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Electrocutor

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Agghhh... I nearly have it

SmHYp9N.png

Except for the decals. Should this be excluding the Decals mesh?
 

Spoiler

 

 @REFLECTION_CONFIG[default]
{
    %enabled = true
}

KSP_COLOR_PRESET
{
    name = rgb_gray
    title = RGB Gray
    color = 127,127,127
    specular = 0
    metallic = 0
}


KSP_TEXTURE_SET
{
    name = PartOverhauls_FuelTank_Custom
    title = Custom
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Masked
        
        excludeMesh = Decals
        
        texture = _MaskTex,TexturesUnlimitedConfig/gradient

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = TINTING_MODE
            keyword = TINTING_MODE
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = PartOverhauls_Engine_Default
    title = Default
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/StockMetallicBumped

        excludeMesh = Decals

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = PartOverhauls_Engine_DefaultMetal
    title = Default Metal
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/StockMetallicBumped

        excludeMesh = Decals
        texture = _MetallicGlossMap,TexturesUnlimitedConfig\gradient

        PROPERTY
        {
            name = _Color
            color = 1.75,1.75,1.75
        }
        PROPERTY
        {
            name = _Metal
            float = 0.75
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = PartOverhauls_Engine_Metal
    title = Metal
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Metallic

        excludeMesh = Decals
        texture = _MetallicGlossMap,TexturesUnlimitedConfig\gradient

        PROPERTY
        {
            name = _Color
            color = 1.75,1.75,1.75
        }
        PROPERTY
        {
            name = _Metal
            float = 0.75
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.75
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = PartOverhauls_Engine_Custom
    title = Custom1
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Masked

        excludeMesh = Decals

        texture = _MaskTex,PartOverhauls/Parts/Engine/JebsJunkyard/JebsJunkyard

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = TINTING_MODE
            keyword = TINTING_MODE
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

@PART[Duna_Agriculture,Duna_Kerbitat,Duna_Kolonist,Duna_LogCenter,Duna_MedBay,Duna_PDU,Duna_Pioneer,MKS_FlexOTube,MKS_Processor125,MKS_Processor250,MKS_Processor375,MKS_SkyCrane,ScoutLanderMk2,C3_DepletedFuelTank,C3_NukeFuelTank,C3_NukeFuelTank_Lg,C3_RTank_00,C3_RTank_01,C3_RTank_02,C3_RTank_03,C3_RTank_04,C3_RTank_06,C3_RTank_08,C3_Tank_0*,C3_DepletedFuelTank_Lg,C3_FlatRnd_*,C3_FlatTank_*,C3_Kontainer_01,C3_Kontainer_0*,C3_Kontainer_KIS_*,Tundra*]
{
    MODULE
    {
        name = KSPTextureSwitch
        //sectionName = Body
        currentTextureSet = PartOverhauls_Engine_DefaultMetal

        textureSet = PartOverhauls_Engine_Default
        textureSet = PartOverhauls_Engine_DefaultMetal
        textureSet = PartOverhauls_Engine_Metal
        textureSet = PartOverhauls_FuelTank_Custom
    }
    MODULE
    {
        name = SSTURecolorGUI
    }
}

 

 

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1 hour ago, Electrocutor said:

Usually decals have transparency cut-off, and thus need to be excluded from TU.

Right, and I had them excluded in my first try, what I meant is if this shouldn't be excluding the mesh Roverdude labeled as decals to use the decals

MATERIAL
    {
        shader = SSTU/PBR/Masked
        
        excludeMesh = Decals

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Hi again

I'm having some problems getting your old Procedural Fairings config to work in 1.4.2. I've updated the syntax for the new version of TU just like I did with other configs, but this one doesn't work properly. In the VAB, the textures for the actual fairings and some of the interstage bases are black in the parts list, and they appear pink (missing texture, I guess) in the VAB when placed.

All the referenced textures appear to be present in the right folders, and If I change the texture set in the VAB, the textures seem to work just fine; I can create custom colours and all. But when I actually launch the vessel, the fairing textures are pink in the flight scene.

Here's the config I'm currently using. Would you have any pointers as to where I'm going wrong?

Spoiler



@REFLECTION_CONFIG[default]:NEEDS[TexturesUnlimited]
{
	%enabled = true
}

@PART[*]:NEEDS[TexturesUnlimited&ProceduralFairings]:HAS[@MODEL:HAS[#model[ProceduralFairings*]]]
{
	MODULE
	{
		name = KSPTextureSwitch
		sectionName = Appearance
		currentTextureSet = ProceduralFairings_DefaultMetal

		textureSet = ProceduralFairings_Default
		textureSet = ProceduralFairings_DefaultMetal
		textureSet = ProceduralFairings_Metal
	}
}

@PART[KzInterstageAdapter2,KzResizableFairingBaseRing]:NEEDS[TexturesUnlimited&ProceduralFairings]:HAS[@MODEL:HAS[#model[ProceduralFairings*]]] {
	@MODULE[KSPTextureSwitch] {
		@sectionName = Style
		textureSet = ProceduralFairings_Custom_base1
	}
	MODULE {
		name = KSPTextureSwitch
		sectionName = Texture
		currentTextureSet = ProceduralFairings_Tex_basemetal

		textureSet = ProceduralFairings_Tex_basemetal
		textureSet = ProceduralFairings_Tex_baseblack
	}
	MODULE {
		name = SSTURecolorGUI
	}
}
+KSP_TEXTURE_SET[ProceduralFairings_Custom]:NEEDS[TexturesUnlimited] {
	@name = ProceduralFairings_Custom_base1
	@MATERIAL {
		texture = _MaskTex,ProceduralFairings/baseRingTex
	}
}
KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] {
	name = ProceduralFairings_Tex_basemetal
	title = Plain
	MATERIAL {
		texture = _MainTex,ProceduralFairings/baseRingTex
	}
}
KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] {
	name = ProceduralFairings_Tex_baseblack
	title = Black
	MATERIAL {
		texture = _MainTex,ProceduralFairings/blackRingTex
	}
}


@PART[KzResizableFairingBase]:NEEDS[TexturesUnlimited&ProceduralFairings]:HAS[@MODEL:HAS[#model[ProceduralFairings*]]] {
	@MODULE[KSPTextureSwitch] {
		textureSet = ProceduralFairings_Custom_base2
	}
	MODULE {
		name = SSTURecolorGUI
	}
}
+KSP_TEXTURE_SET[ProceduralFairings_Custom]:NEEDS[TexturesUnlimited] {
	@name = ProceduralFairings_Custom_base2
	@MATERIAL {
		texture = _MaskTex,ProceduralFairings/baseTex
	}
}

@PART[KzProcFairingFuselage1,KzProcFairingFuselage2,KzProcFairingSide1,KzProcFairingSide2]:NEEDS[TexturesUnlimited&ProceduralFairings]:HAS[@MODEL:HAS[#model[ProceduralFairings*]]] {
	@MODULE[KSPTextureSwitch] {
		@sectionName = Style
		textureSet = ProceduralFairings_Custom_fairing
	}
	MODULE {
		name = KSPTextureSwitch
		sectionName = Texture
		currentTextureSet = ProceduralFairings_Tex_fairing

		textureSet = ProceduralFairings_Tex_fairing
		textureSet = ProceduralFairings_Tex_fairingfuselage
	}
	MODULE {
		name = SSTURecolorGUI
	}
}
+KSP_TEXTURE_SET[ProceduralFairings_Custom]:NEEDS[TexturesUnlimited] {
	@name = ProceduralFairings_Custom_fairing
	@MATERIAL {
		texture = _MaskTex,ProceduralFairings/fairing1
	}
}
KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] {
	name = ProceduralFairings_Tex_fairing
	title = Plain
	MATERIAL {
		texture = _MainTex,ProceduralFairings/fairing1
	}
}
KSP_TEXTURE_SET:NEEDS[TexturesUnlimited] {
	name = ProceduralFairings_Tex_fairingfuselage
	title = Fuselage
	MATERIAL {
		texture = _MainTex,ProceduralFairings/fuselage1
	}
}

@PART[KzThrustPlate]:NEEDS[TexturesUnlimited&ProceduralFairings]:HAS[@MODEL:HAS[#model[ProceduralFairings*]]] {
	@MODULE[KSPTextureSwitch] {
		textureSet = ProceduralFairings_Custom_plate
	}
	MODULE {
		name = SSTURecolorGUI
	}
}
+KSP_TEXTURE_SET[ProceduralFairings_Custom]:NEEDS[TexturesUnlimited] {
	@name = ProceduralFairings_Custom_plate
	@MATERIAL {
		texture = _MaskTex,ProceduralFairings/thrustPlate1
	}
}
// thrustPlate1

KSP_COLOR_PRESET:NEEDS[TexturesUnlimited]
{
	name = rgb_gray
	title = RGB Gray
	color = 127,127,127
	specular = 0
	metallic = 0
}

KSP_TEXTURE_SET:NEEDS[TexturesUnlimited]
{
	name = ProceduralFairings_Default
	title = Default
	recolorable = false

	MATERIAL
	{
		shader	= SSTU/PBR/StockMetallicBumped

		PROPERTY
		{
			name = _Color
			color = 1.0,1.0,1.0,1.0
		}
		PROPERTY
		{
			name = _Metal
			float = 0.0
		}
		PROPERTY
		{
			name = _Smoothness
			float = 1.0
		}
	}
	COLORS
	{
		mainColor = rgb_gray
		secondColor = rgb_gray
		detailColor = rgb_gray
	}
}
KSP_TEXTURE_SET:NEEDS[TexturesUnlimited]
{
	name = ProceduralFairings_DefaultMetal
	title = Default Metal
	recolorable = false

	MATERIAL
	{
		shader = SSTU/PBR/StockMetallicBumped

		PROPERTY
		{
			name = _Color
			color = 1.75,1.75,1.75,1.0
		}
		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 1.0
		}
	}
	COLORS
	{
		mainColor = rgb_gray
		secondColor = rgb_gray
		detailColor = rgb_gray
	}
}

KSP_TEXTURE_SET:NEEDS[TexturesUnlimited]
{
	name = ProceduralFairings_Metal
	title = Metal
	recolorable = false

	MATERIAL
	{
		shader = SSTU/PBR/Metallic

		PROPERTY
		{
			name = _Color
			color = 1.75,1.75,1.75,1.0
		}
		PROPERTY
		{
			name = _Metal
			float = 0.75
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.75
		}
	}
	COLORS
	{
		mainColor = rgb_gray
		secondColor = rgb_gray
		detailColor = rgb_gray
	}
}

KSP_TEXTURE_SET:NEEDS[TexturesUnlimited]
{
	name = ProceduralFairings_Custom
	title = Custom
	recolorable = true

	MATERIAL
	{
		shader = SSTU/PBR/Masked

		PROPERTY
		{
			name = _Color
			color = 1.0,1.0,1.0,1.0
		}
		PROPERTY
		{
			name = TINTING_MODE
			keyword = TINTING_MODE
		}
		PROPERTY
		{
			name = _Metal
			float = 0.0
		}
		PROPERTY
		{
			name = _Smoothness
			float = 0.0
		}
	}
	COLORS
	{
		mainColor = rgb_gray
		secondColor = rgb_gray
		detailColor = rgb_gray
	}
}

 

 

 

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15 hours ago, UnanimousCoward said:

All the referenced textures appear to be present in the right folders, and If I change the texture set in the VAB, the textures seem to work just fine; I can create custom colours and all. But when I actually launch the vessel, the fairing textures are pink in the flight scene.

Please report this on the TU github repository.  Sounds like a mod interaction bug that may take special code to fix.

Be sure to include a copy of your KSP.log file in the bug report, and include any other necessary details (links to other mods that are needed, copies of the configs you are using).

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Actually, I managed to resolve the pink textures issue by changing the MM config to force the KSPTextureSwitch modules to the final position in the index (with "MODULE, -1 {}"). Now all the textures appear OK and persist in the flight scene.

The "black" and "fuselage" texture switch options don't seem to work properly, but I can live with that. 

 

 

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Alright, I've finally managed to sucessfully copy a patch for Roverdude's Tundra modules. I made a cfg file for the Duna modules and other assorted MKS stuff and a separate one for the Tundra modules. One of the mistakes I was making was using the same material name than the original patch I was copying. I've also made a simple square gradient to work as specular map, but I don't really know if it's important or if it's even making things better. Here's the patch, if someone is interested or wants to improve it

 

Spoiler

 

@REFLECTION_CONFIG[default]
{
    %enabled = true
}

KSP_COLOR_PRESET
{
    name = rgb_gray
    title = RGB Gray
    color = 127,127,127
    specular = 0
    metallic = 0
}


KSP_TEXTURE_SET
{
    name = Tundra_FuelTank_Custom
    title = Custom
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Masked
        
        excludeMesh = Decals
        excludeMesh = Core_003
        
        texture = _MaskTex,TexturesUnlimitedConfig/gradient

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = TINTING_MODE
            keyword = TINTING_MODE
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = Tundra_Engine_Default
    title = Default
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/StockMetallicBumped

        excludeMesh = Decals
        excludeMesh = Core_003

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = Tundra_Engine_DefaultMetal
    title = Default Metal
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/StockMetallicBumped

        excludeMesh = Decals
        excludeMesh = Core_003
        
        texture = _MetallicGlossMap,TexturesUnlimitedConfig\gradient

        PROPERTY
        {
            name = _Color
            color = 1.75,1.75,1.75
        }
        PROPERTY
        {
            name = _Metal
            float = 0.75
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = Tundra_Engine_Metal
    title = Metal
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Metallic

        excludeMesh = Decals
        excludeMesh = Core_003
        
        texture = _MetallicGlossMap,TexturesUnlimitedConfig\gradient

        PROPERTY
        {
            name = _Color
            color = 1.75,1.75,1.75
        }
        PROPERTY
        {
            name = _Metal
            float = 0.75
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.75
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = Tundra_Engine_Custom
    title = Custom1
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Masked

        excludeMesh = Decals
        excludeMesh = Core_003

        texture = _MetallicGlossMap,TexturesUnlimitedConfig\gradient

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = TINTING_MODE
            keyword = TINTING_MODE
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

@PART[Tundra_*]
{
    MODULE
    {
        name = KSPTextureSwitch
        //sectionName = Body
        currentTextureSet = Tundra_Engine_DefaultMetal

        textureSet = Tundra_Engine_Default
        textureSet = Tundra_Engine_DefaultMetal
        textureSet = Tundra_Engine_Metal
        textureSet = Tundra_FuelTank_Custom
    }
    MODULE
    {
        name = SSTURecolorGUI
    }
}

 

This is the general MKS patch, which includes only a portion of the parts
 

Spoiler

 

 @REFLECTION_CONFIG[default]
{
    %enabled = true
}

KSP_COLOR_PRESET
{
    name = rgb_gray
    title = RGB Gray
    color = 127,127,127
    specular = 0
    metallic = 0
}


KSP_TEXTURE_SET
{
    name = MKS_FuelTank_Custom
    title = Custom
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Masked
        
        excludeMesh = Decals
        
        texture = _MaskTex,TexturesUnlimitedConfig/gradient

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = TINTING_MODE
            keyword = TINTING_MODE
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = MKS_Engine_Default
    title = Default
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/StockMetallicBumped

        excludeMesh = Decals

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = MKS_Engine_DefaultMetal
    title = Default Metal
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/StockMetallicBumped

        excludeMesh = Decals
        texture = _MetallicGlossMap,TexturesUnlimitedConfig\gradient

        PROPERTY
        {
            name = _Color
            color = 1.75,1.75,1.75
        }
        PROPERTY
        {
            name = _Metal
            float = 0.75
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = MKS_Engine_Metal
    title = Metal
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Metallic

        excludeMesh = Decals
        texture = _MetallicGlossMap,TexturesUnlimitedConfig\gradient

        PROPERTY
        {
            name = _Color
            color = 1.75,1.75,1.75
        }
        PROPERTY
        {
            name = _Metal
            float = 0.75
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.75
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = MKS_Engine_Custom
    title = Custom1
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Masked

        excludeMesh = Decals

        texture = _MaskTex,MKS/Parts/Engine/JebsJunkyard/JebsJunkyard

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = TINTING_MODE
            keyword = TINTING_MODE
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

@PART[Duna_*,MKS_FlexOTube,MKS_Processor125,MKS_Processor250,MKS_Processor375,MKS_SkyCrane,ScoutLanderMk2,C3_DepletedFuelTank,C3_NukeFuelTank,C3_NukeFuelTank_Lg,C3_RTank_00,C3_RTank_01,C3_RTank_02,C3_RTank_03,C3_RTank_04,C3_RTank_06,C3_RTank_08,C3_Tank_0*,C3_DepletedFuelTank_Lg,C3_FlatRnd_*,C3_FlatTank_*,C3_Kontainer_01,C3_Kontainer_0*,C3_Kontainer_KIS_*]
{
    MODULE
    {
        name = KSPTextureSwitch
        //sectionName = Body
        currentTextureSet = MKS_Engine_DefaultMetal

        textureSet = MKS_Engine_Default
        textureSet = MKS_Engine_DefaultMetal
        textureSet = MKS_Engine_Metal
        textureSet = MKS_FuelTank_Custom
    }
    MODULE
    {
        name = SSTURecolorGUI
    }
}

 

And since I was copypasting, I've also made a patch for a few mods: MRS, SpaceY, Keridian Dynamics, MK4 spaceplane system and @SuicidalInsanity MK2 and MK3 expansion. Keep in mind this is a copy of Electrocutor's work, I'm just copying it and it's a bit rough around the edges, so to speak
 

Spoiler

 

@REFLECTION_CONFIG[default]
{
    %enabled = true
}

KSP_COLOR_PRESET
{
    name = rgb_gray
    title = RGB Gray
    color = 127,127,127
    specular = 0
    metallic = 0
}


KSP_TEXTURE_SET
{
    name = Mods2_FuelTank_Custom
    title = Custom
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Masked
        
        excludeMesh = Decals
        
        texture = _MaskTex,TexturesUnlimitedConfig/gradient

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = TINTING_MODE
            keyword = TINTING_MODE
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = Mods2_Engine_Default
    title = Default
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/StockMetallicBumped

        excludeMesh = Decals

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = Mods2_Engine_DefaultMetal
    title = Default Metal
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/StockMetallicBumped

        excludeMesh = Decals
        texture = _MetallicGlossMap,TexturesUnlimitedConfig\gradient

        PROPERTY
        {
            name = _Color
            color = 1.75,1.75,1.75
        }
        PROPERTY
        {
            name = _Metal
            float = 0.75
        }
        PROPERTY
        {
            name = _Smoothness
            float = 1.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = Mods2_Engine_Metal
    title = Metal
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Metallic

        excludeMesh = Decals
        texture = _MetallicGlossMap,TexturesUnlimitedConfig\gradient

        PROPERTY
        {
            name = _Color
            color = 1.75,1.75,1.75
        }
        PROPERTY
        {
            name = _Metal
            float = 0.75
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.75
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

KSP_TEXTURE_SET
{
    name = Mods2_Engine_Custom
    title = Custom1
    recolorable = true

    MATERIAL
    {
        shader = SSTU/PBR/Masked

        excludeMesh = Decals

        texture = _MaskTex,Mods2/Parts/Engine/JebsJunkyard/JebsJunkyard

        PROPERTY
        {
            name = _Color
            color = 1.0,1.0,1.0
        }
        PROPERTY
        {
            name = TINTING_MODE
            keyword = TINTING_MODE
        }
        PROPERTY
        {
            name = _Metal
            float = 0.0
        }
        PROPERTY
        {
            name = _Smoothness
            float = 0.0
        }
    }
    COLORS
    {
        mainColor = rgb_gray
        secondColor = rgb_gray
        detailColor = rgb_gray
    }
}

@PART[mk1Cockpit,Nosecone,SC-9001,cargoBay2m0,cargoBay2m1,NB*,KD-*,mk4*,SY*,M2X*,M3X*]
{
    MODULE
    {
        name = KSPTextureSwitch
        //sectionName = Body
        currentTextureSet = Mods2_Engine_DefaultMetal

        textureSet = Mods2_Engine_Default
        textureSet = Mods2_Engine_DefaultMetal
        textureSet = Mods2_Engine_Metal
        textureSet = Mods2_FuelTank_Custom
    }
    MODULE
    {
        name = SSTURecolorGUI
    }
}

 

 

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On 4/13/2018 at 8:47 AM, Electrocutor said:

I had completed the external SSPXR most recently.

So do you maybe plan on hosting some of these files on a Github page or something? I would love to check out that SSPXR file or whatever else is updated? But I feel bad having to pester you for files. feels kind of dirty like I'M asking are we there yet every five seconds or bugging the Mod author for the latest update. If you had a Github page someone could (ask once, bookmark it, and check for updates,) without having to pester you. Seems like you would get really tired of people asking for files? Just a suggestion no problem whatever you decide. Thanks!

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On 4/28/2018 at 6:11 PM, juanml82 said:

texture = _MaskTex,Mods2/Parts/Engine/JebsJunkyard/JebsJunkyard

Does this point to a custom mod folder you've created? "Mods2"? That "JebsJunkyard" texture is from Porkjet's Part Overhaul, isn't it?
If so, this config is of limited use to other people who don't have the same folder structure.

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2 hours ago, UnanimousCoward said:

Does this point to a custom mod folder you've created? "Mods2"? That "JebsJunkyard" texture is from Porkjet's Part Overhaul, isn't it?
If so, this config is of limited use to other people who don't have the same folder structure.

That's a copypasting mistake

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Hi all, this is my first post ever here in the forum so please let me know if I do anything wrong. I am new to Kerbal but I've been experimenting with mods since day one. I recently installed TU and I am using Electrocutor's original cfg. My problem is that my rockets look completely yellow in the hangar, but look absolutely fine in-game. Does anyone know why is that the case and how to fix this? I tried searching both this thread and the forum but I found no reports of this. Some screenshots: https://postimg.cc/gallery/2h4qnobc8/

Many thanks!

 

Small relevant update: I am using v. 1.42 due to compatibility issues with some mods, I am on Windows 10 and use a NVidia card.

Edited by gilbertohasnofb
adding info about my version of ksp
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13 hours ago, IceTitan said:

So I have one stupid question: How do I install your Stock TU, do I put it in the Gamedata folder or in the TU folder?

You should be able to put it anywhere in the GameData folder, but I tend to keep all my TU configs in their own folder.

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  • 3 weeks later...

Where were the files for Prokjet parts? There is no reference to it on the OP. What should I install to use that CFG?

I have to install ven's stock revamp and something else? Was there also a minor addon on top of that?

Edited by Agustin
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On 5/23/2018 at 6:11 PM, Agustin said:

Where were the files for Prokjet parts? There is no reference to it on the OP. What should I install to use that CFG?

I have to install ven's stock revamp and something else? Was there also a minor addon on top of that?

The link is in the OP, directly under the Stock patch. Here's a direct link.

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how to make IVA windows transparent?

Should be like that?
with reference to: mesh /Squad/Spaces/mk1CockpitInternal/Mk1StandardIVA

and?

excludeMesh = windows
?

UPDATE:
after some testing, i could make the IVA windows transparent, its just exclude the window mesh from every model.

Edited by Cpt_MarcosSilva
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  • 1 month later...
  • 5 weeks later...
  • 3 weeks later...

Hello!

Thank you for the configs.  I've been slowly learning about this process.  It took me 2 nights of Googling to figure out how to get the stock fairings metallic shader working (woo!) and I'm almost done adding in the parts of my other mods and getting the shadings just right.  One thing is alluding me! The stock Mk1-3Pod windows and one of the windows on all of the Making History sphere pods don't glow!  I can't for the life of me get them to light up. I'm excluding the correct meshes using the Stock_FullMetal shader and using your Glass config on the correct meshes, but still no dice.  I saw some talk earlier on in this thread from December talking about the "Apollo capsule" but I think this is in reference to a pod from Bluedog.  If you have any suggestions (or even confirmations from others that it works correctly or not) that'd be so much help - I've seriously been trying everything I can think to try - otherwise I wouldn't bother posting the question! Thanks again!

 

On 8/14/2018 at 7:48 PM, beaucoupzero said:

hello, i have a question, how can i apply the metal shader to  stock fairings?

I sent you a PM yesterday explaining this, and posted it in the main TU thread here:

Hope it helps!

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13 hours ago, Chimichanga said:

The stock Mk1-3Pod windows and one of the windows on all of the Making History sphere pods don't glow!

Would you mind posting up the relevant information in either the TU thread or in an issue ticket on the TU repository?  (at the very least, a copy of the patches/configs for the problematic parts)

It _should_ be possible to maintain emissive window meshes...  but I'll have to take a look at the specific part models to see how they are setup (singular mesh for whole model, or windows as separate meshes), as well as poke at the stock light-emissive animation module as well (it might expect stock shaders, which would obviously not work if the shaders have been changed).

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On 8/31/2018 at 4:59 AM, Chimichanga said:

Hello!

Thank you for the configs.  I've been slowly learning about this process.  It took me 2 nights of Googling to figure out how to get the stock fairings metallic shader working (woo!) and I'm almost done adding in the parts of my other mods and getting the shadings just right.  One thing is alluding me! The stock Mk1-3Pod windows and one of the windows on all of the Making History sphere pods don't glow!  I can't for the life of me get them to light up. I'm excluding the correct meshes using the Stock_FullMetal shader and using your Glass config on the correct meshes, but still no dice.  I saw some talk earlier on in this thread from December talking about the "Apollo capsule" but I think this is in reference to a pod from Bluedog.  If you have any suggestions (or even confirmations from others that it works correctly or not) that'd be so much help - I've seriously been trying everything I can think to try - otherwise I wouldn't bother posting the question! Thanks again!

 

I sent you a PM yesterday explaining this, and posted it in the main TU thread here:

Hope it helps!

https://imgur.com/gallery/c4oQVhp
wow it really works!!!!!!!!!!! too bad i already made a vid. i`ll include it in the next anyway. many thanks!!!!!!!!!!

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