OnlyLightMatters Posted October 6, 2021 Share Posted October 6, 2021 Quick feedback. About the Shielded Docking Port, it is not possible anymore to recolor it with the latest release. Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted October 6, 2021 Share Posted October 6, 2021 This is what I did with TURD/1.11.2 Quote Link to comment Share on other sites More sharing options...
JustDark Posted October 6, 2021 Share Posted October 6, 2021 Now that 1.12.2 and MH/BG are done, are there plans for a patch for ReStock? I've always wanted to use TURD but I mainly use ReStock so I haven't gotten the chance, and I've seen a few other people ask about this in this topic Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted October 6, 2021 Share Posted October 6, 2021 (edited) 38 minutes ago, JustDark said: Now that 1.12.2 and MH/BG are done, are there plans for a patch for ReStock? I've always wanted to use TURD but I mainly use ReStock so I haven't gotten the chance, and I've seen a few other people ask about this in this topic I speak for myself and myself only. I will likely never make a patch for Restock. I consider there are many more important things to do first and see little interest in making hundreds of paint masks/specular textures for an already very satisfying mod. I have clearly not enough motivation to spend hundreds of hours in Restock/+ regarding the number of part to process. I am much more interested in: giving a hand in revisiting the stock parts, some of them are not [fully] recolorizable (batteries, cupola, MK2 parts, some MK3 parts, engines like KS25, Reliant, Swivel, Nerv, Rhino) bringing a support to Kerbalism, KER, KOS, MJ. improving the work i've done / fixing my bugs training other people so that they could to the same work on other mods. And you? Are you willing to contribute and spend at least a couple of hours each night during several weeks/months? Edited October 6, 2021 by OnlyLightMatters Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted October 6, 2021 Author Share Posted October 6, 2021 3 hours ago, OnlyLightMatters said: Quick feedback. About the Shielded Docking Port, it is not possible anymore to recolor it with the latest release. Heh, yeah and the MK1 Inline and the... Coming Soon™ Quote Link to comment Share on other sites More sharing options...
theleg Posted October 7, 2021 Share Posted October 7, 2021 6 hours ago, OnlyLightMatters said: training other people so that they could to the same work on other mods. Do you mean that you'll be teaching others how to make such mods? Quote Link to comment Share on other sites More sharing options...
OnlyLightMatters Posted October 7, 2021 Share Posted October 7, 2021 2 hours ago, theleg said: Do you mean that you'll be teaching others how to make such mods? Yes. I don't know as much as Manwith Noname but I can teach what I have learned to make recolor setups. However having GIMP/Photoshop basic skills for the basic tools is required, The major requirement is still having spare time and a huge motivation to contribute. Quote Link to comment Share on other sites More sharing options...
jonathan_92 Posted October 8, 2021 Share Posted October 8, 2021 Would anyone happen to know where the saved paint jobs are stored? I'm just now updating this, and I don't want to lose them! Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted October 8, 2021 Author Share Posted October 8, 2021 @jonathan_92 The data for how a craft is coloured is stored inside the craft file and subsequently as part of the craft data within a save (persistence.sfs). This update should only cause issues on craft with the various docking ports if they used a recolour texture set. If it uses the blanket shine set it should be exactly as it was. If a file remains unchanged, it will also recall the correct settings when I finish the colour masks, provided I don't rename the texture set. Which I shouldn't. Also might be worth mentioning, if a texture set is missing and cannot be recalled, the part will just fall back to the stock look. Quote Link to comment Share on other sites More sharing options...
Elon Musky boi Posted October 11, 2021 Share Posted October 11, 2021 is there any way to fix this? Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted October 12, 2021 Share Posted October 12, 2021 4 hours ago, Elon Musky boi said: is there any way to fix this? What other mods do you have installed? (looks like you have TS, which might cause some problems) Quote Link to comment Share on other sites More sharing options...
Elon Musky boi Posted October 12, 2021 Share Posted October 12, 2021 (edited) 23 hours ago, Spaceman.Spiff said: What other mods do you have installed? (looks like you have TS, which might cause some problems) Oh, boy... theres alot of them. (100+) also, im playing on 1.9.1 mouse aim flight glass things click through blocker TU toolbarcontroller ksp recall airplanes plus animated decouplers ASET aviation cockpits aviation lights MOARdv's avionics systems b9 aerospace, hx, legacy, Pwings, hx reconfig, and partswitch BDA bdmk22 bdmodular missile parts camera tools carnation RED flexible parts chatterer cold war aerospace craft manager community terrain texture pack custom prelaunch checks destruction effects DMModuleScienceAnimate eskandare heavy industries event horizon Tweakscale fantom works (old eskandare)FAR firespitter flagpack hanger extender improved chase camera interstellar fuel switch MNWS JSIPartUtilitiesKAS kerbal engineer kerbal foundries kerbalized decals kerbalized flagpack kerbal joint reinforcement kerbal konstructs kerbal reusability expansion kerbaltek Kerbalx kerbinside remastered Aircraft Carrier Accessories KerGuise Engineering eXperimentalksc extendedksc harbor ksp wheel kxapi magic smoke industries mk2 expansion mk3 expansion MOARdv modular flight integrator modular launch pads Module manager near future props Nebula decals North kerbin dynamics NMB open cockpit OPT OPT legacy omega's stockalike structures P.E.W patch manager physics range extender planet shine procedural dynamics procedural fairings procedural parts quantum struts continued quiztech aero continued real plume real plume-stock retractable lifting surfaces retro future scatterer show fps simple adjustable fairings SM industries smoke screen source (?) space tux SXT TU, stock, APP, OPT, Pwings, standardized switching tundra exploration tundra space center us flag pack v2 vanguard technologies vessel mover vessel view warp plugin waterfall wild blue industries world airforce insignias ZeroMiniAVC Edited October 13, 2021 by Elon Musky boi Quote Link to comment Share on other sites More sharing options...
Galileo chiu Posted November 8, 2021 Share Posted November 8, 2021 Restock compatible? Quote Link to comment Share on other sites More sharing options...
OrdinaryKerman Posted November 8, 2021 Share Posted November 8, 2021 5 hours ago, Galileo chiu said: Restock compatible? No. Quote Link to comment Share on other sites More sharing options...
Dakitess Posted November 13, 2021 Share Posted November 13, 2021 Hi there, It looks like the new Scatterer update is not compatible with TU / TURD, Blackrack will investigate but don't have a clue of what's going on. Maybe you do, at TU / TURD Team ? What could go wrong between TU / TURD and a new release of Scatterer ? Please find every details here https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip112x-scatterer-atmospheric-scattering-00825-11112021-scattering-improvements-in-game-atmo-generation-and-multi-sun-support/&do=findComment&comment=4053754 Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted November 16, 2021 Author Share Posted November 16, 2021 (edited) On 11/13/2021 at 6:06 PM, Dakitess said: It looks like the new Scatterer update is not compatible with TU / TURD, Blackrack will investigate but don't have a clue of what's going on. Maybe you do, at TU / TURD Team In a word, no. (EDIT: See edit below) I just downloaded the latest Scatterer and plonked it in my install, loaded up a basic craft painted with variations of the platinum metal all over (basically different levels of reflection) and it all behaves normally for me. Even tried different levels of reflection refresh thinking it might be that and got a whole load of nope in terms of recreating the effect from your video. So it's not directly scatterer per se from my experience but possibly a setting I haven't altered or something to do with scatterer and E.V.E combo. EDIT: Ok, I had some time to muck about a bit more and have managed to recreate the issue by adding E.V.E Redux in to the mix. I would also point out that it happens with just E.V.E Redux and no Scatterer. Why? Don't know. Something flickers / strobes in the reflection probe that isn't immediately obvious in the main scene. Possibly shadow related or perhaps the noise swirl thing that is going on. Can perhaps narrow it down with some config tweaking. Another edit: Yeah, if you make a part completely smooth you can see stroboscopic clouds. Edited November 16, 2021 by Manwith Noname Quote Link to comment Share on other sites More sharing options...
Dakitess Posted November 16, 2021 Share Posted November 16, 2021 Thank you very much for your feedback and tests ! It helps a lot, I'll see with Blackrack if these details allow to bring a fix, since he's also the Dev of EVE Redux. Though, as for my install, the only single change of Scatterer from the previous and the new version cause the flickering, with no change to EVE Redux. But as they are somehow related, it might still be a thing. Quote Link to comment Share on other sites More sharing options...
Delay Posted November 24, 2021 Share Posted November 24, 2021 On 10/11/2021 at 10:39 PM, Elon Musky boi said: is there any way to fix this? That is because normals were broken somehow from one KSP release to another. Fixing this is a bit of a pain, but it essentially involves editing all materials without normal maps (no _BumpMap texture) to use a fixed color. Previously, the lack of a normal map simply implied that the map was blank. For some reason, that is no longer the case. Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted November 24, 2021 Author Share Posted November 24, 2021 (edited) 7 hours ago, Delay said: That is because normals were broken somehow from one KSP release to another. Fixing this is a bit of a pain, but it essentially involves editing all materials without normal maps (no _BumpMap texture) to use a fixed color. Any part these configs alter already have a flat placeholder normal map applied. That has been the case since the project began. When the problem you are referring to appeared, the place holder normal maps were not affected by the issue. I would perhaps suggest if they are using the latest TU or recolour pack with KSP 1.9 then they should source something from that time but as far as tracking down conflicts with other mods that might be causing it...unfortunately they'll need to apply their own investigative methods amongst their 100+ mods. Edit: I would also suggest checking that the install is correct. If the texture is not found then this problem would likely return. Edited November 24, 2021 by Manwith Noname Quote Link to comment Share on other sites More sharing options...
Delay Posted November 24, 2021 Share Posted November 24, 2021 I meant via what @Electrocutor had suggested to me when I ran into this issue. textureColor = _BumpMap, 0.5, 0.5, 1.0, 0.5 It solved it for me, whereas actual placeholder bump maps did not. Speaking of bump maps, this reminds me. What format are .dds files stored in? Because right now I'm using .png just to get my textures working. Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted November 24, 2021 Author Share Posted November 24, 2021 (edited) 25 minutes ago, Delay said: Speaking of bump maps, this reminds me. What format are .dds files stored in? Because right now I'm using .png just to get my textures working. KSP should convert png files to the appropriate format but that might explain why your normal maps failed. A plain albedo / diffuse texture if it is only using the RGB layer can be DXT1. Anything that uses the alpha layer (like metal / gloss maps) should be DXT5. Normal maps want to be DXT5nm or BC7 BC5. If you export to BC7 BC5 you need to add the appropriate keyword in the config so TU knows. Edited November 24, 2021 by Manwith Noname Quote Link to comment Share on other sites More sharing options...
Delay Posted November 24, 2021 Share Posted November 24, 2021 2 minutes ago, Manwith Noname said: KSP should convert png files to the appropriate format but that might explain why your normal maps failed. A plain albedo / diffuse texture if it is only using the RGB layer can be DXT1. Anything that uses the alpha layer (like metal / gloss maps) should be DXT5. Normal maps want to be DXT5nm or BC7. If you export to BC7 you need to add the appropriate keyword in the config so TU knows. Thanks, I'll try that. As for my pseudo-normal maps, they were .dds files. I tried a few options in the gimp plugin and none worked, so I assumed none of them would. Well, the code solution works as well, and that's what matters at the end of the day . (I'd still recommend at least trying that, just to be sure). Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted November 24, 2021 Author Share Posted November 24, 2021 7 minutes ago, Delay said: (I'd still recommend at least trying that, just to be sure). They can but I'm 99.99% sure they have some sort of conflict in their mod collection or they didn't install the pack correctly so it cannot find the placeholder normal map. Quote Link to comment Share on other sites More sharing options...
brokenbolt Posted January 26, 2022 Share Posted January 26, 2022 I wonder if texture support could be added for BDARMORY armor panels Quote Link to comment Share on other sites More sharing options...
Galileo chiu Posted January 28, 2022 Share Posted January 28, 2022 (edited) will you make a restock patch? Edited January 28, 2022 by Galileo chiu Quote Link to comment Share on other sites More sharing options...
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