squad/Parts/Structural/mk1Parts/Nacelle1 model = Squad/Parts/Structural/mk1Parts/Nacelle2 model = Squad/Parts/Utility/stackBiCoupler/model model = Squad/Parts/Utility/stackTriCoupler/model model = Squad/Parts/Utility/stackQuadCoupler/model // Payload // Aero model = Squad/Parts/Aero/protectiveRocketNoseMk7_v2/rocketNoseCone_v2 model = Squad/Parts/Aero/aerodynamicNoseCone/aerodynamicNoseCone // Thermal //model = Squad/Parts/Aero/HeatShield/HeatShield0 //model = Squad/Parts/Aero/HeatShield/HeatShield1 //model = Squad/Parts/Aero/HeatShield/HeatShield2 // Science model = Squad/Parts/Science/LargeCrewedLab/large_crewed_lab model = Squad/Parts/Science/MaterialBay/science_module_small model = Squad/Parts/Science/ScienceBox/ScienceBox // Utility model = Squad/Parts/Utility/launchEscapeSystem/LaunchEscapeSystem //model = Squad/Parts/Utility/parachuteMk1/model //model = Squad/Parts/Utility/parachuteMk16-XL/model //model = Squad/Parts/Utility/parachuteMk25/model // Command 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/probeStackSphere/model model = Squad/Parts/Command/probeStackSmall/model model = Squad/Parts/Command/probeStackLarge/model model = Squad/Parts/Command/probeRoverBody/model model = Squad/Parts/Command/mk1LanderCan/model model = Squad/Parts/Misc/AsteroidDay/HECS2 model = Squad/Parts/Command/externalCommandSeat/model model = Squad/Parts/Command/inlineReactionWheel/model model = Squad/Parts/Command/inlineAdvancedStabilizer/model model = Squad/Parts/Command/advancedSasModuleLarge/model // Engine model = Squad/Parts/Engine/liquidEngineLV-1/model model = Squad/Parts/Engine/liquidEngine48-7S/model model = Squad/Parts/Engine/ionEngine/model model = Squad/Parts/Engine/liquidEngineLV-909/model model = Squad/Parts/Engine/liquidEngine48-7S_v2/SparkV2 model = Squad/Parts/Engine/liquidEngineLV-909_v2/TerrierV2 model = Squad/Parts/Engine/liquidEnginePoodle_v2/LqdEnginePoodle_v2 model = Squad/Parts/Engine/liquidEngineLV-T30/model model = Squad/Parts/Engine/liquidEngineLV-T45/model model = Squad/Parts/Engine/liquidEngineSSME/SSME model = Squad/Parts/Engine/liquidEngineAerospike/AeroSpike model = Squad/Parts/Engine/liquidEngineMainsail/model model = Squad/Parts/Engine/liquidEngineSkipper/model model = Squad/Parts/Engine/liquidEnginePoodle/model model = Squad/Parts/Engine/Size3AdvancedEngine/Size3AdvancedEngine model = Squad/Parts/Engine/liquidEngineLV-1R/model model = Squad/Parts/Engine/liquidEngine24-77/model // Structural model = Squad/Parts/Utility/largeAdapterShort/model model = Squad/Parts/Structural/adapterSmallMiniShort/model model = Squad/Parts/Utility/largeAdapter/model model = Squad/Parts/Structural/adapterLargeSmallBi/model model = Squad/Parts/Structural/adapterLargeSmallTri/model model = Squad/Parts/Structural/adapterLargeSmallQuad/model model = Squad/Parts/Utility/radialAttachmentPoint/model model = Squad/Parts/CompoundParts/strutConnector/model model = Squad/Parts/Structural/strutOcto/model model = Squad/Parts/Structural/strutCubicOcto/model model = Squad/Parts/Structural/trussGirderL/model model = Squad/Parts/Structural/trussGirderXL/model model = Squad/Parts/Structural/trussGirderAdapter/model model = Squad/Parts/Structural/structuralPanel1x1/model model = Squad/Parts/Structural/structuralPanel2x2/model model = Squad/Parts/Structural/structuralMicronode/model model = Squad/Parts/Structural/structuralIBeam200/model model = Squad/Parts/Structural/structuralIBeam200Pocket/model model = Squad/Parts/Structural/structuralIBeam650/model model = Squad/Parts/Structural/stationHub/model // Coupling model = Squad/Parts/Utility/decouplerSeparatorTR-2C/model model = Squad/Parts/Utility/decouplerStackTR-2V/model model = Squad/Parts/Utility/decouplerStackTR-18A/model model = Squad/Parts/Utility/decouplerSeparatorTR-18D/model model = Squad/Parts/Utility/decouplerStack2m/model model = Squad/Parts/Utility/decouplerSeparatorTR-XL/model model = Squad/Parts/Utility/decouplerRadialHDM/model model = Squad/Parts/Utility/decouplerRadialTT-38K/model model = Squad/Parts/Utility/decouplerRadialTT-70/model model = Squad/Parts/Utility/dockingPortJr/model model = Squad/Parts/Utility/dockingPort/model // Payload model = Squad/Parts/Aero/fairings/fairingSize1 model = Squad/Parts/Aero/fairings/fairingSize2 model = Squad/Parts/Aero/fairings/fairingSize3 // Aero model = Squad/Parts/Aero/basicFin/basicFin // Ground model = Squad/Parts/Utility/landingLegLT-1/model model = Squad/Parts/Utility/landingLegLT-2/model model = Squad/Parts/Utility/landingLegLT-5/model model = Squad/Parts/Wheel/roverWheelS2/model // Electrical model = Squad/Parts/Electrical/z-200Battery/model model = Squad/Parts/Electrical/z-400Battery/model model = Squad/Parts/Electrical/RTG/model model = Squad/Parts/Resources/FuelCell/FuelCell model = Squad/Parts/Resources/FuelCell/FuelCellArray // Comm model = Squad/Parts/Utility/RelayAntennas/RA-5 model = Squad/Parts/Utility/RelayAntennas/RA-50 model = Squad/Parts/Utility/RelayAntennas/RA-100 model = Squad/Parts/Utility/DirectAntennas/SurfAntenna model = Squad/Parts/Utility/DirectAntennas/HGAntenna model = Squad/Parts/Utility/commsDish16/model model = Squad/Parts/Misc/AsteroidDay/HighGainAntenna // Science model = Squad/Parts/Science/sensorThermometer/model model = Squad/Parts/Science/sensorGravimeter/model model = Squad/Parts/Science/sensorBarometer/model model = Squad/Parts/Science/sensorAccelerometer/model model = Squad/Parts/Science/AtmosphereSensor/model model = Squad/Parts/Resources/SurfaceScanner/SurfaceScanner model = Squad/Parts/Resources/SurveyScanner/SurveyScanner model = Squad/Parts/Resources/OrbitalScanner/OrbitalScanner model = Squad/Parts/Misc/AsteroidDay/CamSat // Utility model = Squad/Parts/Utility/ladderRadial/model model = Squad/Parts/Utility/ladderTelescopic/model model = Squad/Parts/Utility/ladderTelescopicBay/model model = Squad/Parts/Resources/RadialDrill/TriBitDrill model = Squad/Parts/Resources/MiniDrill/MiniDrill model = Squad/Parts/Resources/ISRU/ISRU model = Squad/Parts/Resources/MiniISRU/MiniISRU // Mods model = DMagicOrbitalScience\OversizeScience\LargeRecon model = DMagicOrbitalScience\OversizeScience\SIGINT model = DMagicOrbitalScience\OversizeScience\SIGINT_End model = DMagicOrbitalScience\OversizeScience\SmallRecon model = DMagicOrbitalScience\ProbeScience\ASERT\modelASERT model = DMagicOrbitalScience\ProbeScience\GoreSat\modelGoreSat model = DMagicOrbitalScience\ProbeScience\ImagingPlatform\modelImaging model = DMagicOrbitalScience\ProbeScience\MagBoom\modelMagBoom model = DMagicOrbitalScience\ProbeScience\RPWS\modelRPWS model = DMagicOrbitalScience\ProbeScience\Scope\modelScope model = DMagicOrbitalScience\ProbeScience\SoilMoisture\modelSoil model = DMagicOrbitalScience\ProbeScience\SolarParticleCollector\modelSolar model = DMagicOrbitalScience\RoverScience\AnomSensor\modelAnomaly model = DMagicOrbitalScience\RoverScience\Bathymetry\bathymetry model = DMagicOrbitalScience\RoverScience\BioDrill\modelBioDrill model = DMagicOrbitalScience\RoverScience\DAN\modelDAN model = DMagicOrbitalScience\RoverScience\Laser\modelLaser model = DMagicOrbitalScience\RoverScience\RoverGoo\modelGoo model = DMagicOrbitalScience\RoverScience\RoverMat\modelMat model = DMagicOrbitalScience\RoverScience\Seismic\SeismicPod model = DMagicOrbitalScience\RoverScience\Seismic\thumper model = DMagicOrbitalScience\RoverScience\XRay\modelXRay model = DMagicOrbitalScience\UniversalStorage\USASERT\modelASERT model = DMagicOrbitalScience\UniversalStorage\USGooMat\US_Goo model = DMagicOrbitalScience\UniversalStorage\USGooMat\US_Mat model = DMagicOrbitalScience\UniversalStorage\USGoreSat\modelGoreSat model = DMagicOrbitalScience\UniversalStorage\USImagingPlatform\modelImagingPlatform model = DMagicOrbitalScience\UniversalStorage\USProbeSci\modelMAG model = DMagicOrbitalScience\UniversalStorage\USProbeSci\modelRPWS model = DMagicOrbitalScience\UniversalStorage\USScope\modelScope model = DMagicOrbitalScience\UniversalStorage\USSoilMoisture\modelSoilMoisture model = DMagicOrbitalScience\UniversalStorage\USSolarParticles\modelSolar model = DMagicOrbitalScience\UniversalStorage\USStock\ACCGRAV model = DMagicOrbitalScience\UniversalStorage\USStock\ATMOSSENSE model = DMagicOrbitalScience\UniversalStorage\USStock\PRESTEMP model = DMagicOrbitalScience\UniversalStorageScience\USASERT\USASERT model = DMagicOrbitalScience\UniversalStorageScience\USGoreSat\USGoreSat model = DMagicOrbitalScience\UniversalStorageScience\USImagingPlatform\USImagingPlatform model = DMagicOrbitalScience\UniversalStorageScience\USMagRPWS\USMag model = DMagicOrbitalScience\UniversalStorageScience\USMagRPWS\USRPWS model = DMagicOrbitalScience\UniversalStorageScience\USScope\USScope model = DMagicOrbitalScience\UniversalStorageScience\USSoilMoisture\USSoilMoisture model = DMagicOrbitalScience\UniversalStorageScience\USSolarParticles\USSolarParticles model = ExtraplanetaryLaunchpads\Internals\Launchpad_cockpit\model model = ExtraplanetaryLaunchpads\Parts\aeon\ELTankLargeMTL\model model = ExtraplanetaryLaunchpads\Parts\aeon\ELTankMedMTL\model model = ExtraplanetaryLaunchpads\Parts\Auger\Auger model = ExtraplanetaryLaunchpads\Parts\ConstructionDrone\constructionDrone model = ExtraplanetaryLaunchpads\Parts\ConstructionDrone\depr-constructionDrone model = ExtraplanetaryLaunchpads\Parts\ControlReference\ControlReference model = ExtraplanetaryLaunchpads\Parts\HexCanMetal\model model = ExtraplanetaryLaunchpads\Parts\HexCanOre\model model = ExtraplanetaryLaunchpads\Parts\HexCanRocketParts\model model = ExtraplanetaryLaunchpads\Parts\LandingPad\LandingPad model = ExtraplanetaryLaunchpads\Parts\launchpad\model model = ExtraplanetaryLaunchpads\Parts\launchpad2\launchpad2 model = ExtraplanetaryLaunchpads\Parts\Magnetometer\model model = ExtraplanetaryLaunchpads\Parts\Mallet\Mallet model = ExtraplanetaryLaunchpads\Parts\MicroPad\MicroPad model = ExtraplanetaryLaunchpads\Parts\OMD\model model = ExtraplanetaryLaunchpads\Parts\OrbitalDock\OrbitalDock model = ExtraplanetaryLaunchpads\Parts\RecycleBin\recyclebin-large model = ExtraplanetaryLaunchpads\Parts\RecycleBin\recyclebin model = ExtraplanetaryLaunchpads\Parts\rocket_builder\rocket_builder model = ExtraplanetaryLaunchpads\Parts\runway\model model = ExtraplanetaryLaunchpads\Parts\smelter\Smelter model = ExtraplanetaryLaunchpads\Parts\SurveyStake\surveystake model = ExtraplanetaryLaunchpads\Parts\Workshop\Workshop.Internal model = ExtraplanetaryLaunchpads\Parts\Workshop\Workshop model = ExtraplanetaryLaunchpads\Parts\Workshop\Workstation model = MiningExpansion\FX\DriverPlume model = MiningExpansion\FX\MDCSPlume model = MiningExpansion\Parts\Assets\Mk2Drill model = MiningExpansion\Parts\Assets\Size0SDrill model = MiningExpansion\Parts\Assets\Size1HDrill model = MiningExpansion\Parts\Assets\Size1IDrill model = MiningExpansion\Parts\Assets\Size1IPump model = MiningExpansion\Parts\Assets\Size1SDrill model = MiningExpansion\Parts\Assets\Size1SPump model = MiningExpansion\Parts\Assets\Size2SDrill model = MiningExpansion\Parts\Assets\Size2SPump model = MiningExpansion\Parts\Assets\Size3Drill model = MiningExpansion\Parts\HeavyLandingLeg\Model model = MiningExpansion\Parts\Mk2Generator\Model model = MiningExpansion\Parts\Mk2OreTank\Model model = MiningExpansion\Parts\Mk2Refinery\Model model = MiningExpansion\Parts\Mk3ISRU\Model model = MiningExpansion\Parts\Mk3OreTank\Model model = MiningExpansion\Parts\RCSDriver\MDCS model = MiningExpansion\Parts\Size0Generator\Model model = MiningExpansion\Parts\Size0ISRU\Model model = MiningExpansion\Parts\Size0Klaw\Model model = MiningExpansion\Parts\Size0OreTank\Model model = MiningExpansion\Parts\Size1AtmCondenser\Model model = MiningExpansion\Parts\Size1Driver\Model model = MiningExpansion\Parts\Size1Generator\Model model = MiningExpansion\Parts\Size2AtmCondenser\Model model = MiningExpansion\Parts\Size2Driver\Model model = MiningExpansion\Parts\Size2Generator\Model model = MiningExpansion\Parts\Size3ISRU\Model model = MiningExpansion\Parts\Size3OreTank\Model model = QuizTechAeroContinued\Parts\Command\K-10\K10 model = QuizTechAeroContinued\Parts\Command\Mk1_Eagle\Mk1_Eagle model = QuizTechAeroContinued\Parts\Command\Mk2ProbeNose\Mk2ProbeNose model = QuizTechAeroContinued\Parts\Command\Mk2_Thunderbolt\Thunderbolt model = QuizTechAeroContinued\Parts\Engine\Mk2TwinTurboJet\Mk2TwinTurboJet model = QuizTechAeroContinued\Parts\Engine\Mk2vtol\cycloneVtolFan model = QuizTechAeroContinued\Parts\Engine\Mk2vtol\K-35B model = QuizTechAeroContinued\Parts\Engine\Mk2vtol\KFAN model = QuizTechAeroContinued\Parts\Engine\Mk2vtol\razorMk1 model = QuizTechAeroContinued\Parts\Engine\mk2_LinAerospike\Mk2_LinAerospike model = QuizTechAeroContinued\Parts\Engine\Mk2_NERVA\Mk2_NERVA model = QuizTechAeroContinued\Parts\Engine\rcsJet\rcsJet model = QuizTechAeroContinued\Parts\Engine\VTOL_FanWing\VTOL_FanWing model = QuizTechAeroContinued\Parts\FuelTank\Mk2_Quarter_Tank\Mk2QuarterTank model = QuizTechAeroContinued\Parts\Structural\Mk2_Adapters\Mk2-0_625x2 model = QuizTechAeroContinued\Parts\Structural\Mk2_Adapters\Mk2-1AdapterIntakes model = QuizTechAeroContinued\Parts\Structural\Mk2_Adapters\Mk2-1_Adapter_Slanted model = QuizTechAeroContinued\Parts\Structural\Mk2_Adapters\Mk2SnubNose model = QuizTechAeroContinued\Parts\Utility\Mk2_Half_ServiceBay\Mk2_Half_ServiceBay model = QuizTechAeroContinued\Parts\Utility\Mk2_ShieldedNosePort\Mk2_ShieldedNosePort //Stock revisar model = Squad\Parts\Aero\miniIntake\SmallIntake model = Squad\Parts\Aero\protectiveRocketNoseMk12\rocketNoseCone model = Squad\Parts\Aero\protectiveRocketNoseMk7\model model = Squad\Parts\Aero\protectiveRocketNoseMk7_v2\rocketNoseCone_v2 model = Squad\Parts\Aero\ramAirIntake\RampIntake model = Squad\Parts\Aero\shuttleWings\ShuttleDeltaWing model = Squad\Parts\Aero\shuttleWings\ShuttleElevonA model = Squad\Parts\Aero\shuttleWings\ShuttleElevonB model = Squad\Parts\Aero\shuttleWings\ShuttleRudder model = Squad\Parts\Aero\shuttleWings\ShuttleStrake model = Squad\Parts\Aero\wingletAV-R8\model model = Squad\Parts\Aero\wingletAV-T1\model model = Squad\Parts\Aero\wingletDeltaDeluxe\model model = Squad\Parts\Aero\wings\connector1 model = Squad\Parts\Aero\wings\connector2 model = Squad\Parts\Aero\wings\connector3 model = Squad\Parts\Aero\wings\connector4 model = Squad\Parts\Aero\wings\connector5 model = Squad\Parts\Aero\wings\delta model = Squad\Parts\Aero\wings\delta_small model = Squad\Parts\Aero\wings\elevon1 model = Squad\Parts\Aero\wings\elevon2 model = Squad\Parts\Aero\wings\elevon3 model = Squad\Parts\Aero\wings\elevon4 model = Squad\Parts\Aero\wings\elevon5 model = Squad\Parts\Aero\wings\strake model = Squad\Parts\Aero\wings\structural1 model = Squad\Parts\Aero\wings\structural2 model = Squad\Parts\Aero\wings\structural3 model = Squad\Parts\Aero\wings\structural4 model = Squad\Parts\Aero\wings\swept1 model = Squad\Parts\Aero\wings\swept2 TEXTURE // Metal { shader = SSTU/PBR/StockMetallicBumped excludeMesh = flagTransform excludeMesh = Flag PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Partial // model = Squad/Parts/Command/mk1pod/model // model = Squad/Parts/Command/mk2LanderCan/model // model = Squad/Parts/Command/Mk1-2Pod/model // model = Squad/Parts/Command/Mk1-3Pod/Mk1-3 // model = Squad/Parts/Command/mk2CockpitInline/model // model = Squad/Parts/Command/mk2CockpitStandard/model model = Squad/Parts/Resources/RadialTank/RadialOreTank model = Squad/Parts/Electrical/z-100Battery/model // - indicator (led) // - battery (body) TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = rung mesh = ksp_s_resourceContainer_fbx mesh = battery PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE // Glass { shader = SSTU/PBR/Metallic mesh = window mesh = SideWindow mesh = FrontWindow mesh = indicator PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_SolarPanels model = Squad/Parts/Electrical/1x6SolarPanels/model model = Squad/Parts/Electrical/3x2SolarPanels/model model = Squad/Parts/Electrical/gigantorXlSolarArray/model model = Squad/Parts/Electrical/radialFlatSolarPanel/model model = Squad/Parts/Misc/AsteroidDay/LgRadialSolar TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = base mesh = mount mesh = panelbase mesh = panelcap mesh = clamp mesh = rotator mesh = panel_001 mesh = panel_002 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE // Panels { shader = SSTU/PBR/Metallic excludeMesh = mount excludeMesh = panelbase excludeMesh = panelcap excludeMesh = base excludeMesh = door excludeMesh = clamp excludeMesh = rotator excludeMesh = panel_001 excludeMesh = panel_002 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_SolarPanelsShrouded model = Squad/Parts/Electrical/1x6ShroudSolarPanels/model model = Squad/Parts/Electrical/3x2ShroudSolarPanels/model TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = mount mesh = panelbase mesh = panelcap mesh = clamp mesh = rotator mesh = panel_001 mesh = panel_002 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE // Panels { shader = SSTU/PBR/Metallic excludeMesh = mount excludeMesh = panelbase excludeMesh = panelcap excludeMesh = base excludeMesh = door excludeMesh = clamp excludeMesh = rotator excludeMesh = panel_001 excludeMesh = panel_002 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_Comm model = Squad/Parts/Utility/commDish88-88/model model = Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = Cylinder001 excludeMesh = AntennaCap excludeMesh = OuterArm007 excludeMesh = OuterArm008 excludeMesh = OuterArm009 excludeMesh = OuterArm010 excludeMesh = OuterArm011 excludeMesh = OuterArm012 excludeMesh = OuterArm013 excludeMesh = OuterArm014 excludeMesh = LowerPlate002 excludeMesh = LowerPlate003 excludeMesh = LowerPlate004 excludeMesh = LowerPlate005 excludeMesh = LowerPlate006 excludeMesh = LowerPlate007 excludeMesh = LowerPlate008 excludeMesh = LowerPlate009 excludeMesh = LowerPlate010 excludeMesh = LowerPlate011 excludeMesh = LowerPlate012 excludeMesh = LowerPlate013 excludeMesh = LowerPlate014 excludeMesh = LowerPlate015 excludeMesh = LowerPlate016 excludeMesh = LowerPlate017 excludeMesh = Base excludeMesh = RightPane excludeMesh = LeftPane PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Radiators model = Squad/Parts/Thermal/RadiatorPanels/radPanelEdge model = Squad/Parts/Thermal/RadiatorPanels/radPanelSm model = Squad/Parts/Thermal/RadiatorPanels/radPanelLg model = Squad/Parts/Thermal/FoldingRadiators/foldingRadSmall model = Squad/Parts/Thermal/FoldingRadiators/foldingRadMed model = Squad/Parts/Thermal/FoldingRadiators/foldingRadLarge TEXTURE // Metal { shader = SSTU/PBR/Metallic //excludeMesh = Cube //excludeMesh = Cylinder_002 //excludeMesh = RadPanel_Lg excludeMesh = Panel excludeMesh = Panel_001 excludeMesh = Panel_002 excludeMesh = Panel_003 excludeMesh = Panel_004 excludeMesh = Panel_005 excludeMesh = Panel_006 excludeMesh = Panel_007 excludeMesh = Panel_008 excludeMesh = Panel_009 excludeMesh = Panel_010 excludeMesh = Panel_011 excludeMesh = Panel_012 excludeMesh = Panel_013 excludeMesh = Panel_014 excludeMesh = Panel_015 excludeMesh = Panel_016 excludeMesh = Panel_017 excludeMesh = Panel_018 excludeMesh = Panel_019 excludeMesh = Panel_020 excludeMesh = Panel_021 excludeMesh = Panel_022 excludeMesh = Panel_023 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_InflatableHeatShield model = Squad/Parts/Aero/InflatableHeatShield/HeatShield TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = Shield PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_LandingGear //model = Squad/Parts/Wheel/LandingGear/GearFixed //model = Squad/Parts/Wheel/LandingGear/GearFree model = Squad/Parts/Wheel/LandingGear/GearSmall model = Squad/Parts/Wheel/LandingGear/GearMedium model = Squad/Parts/Wheel/LandingGear/GearLarge model = Squad/Parts/Wheel/LandingGear/GearExtraLarge TEXTURE // Metal { //shader = SSTU/PBR/Metallic shader = SSTU/PBR/StockMetallicBumped excludeMesh = Base excludeMesh = BayDoor1 excludeMesh = BayDoor2 excludeMesh = Flare excludeMesh = flare //excludeMesh = wheel //excludeMesh = wheel 7 //excludeMesh = wheel 8 //excludeMesh = w1 //excludeMesh = w2 //excludeMesh = w3 //excludeMesh = w4 //excludeMesh = w5 //excludeMesh = w6 //excludeMesh = obj_wheel PROPERTY { name = _Metal float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Wheels model = Squad/Parts/Wheel/roverWheelTR-2L/model model = Squad/Parts/Wheel/roverWheelXL3/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = wheel excludeMesh = obj_wheel PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_WheelM1 model = Squad/Parts/Wheel/roverWheelM1/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = mesh PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_FuelLine model = Squad/Parts/CompoundParts/fuelLine/model TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = anchor-Pivot mesh = obj_anchorCap_pivot mesh = obj_targetAnchor-Pivot mesh = obj_targetCap-Pivot PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_ShieldedDockingPort model = Squad/Parts/Utility/dockingPortShielded/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = base excludeMesh = petal1 excludeMesh = petal02 excludeMesh = petal03 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Mk1InlineDockingPort model = Squad/Parts/Utility/dockingPortInline/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = housing excludeMesh = door1 excludeMesh = door2 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = housing mesh = door1 mesh = door2 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_Mk2InlineDockingPort model = Squad/Parts/Utility/mk2DockingPort/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = Base excludeMesh = Door1 excludeMesh = Door2 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } TEXTURE { shader = SSTU/PBR/StockMetallicBumped mesh = Base mesh = Door1 mesh = Door2 PROPERTY { name = _Metal float = 0.0 } PROPERTY { name = _Smoothness float = 1.0 } } } KSP_MODEL_SHADER { name = Stock_LaunchClamps model = Squad/Parts/Utility/launchClamp1/model TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = obj_girder_mesh excludeMesh = obj_girdercap_mesh PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Grappler model = Squad/Parts/Utility/GrapplingDevice/GrapplingArm TEXTURE // Metal { shader = SSTU/PBR/Metallic excludeMesh = flagTransform excludeMesh = OuterSleeve1 excludeMesh = OuterSleeve2 excludeMesh = OuterSleeve3 excludeMesh = OuterSleeve4 excludeMesh = FoldingCap1 excludeMesh = FoldingCap2 excludeMesh = FoldingCap3 excludeMesh = FoldingCap4 excludeMesh = FoldingCap5 excludeMesh = FoldingCap6 excludeMesh = FoldingCap7 excludeMesh = FoldingCap8 excludeMesh = FoldingCap9 excludeMesh = FoldingCap10 excludeMesh = FoldingCap11 excludeMesh = FoldingCap12 excludeMesh = FoldingCap13 excludeMesh = FoldingCap14 excludeMesh = FoldingCap15 excludeMesh = FoldingCap16 excludeMesh = FoldingCap17 excludeMesh = FoldingCap18 excludeMesh = FoldingCap19 excludeMesh = FoldingCap20 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Engine_J90 model = Squad/Parts/Engine/jetEngines/turboFanSize2 TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = FanCone mesh = FanBlades PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } KSP_MODEL_SHADER { name = Stock_Engine_VectorClusters model = Squad/Parts/Engine/Size2LFB/Size2LFB model = Squad/Parts/Engine/Size3EngineCluster/Size3EngineCluster TEXTURE // Metal { shader = SSTU/PBR/Metallic mesh = Nozzle1 mesh = Nozzle2 mesh = Nozzle3 mesh = Nozzle4 PROPERTY { name = _Metal float = 0.75 } PROPERTY { name = _Smoothness float = 0.75 } } } Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted February 22, 2020 Share Posted February 22, 2020 (edited) @juanml82 You need to change the config. Specifically, find and replace all... shader = SSTU/PBR/Metallic ...with... shader = TU/Metallic ...will be an improvement. Might be more changes needed but I'd start there at least. Edit: You'll also want to find a suitable replacement for... shader = SSTU/PBR/StockMetallicBumped Another edit: Oh wow, all TEXTURE entries should be changed to MATERIAL too, this config is really old. Edited February 22, 2020 by Manwith Noname Quote Link to comment Share on other sites More sharing options...
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