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PartVariant Guide


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Strange, this works, editing the source file to this works, but if I want to change the name to Red, or Duna it flips back to Dark

		VARIANT
		{
			name = Silver
			displayName = #autoLOC_6005005
			themeName = Silver
			primaryColor = #cecece
			TEXTURE
			{
				shader=KSP/Bumped Specular (Mapped)
				mainTextureURL = PATCH_LIB/duna_temple/red
				//mainTextureURL = SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_D
				//color = #ffffff
				color = #943828
				_BumpMap=SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM
				_SpecMap=SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Silver_S
//				_Shininess= 0.35
//				_Opacity= 1.0
//				_RimFalloff= 2.0
//				_AmbientMultiplier= 0.2
			}
		}

 

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On 5/10/2020 at 12:45 PM, MacLuky said:

Okay, I got this far:


@PART[Panel0|Panel1|Panel1p5|Panel2|Triangle0|Triangle1|Triangle1p5|Triangle2|EquiTriangle0|EquiTriangle1|EquiTriangle1p5|EquiTriangle2]
{
  @MODULE[ModulePartVariants]
  {
    +VARIANT
    {
      name = Duna
      displayName = Duna
      themeName = Duna
      primaryColor = #cc0000
      TEXTURE
      {
          shader=KSP/Bumped Specular (Mapped)
          mainTextureURL = PATCH_LIB/duna_temple/red
          color = #943828
          _BumpMap=SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_NRM
          _SpecMap=SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels_Gold_S
      }
    }
  }
}

The panels do show up in the VAB in red but the variant in the slider is still called Dark. As I launch the craft it reverts back to dark grey.... Not sure where I make a mistake. Anyone that can help?

I checked the .craft file there it also lists the selectedVariant as Dark. So why isn't the name of the variant "Duna"

@Electrocutor do you have an idea?

+VARIANT is copy syntax for MM; you just want to use VARIANT if you want to add your own without copying an existing one.

If you start with a copy, you'll need to use the @ syntax for editing an existing property instead (like @name = Duna).

 

Edited by Electrocutor
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  • 6 months later...

@Electrocutor, thanks for this guide!  Panzer1b has released some textures, "Repaint" which provides a dark variant to some of the stock aero parts.  I thought I would try making some variants for the Mk2/3 Expansion mods as they  use the stock textures.

The issue that I've come across is that each part uses a lot of different textures

Spoiler


MODEL
	{
		model = Mk2Expansion/Parts/Command/Raven/Model
		texture = Cockpit, Squad/Parts/Command/mk2CockpitStandard/Cockpit
		texture = Cockpit_inline_A, Squad/Parts/Command/mk2CockpitInline/Cockpit_inline_A
		texture = Cockpit_inline_Emissive, Squad/Parts/Command/mk2CockpitInline/Cockpit_inline_Emissive
		texture = mk2adapters1m, Squad/Parts/FuelTank/mk2Adapters/mk2adapters1m
		texture = Flag, Mk2Expansion/Parts/Command/Angler/Flag
	}

 

and materials

Spoiler


[LOG 17:43:04.334] [DebugStuff] +M2X.RavenCockpit T:Untagged L:0 (Default)
|   Transform - M2X.RavenCockpit
|  - Position (0.0000, 15.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|   Part - M2X.RavenCockpit
|   Highlighter - M2X.RavenCockpit
|   ModuleCommand - M2X.RavenCockpit
|   ModuleReactionWheel - M2X.RavenCockpit
|   ModuleLiftingSurface - M2X.RavenCockpit
|   ModuleScienceExperiment - M2X.RavenCockpit
|   ModuleScienceContainer - M2X.RavenCockpit
|   ModuleAnimateGeneric - M2X.RavenCockpit
|   ModuleDataTransmitter - M2X.RavenCockpit
|   FlagDecal - M2X.RavenCockpit
|   ModuleB9PartSwitch - M2X.RavenCockpit
|   ModuleB9PartSwitch - M2X.RavenCockpit
|   ModuleB9PartSwitch - M2X.RavenCockpit
|   ModuleB9PartInfo - M2X.RavenCockpit
|   ModuleTripLogger - M2X.RavenCockpit
|   AudioSource - M2X.RavenCockpit
|   Rigidbody - M2X.RavenCockpit
| 
|--+model T:Untagged L:0 (Default)
|  |   Transform - model
|  |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  | 
|  |--+Mk2Expansion/Parts/Command/Raven/Model(Clone) T:Untagged L:0 (Default)
|  |  |   Transform - Mk2Expansion/Parts/Command/Raven/Model(Clone)
|  |  |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |  | 
|  |   --+Blackbird_cockpitMkII T:Untagged L:0 (Default)
|  |     |   Transform - Blackbird_cockpitMkII
|  |     |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |     |   Animation - Blackbird_cockpitMkII
|  |     |     Playing Automatically: True - Wrap Mode: Default - Clip Count: 1
|  |     |     Clips: 0 - WindowGlow | 
|  |     | 
|  |      --+Cockpit T:Untagged L:0 (Default)
|  |        |   Transform - Cockpit
|  |        |  - Position (0.0000, -0.4532, 0.0000) - Rotation: (270.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |   MeshFilter - Cockpit
|  |        |   MeshRenderer - Cockpit
|  |        | 
|  |        |---CrewCompartment T:Untagged L:0 (Default)
|  |        |      Transform - CrewCompartment
|  |        |     - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |      MeshFilter - CrewCompartment
|  |        |      MeshRenderer - CrewCompartment
|  |        |    
|  |        |---FLAG T:Untagged L:0 (Default)
|  |        |      Transform - FLAG
|  |        |     - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |      MeshFilter - FLAG
|  |        |      MeshRenderer - FLAG
|  |        |    
|  |        |---Raven_005 T:Untagged L:0 (Default)
|  |        |      Transform - Raven_005
|  |        |     - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |      MeshFilter - Raven_005
|  |        |      MeshRenderer - Raven_005
|  |        |    
|  |        |---Raven_COL T:Untagged L:0 (Default)
|  |        |      Transform - Raven_COL
|  |        |     - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |      MeshCollider - Raven_COL
|  |        |        Convex: True
|  |        |      MeshFilter - Raven_COL
|  |        |    
|  |        |--+Raven_COL T:Untagged L:0 (Default)
|  |        |  |   Transform - Raven_COL
|  |        |  |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |  |   MeshCollider - Raven_COL
|  |        |  |     Convex: True
|  |        |  |   MeshFilter - Raven_COL
|  |        |  | 
|  |        |  |---Airlock T:Airlock L:21 (Part Triggers)
|  |        |  |      Transform - Airlock
|  |        |  |     - Position (0.0000, 1.1252, -0.2658) - Rotation: (80.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |  |      CapsuleCollider - Airlock
|  |        |  |        Center: (0.0, 0.0, 0.0) - Radius: 0.25 - Height: 1 - Direction: 1
|  |        |  |    
|  |        |  |---Airlock T:Airlock L:21 (Part Triggers)
|  |        |  |      Transform - Airlock
|  |        |  |     - Position (0.0000, 0.0651, -1.2568) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |  |      CapsuleCollider - Airlock
|  |        |  |        Center: (0.0, 0.0, 0.0) - Radius: 0.25 - Height: 1 - Direction: 1
|  |        |  |    
|  |        |  |---Ladder T:Ladder L:21 (Part Triggers)
|  |        |  |      Transform - Ladder
|  |        |  |     - Position (0.0000, 1.0850, -0.2313) - Rotation: (80.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |  |      CapsuleCollider - Ladder
|  |        |  |        Center: (0.0, 0.0, 0.0) - Radius: 0.18 - Height: 1 - Direction: 1
|  |        |  |    
|  |        |   ---Ladder T:Ladder L:21 (Part Triggers)
|  |        |         Transform - Ladder
|  |        |        - Position (0.0000, 0.0248, -1.2223) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |         CapsuleCollider - Ladder
|  |        |           Center: (0.0, 0.0, 0.0) - Radius: 0.18 - Height: 1 - Direction: 1
|  |        |       
|  |         --+Windows T:Untagged L:0 (Default)
|  |           |   Transform - Windows
|  |           |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |           |   MeshFilter - Windows
|  |           |   MeshRenderer - Windows
|  |           | 
|  |           |---WindowLightR T:Untagged L:0 (Default)
|  |           |      Transform - WindowLightR
|  |           |     - Position (-0.3836, 0.8206, 0.5022) - Rotation: (90.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |           |      Light - WindowLightR
|  |           |        Range: 0 - Spot Angle: 30 - CookieSize: 10 - CullingMask: -1
|  |           |        ShadowNearPlane: 0.2 - ShadowNormalBias: 0.4 - ShadowCustomResolution: -1 - ShadowBias: 0.05
|  |           |        Color: RGBA(1.000, 0.992, 0.728, 1.000) - ColorTemp: 6570 - Intensity: 1 - Type: Point
|  |           |        Shadows: None - ShadowStrength: 1 - ShadowResolution: FromQualitySettings - BounceIntensity: 1
|  |           |    
|  |           |---WindowLightL T:Untagged L:0 (Default)
|  |           |      Transform - WindowLightL
|  |           |     - Position (0.3836, 0.8206, 0.5022) - Rotation: (90.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |           |      Light - WindowLightL
|  |           |        Range: 0 - Spot Angle: 30 - CookieSize: 10 - CullingMask: -1
|  |           |        ShadowNearPlane: 0.2 - ShadowNormalBias: 0.4 - ShadowCustomResolution: -1 - ShadowBias: 0.05
|  |           |        Color: RGBA(1.000, 0.992, 0.728, 1.000) - ColorTemp: 6570 - Intensity: 1 - Type: Point
|  |           |        Shadows: None - ShadowStrength: 1 - ShadowResolution: FromQualitySettings - BounceIntensity: 1
|  |           |    
|  |            ---WindowLightF T:Untagged L:0 (Default)
|  |                  Transform - WindowLightF
|  |                 - Position (0.0000, 0.9260, 1.2788) - Rotation: (90.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |                  Light - WindowLightF
|  |                    Range: 0 - Spot Angle: 30 - CookieSize: 10 - CullingMask: -1
|  |                    ShadowNearPlane: 0.2 - ShadowNormalBias: 0.4 - ShadowCustomResolution: -1 - ShadowBias: 0.05
|  |                    Color: RGBA(1.000, 0.992, 0.728, 1.000) - ColorTemp: 6570 - Intensity: 1 - Type: Point
|  |                    Shadows: None - ShadowStrength: 1 - ShadowResolution: FromQualitySettings - BounceIntensity: 1
|  |                
|   ---Surface Attach Collider T:Untagged L:0 (Default)
|         Transform - Surface Attach Collider
|        - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|         SphereCollider - Surface Attach Collider
|           Center: (0.0, 0.0, 0.0) - Radius: 0.05
|       
 ---_default T:Untagged L:0 (Default)
       Transform - _default
      - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
     

 

I have been able to  use your guide to create a variant, but it seems to be trial and error on what texture matches to which material.  Do you have any suggestions on how to make a more educated guess?  If not, think I will survive just making duplicate parts.

Edit: I was able to get the import .mu files into Blender via the tool on the forum.  That appeared to have helped to help show the link between materials and the texture files, but after testing could only get some of the textures to convert.  I think I'll shelve this for now until I find easier examples as I have successfully made duplicate parts.

Edited by hemeac
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  • 3 months later...
On 11/30/2020 at 1:27 AM, hemeac said:

@Electrocutor, thanks for this guide!  Panzer1b has released some textures, "Repaint" which provides a dark variant to some of the stock aero parts.  I thought I would try making some variants for the Mk2/3 Expansion mods as they  use the stock textures.

The issue that I've come across is that each part uses a lot of different textures

  Reveal hidden contents


MODEL
	{
		model = Mk2Expansion/Parts/Command/Raven/Model
		texture = Cockpit, Squad/Parts/Command/mk2CockpitStandard/Cockpit
		texture = Cockpit_inline_A, Squad/Parts/Command/mk2CockpitInline/Cockpit_inline_A
		texture = Cockpit_inline_Emissive, Squad/Parts/Command/mk2CockpitInline/Cockpit_inline_Emissive
		texture = mk2adapters1m, Squad/Parts/FuelTank/mk2Adapters/mk2adapters1m
		texture = Flag, Mk2Expansion/Parts/Command/Angler/Flag
	}

 

and materials

  Reveal hidden contents


[LOG 17:43:04.334] [DebugStuff] +M2X.RavenCockpit T:Untagged L:0 (Default)
|   Transform - M2X.RavenCockpit
|  - Position (0.0000, 15.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|   Part - M2X.RavenCockpit
|   Highlighter - M2X.RavenCockpit
|   ModuleCommand - M2X.RavenCockpit
|   ModuleReactionWheel - M2X.RavenCockpit
|   ModuleLiftingSurface - M2X.RavenCockpit
|   ModuleScienceExperiment - M2X.RavenCockpit
|   ModuleScienceContainer - M2X.RavenCockpit
|   ModuleAnimateGeneric - M2X.RavenCockpit
|   ModuleDataTransmitter - M2X.RavenCockpit
|   FlagDecal - M2X.RavenCockpit
|   ModuleB9PartSwitch - M2X.RavenCockpit
|   ModuleB9PartSwitch - M2X.RavenCockpit
|   ModuleB9PartSwitch - M2X.RavenCockpit
|   ModuleB9PartInfo - M2X.RavenCockpit
|   ModuleTripLogger - M2X.RavenCockpit
|   AudioSource - M2X.RavenCockpit
|   Rigidbody - M2X.RavenCockpit
| 
|--+model T:Untagged L:0 (Default)
|  |   Transform - model
|  |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  | 
|  |--+Mk2Expansion/Parts/Command/Raven/Model(Clone) T:Untagged L:0 (Default)
|  |  |   Transform - Mk2Expansion/Parts/Command/Raven/Model(Clone)
|  |  |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |  | 
|  |   --+Blackbird_cockpitMkII T:Untagged L:0 (Default)
|  |     |   Transform - Blackbird_cockpitMkII
|  |     |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |     |   Animation - Blackbird_cockpitMkII
|  |     |     Playing Automatically: True - Wrap Mode: Default - Clip Count: 1
|  |     |     Clips: 0 - WindowGlow | 
|  |     | 
|  |      --+Cockpit T:Untagged L:0 (Default)
|  |        |   Transform - Cockpit
|  |        |  - Position (0.0000, -0.4532, 0.0000) - Rotation: (270.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |   MeshFilter - Cockpit
|  |        |   MeshRenderer - Cockpit
|  |        | 
|  |        |---CrewCompartment T:Untagged L:0 (Default)
|  |        |      Transform - CrewCompartment
|  |        |     - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |      MeshFilter - CrewCompartment
|  |        |      MeshRenderer - CrewCompartment
|  |        |    
|  |        |---FLAG T:Untagged L:0 (Default)
|  |        |      Transform - FLAG
|  |        |     - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |      MeshFilter - FLAG
|  |        |      MeshRenderer - FLAG
|  |        |    
|  |        |---Raven_005 T:Untagged L:0 (Default)
|  |        |      Transform - Raven_005
|  |        |     - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |      MeshFilter - Raven_005
|  |        |      MeshRenderer - Raven_005
|  |        |    
|  |        |---Raven_COL T:Untagged L:0 (Default)
|  |        |      Transform - Raven_COL
|  |        |     - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |      MeshCollider - Raven_COL
|  |        |        Convex: True
|  |        |      MeshFilter - Raven_COL
|  |        |    
|  |        |--+Raven_COL T:Untagged L:0 (Default)
|  |        |  |   Transform - Raven_COL
|  |        |  |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |  |   MeshCollider - Raven_COL
|  |        |  |     Convex: True
|  |        |  |   MeshFilter - Raven_COL
|  |        |  | 
|  |        |  |---Airlock T:Airlock L:21 (Part Triggers)
|  |        |  |      Transform - Airlock
|  |        |  |     - Position (0.0000, 1.1252, -0.2658) - Rotation: (80.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |  |      CapsuleCollider - Airlock
|  |        |  |        Center: (0.0, 0.0, 0.0) - Radius: 0.25 - Height: 1 - Direction: 1
|  |        |  |    
|  |        |  |---Airlock T:Airlock L:21 (Part Triggers)
|  |        |  |      Transform - Airlock
|  |        |  |     - Position (0.0000, 0.0651, -1.2568) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |  |      CapsuleCollider - Airlock
|  |        |  |        Center: (0.0, 0.0, 0.0) - Radius: 0.25 - Height: 1 - Direction: 1
|  |        |  |    
|  |        |  |---Ladder T:Ladder L:21 (Part Triggers)
|  |        |  |      Transform - Ladder
|  |        |  |     - Position (0.0000, 1.0850, -0.2313) - Rotation: (80.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |  |      CapsuleCollider - Ladder
|  |        |  |        Center: (0.0, 0.0, 0.0) - Radius: 0.18 - Height: 1 - Direction: 1
|  |        |  |    
|  |        |   ---Ladder T:Ladder L:21 (Part Triggers)
|  |        |         Transform - Ladder
|  |        |        - Position (0.0000, 0.0248, -1.2223) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |        |         CapsuleCollider - Ladder
|  |        |           Center: (0.0, 0.0, 0.0) - Radius: 0.18 - Height: 1 - Direction: 1
|  |        |       
|  |         --+Windows T:Untagged L:0 (Default)
|  |           |   Transform - Windows
|  |           |  - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |           |   MeshFilter - Windows
|  |           |   MeshRenderer - Windows
|  |           | 
|  |           |---WindowLightR T:Untagged L:0 (Default)
|  |           |      Transform - WindowLightR
|  |           |     - Position (-0.3836, 0.8206, 0.5022) - Rotation: (90.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |           |      Light - WindowLightR
|  |           |        Range: 0 - Spot Angle: 30 - CookieSize: 10 - CullingMask: -1
|  |           |        ShadowNearPlane: 0.2 - ShadowNormalBias: 0.4 - ShadowCustomResolution: -1 - ShadowBias: 0.05
|  |           |        Color: RGBA(1.000, 0.992, 0.728, 1.000) - ColorTemp: 6570 - Intensity: 1 - Type: Point
|  |           |        Shadows: None - ShadowStrength: 1 - ShadowResolution: FromQualitySettings - BounceIntensity: 1
|  |           |    
|  |           |---WindowLightL T:Untagged L:0 (Default)
|  |           |      Transform - WindowLightL
|  |           |     - Position (0.3836, 0.8206, 0.5022) - Rotation: (90.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |           |      Light - WindowLightL
|  |           |        Range: 0 - Spot Angle: 30 - CookieSize: 10 - CullingMask: -1
|  |           |        ShadowNearPlane: 0.2 - ShadowNormalBias: 0.4 - ShadowCustomResolution: -1 - ShadowBias: 0.05
|  |           |        Color: RGBA(1.000, 0.992, 0.728, 1.000) - ColorTemp: 6570 - Intensity: 1 - Type: Point
|  |           |        Shadows: None - ShadowStrength: 1 - ShadowResolution: FromQualitySettings - BounceIntensity: 1
|  |           |    
|  |            ---WindowLightF T:Untagged L:0 (Default)
|  |                  Transform - WindowLightF
|  |                 - Position (0.0000, 0.9260, 1.2788) - Rotation: (90.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|  |                  Light - WindowLightF
|  |                    Range: 0 - Spot Angle: 30 - CookieSize: 10 - CullingMask: -1
|  |                    ShadowNearPlane: 0.2 - ShadowNormalBias: 0.4 - ShadowCustomResolution: -1 - ShadowBias: 0.05
|  |                    Color: RGBA(1.000, 0.992, 0.728, 1.000) - ColorTemp: 6570 - Intensity: 1 - Type: Point
|  |                    Shadows: None - ShadowStrength: 1 - ShadowResolution: FromQualitySettings - BounceIntensity: 1
|  |                
|   ---Surface Attach Collider T:Untagged L:0 (Default)
|         Transform - Surface Attach Collider
|        - Position (0.0000, 0.0000, 0.0000) - Rotation: (0.0, 0.0, 0.0) - Scale: (1.0, 1.0, 1.0)
|         SphereCollider - Surface Attach Collider
|           Center: (0.0, 0.0, 0.0) - Radius: 0.05
|       
 ---_default T:Untagged L:0 (Default)
       Transform - _default
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I have been able to  use your guide to create a variant, but it seems to be trial and error on what texture matches to which material.  Do you have any suggestions on how to make a more educated guess?  If not, think I will survive just making duplicate parts.

Edit: I was able to get the import .mu files into Blender via the tool on the forum.  That appeared to have helped to help show the link between materials and the texture files, but after testing could only get some of the textures to convert.  I think I'll shelve this for now until I find easier examples as I have successfully made duplicate parts.

If you don't want to deal with blender, you can use DebugStuff mod.

 

The MODEL{} section replaces original texture name with new texture name, whereas PartVariants actually need the material name, not to be confused with mesh name that other variant mods like B9PartSwitch and TexturesUnlimited use. 

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  • 3 years later...

Hi everyone, anyone?

If i have two models, is it possible to tint, colour change only one of them using the variants?

I'd like to change SIMPLEX Resources  Simplex Ore tanks to have a ring around them and the  tinting that rather than replicating each of the variant textures.  Id do this by adding the model for the radialAttachmentPoint part sticking out the side and colouring only that. 

It would be awesome to variant tint just the radialAttachmentPoint rather than supply a texture, but if it isn't possible at least I'd go from a dozen or more 1MB textures to four totalling about 1MB.

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1 hour ago, theJesuit said:

Hi everyone, anyone?

If i have two models, is it possible to tint, colour change only one of them using the variants?

I'd like to change SIMPLEX Resources  Simplex Ore tanks to have a ring around them and the  tinting that rather than replicating each of the variant textures.  Id do this by adding the model for the radialAttachmentPoint part sticking out the side and colouring only that. 

It would be awesome to variant tint just the radialAttachmentPoint rather than supply a texture, but if it isn't possible at least I'd go from a dozen or more 1MB textures to four totalling about 1MB.

With part variant you either need a second texture pic with a different colour where the mesh for section gets its colour or if you 3d model then add a copy of that mesh with a different name and mapped to an alternate part of the texture pic that gets swapped in when you choose that variant. If you can, look at the robotic pistons that can choose between having a ring around them or not.

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20 minutes ago, ColdJ said:

With part variant you either need a second texture pic with a different colour where the mesh for section gets its colour or if you 3d model then add a copy of that mesh with a different name and mapped to an alternate part of the texture pic that gets swapped in when you choose that variant. If you can, look at the robotic pistons that can choose between having a ring around them or not.

Yup.  I was hoping to use something like

And the colour tinting of say one model.  It may be possible having gone though the pages to see if there are different 'materials' in the Ore Tank models, using the debugstuff mod above, but I suspect not.

Using the alternative texture does mean i can use the same method to easily hit the ReStock models too.

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