Kerbalwings Posted August 3, 2023 Share Posted August 3, 2023 We should have a mod like Quicksilver (https://spacedock.info/mod/2721/QuickSilver) but it allows you to make everything paintable. Quote Link to comment Share on other sites More sharing options...
GarryTheWorm Posted August 14, 2023 Share Posted August 14, 2023 (edited) Hello I'm currently having a problem with the mod where I can see all the appearance options, but I cannot see the recoloring GUI, please help me. Edited August 14, 2023 by GarryTheWorm Quote Link to comment Share on other sites More sharing options...
NaviG Posted August 27, 2023 Share Posted August 27, 2023 On 8/3/2023 at 9:51 PM, Kerbalwings said: We should have a mod like Quicksilver (https://spacedock.info/mod/2721/QuickSilver) but it allows you to make everything paintable. Check LazyPaint Quote Link to comment Share on other sites More sharing options...
Kerbal410 Posted August 27, 2023 Share Posted August 27, 2023 (edited) how do I install the procedural glass texture? Edited September 16, 2023 by Kerbal410 Quote Link to comment Share on other sites More sharing options...
kicka55 Posted August 28, 2023 Share Posted August 28, 2023 (edited) Bug? The stock small nose cone (for the smallest plane tanks) does not work with this mod. It doesn't get the appearance slider. Restock collision? Edited August 28, 2023 by kicka55 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 30, 2023 Share Posted August 30, 2023 Is the included version of TU exactly the same as the currently released version? I see the .version files are the same Thx Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted September 1, 2023 Author Share Posted September 1, 2023 On 8/30/2023 at 1:43 PM, linuxgurugamer said: Is the included version of TU exactly the same as the currently released version? No. The included ReadMe file should state the one exception. The dll is taken from the dev branch as it contains an important feature relating to PartVariant integration. Certain parts of the configs do not work correctly without this dll as is stated in the OP and the ReadMe. I am also not aware of what version number should be stated in the version file as the dev branch file is the same as the master last I looked. Quote Link to comment Share on other sites More sharing options...
Phoenics Posted September 5, 2023 Share Posted September 5, 2023 I have this annoying issue where the ui doesnt work, and the debug console gets spammed with "And could not locate TextureSet from global cache for the input name of..." and "And could not locate TextureSet from global cache for the input name of..." and "Module KSPTextureSwitch threw during OnStart" Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted September 7, 2023 Author Share Posted September 7, 2023 @Phoenics Going to guess from your description of the errors you do not have the base stock recolour pack installed or you are missing a dependency for whatever pack you are trying to use. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted September 15, 2023 Share Posted September 15, 2023 (edited) Hello! Here is my contribution to this wonderful mod: A RealChute config. Requirements: Stock recolour config. https://github.com/UltraJohn/TURD-RealChute/releases License: GNU General Public License v3.0 Edited September 16, 2023 by UltraJohn Added license Quote Link to comment Share on other sites More sharing options...
Kerbal410 Posted September 16, 2023 Share Posted September 16, 2023 (edited) how (if possible) do I remove the color variants for stock parts? Please Help! Edited September 20, 2023 by Kerbal410 Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted September 19, 2023 Share Posted September 19, 2023 A config pack for TAC Life Support. Requirements: Stock recolour config. https://github.com/UltraJohn/TURD-TACLS/releases License: GNU General Public License v3.0 Quote Link to comment Share on other sites More sharing options...
Plopidr_ Posted September 20, 2023 Share Posted September 20, 2023 Hello, I have installed the Stock Recolor (which includes Textures Unlimited and TURD) as well as module manager, and the mod does not work. I do not see colorization options in game. When I first load the game however, I see the TURD file path in the progress bar, in case that means anything. Quote Link to comment Share on other sites More sharing options...
Aerodynamic Kerbal Posted September 26, 2023 Share Posted September 26, 2023 I have an issue with fairings. When I try to change their texture, they stay with their white texture Trying to change them in the part editor does this: Mod List: (according to my GameData files, because CKAN doesn't show every mod) Spoiler Harmony Textures Unlimited AVP B9PartSwitch BLEAk (TUFX profiles) CameraControllerNext CameraTools DistantObjectEnhancement EVE Redux FreeIVA Kopernicus ModularFlightIntegrator Parallax PLanetShine PoodsSkyboxes ReentryParticleEffectRenewed RocketSoundEnhancement Scatterer Shaddy SmokeScreen Waterfall Texture Replacer ThroughTheEyesOfAKerbal TUFX TURD ModuleManager Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted September 27, 2023 Author Share Posted September 27, 2023 On 9/26/2023 at 6:05 PM, Aerodynamic Kerbal said: CKAN If you are using this to install Textures Unlimited, simply replace the dll with the one that is bundled with the Stock Recolour pack or if necessary, uninstall TU from CKAN and manually install the supplied version. P.S. On 4/22/2018 at 8:40 PM, Manwith Noname said: Known issues: Fairings...it's always the fairings. Sometimes fairings do not behave themselves but the result when that happens in my experience is different from what you have shown and typically happens after a revert to hangar if I recall correctly. Quote Link to comment Share on other sites More sharing options...
Phoenics Posted October 3, 2023 Share Posted October 3, 2023 On 9/8/2023 at 4:52 AM, Manwith Noname said: @Phoenics Going to guess from your description of the errors you do not have the base stock recolour pack installed or you are missing a dependency for whatever pack you are trying to use. Thank you so much ill see if it works Quote Link to comment Share on other sites More sharing options...
Sonk Posted October 3, 2023 Share Posted October 3, 2023 (edited) So i have a bug where the Recoloring GUI is just blank and i cant close it. Also, when i right click a colourable part, i often get multiple Texture Set sliders that all Show ***Not Found***. PLS help Edited October 7, 2023 by Sonk Quote Link to comment Share on other sites More sharing options...
Kerbalwings Posted October 6, 2023 Share Posted October 6, 2023 On 9/19/2023 at 7:34 PM, UltraJohn said: A config pack for TAC Life Support. Requirements: Stock recolour config. https://github.com/UltraJohn/TURD-TACLS/releases License: GNU General Public License v3.0 Ooh! that's pretty neat. Could you do one for b9 Aerospace? Quote Link to comment Share on other sites More sharing options...
noaa_satellite Posted October 10, 2023 Share Posted October 10, 2023 @Manwith NonameHey do you have a guide for making configs/maps/textures for parts through TURD? I'm trying to add support for MPR, which should be fairly simple- I'm just going to have one color for the fuselage and have it not recolor the windows. I tried to make a mask and config for a few of the parts but they would recolor the entire part, including the windows which were blacked out in the mask. Do you have a specific method for creating configs that I should use? Quote Link to comment Share on other sites More sharing options...
Satacorp Posted October 28, 2023 Share Posted October 28, 2023 Hey, I see there are reports of bugs with fairings but from what I understand the issue I'm having doesn't match the description of other's issues. My fairings function normally, but there is a very distracting texture bug on the tip of all the variants. The gold bit and its pattern seen in the picture below changes depending on the variant (black & white for instance) and I can't for the life of me find a fix. I desperately want to figure this out, it's very triggering :c (pardon my English, I'm not a native speaker) Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted November 7, 2023 Share Posted November 7, 2023 Trying to convert Restock parts, but the shielded docking port's inner texture messes up no matter that I try. Spoiler // Squad/Parts/Utility/dockingPortShielded @PART[dockingPort1]:FOR[003_Standardised_Switching]:NEEDS[TexturesUnlimited] { @MODULE[KSPTextureSwitch],0 { textureSet = Alternate_Stock_Metallic_dockingPort1_Base } @MODULE[KSPTextureSwitch],1 { textureSet = Alternate_Stock_Metallic_dockingPort1_Petals } } +KSP_TEXTURE_SET[Alternate_Stock_Metallic]:NEEDS[TexturesUnlimited] { @name = Alternate_Stock_Metallic_dockingPort1_Base @MATERIAL { mesh = DockingPortShldBase texture = _MainTex,ReStock/Assets/Coupling/restock-docking-125-shielded-1 texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ texture = _MetallicGlossMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ } } +KSP_TEXTURE_SET[Alternate_Stock_Metallic]:NEEDS[TexturesUnlimited] { @name = Alternate_Stock_Metallic_dockingPort1_Petals @MATERIAL { mesh = ShldDoor001 mesh = ShldDoor002 mesh = ShldDoor003 texture = _MainTex,ReStock/Assets/Coupling/restock-docking-125-shielded-1 texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ texture = _MetallicGlossMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ } } Spoiler // Squad/Parts/Utility/dockingPortShielded @PART[dockingPort1]:FOR[zzzz_Something_after_P_because_]:NEEDS[TexturesUnlimited] { @MODULE[KSPTextureSwitch],0 { textureSet = MWNN_Stock_Paint_dockingPort1_Base } @MODULE[KSPTextureSwitch],1 { textureSet = MWNN_Stock_Paint_dockingPort1_Petals } } +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited] { @name = MWNN_Stock_Paint_dockingPort1_Base @MATERIAL { mesh = DockingPortShldBase vector = _DiffuseNorm,0.73,0.69,0.365 vector = _MetalNorm,0.47,0.465,0.125 vector = _SmoothnessNorm,0.47,0.465,0.125 // texture = _MainTex,Squad/Parts/Utility/dockingPortShielded/Clamp-O-Tron Shielded Docking Port_ClampotronShielded_Diffuse texture = _MainTex,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Diff texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ texture = _MetallicGlossMap,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Spec texture = _MaskTex,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Paint } } +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited] { @name = MWNN_Stock_Paint_dockingPort1_Petals @MATERIAL { mesh = ShldDoor001 mesh = ShldDoor002 mesh = ShldDoor003 vector = _DiffuseNorm,0.72,0.27,0.375 vector = _MetalNorm,0.48,0.075,0.14 vector = _SmoothnessNorm,0.48,0.075,0.14 texture = _MainTex,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Diff texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ texture = _MetallicGlossMap,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Spec texture = _MaskTex,TURD/TU_Restock/Coupling/restock-docking-125-shielded-1_Paint } } Spoiler // Squad/Parts/Utility/dockingPortShielded @PART[dockingPort1]:FOR[000_Standardised_Switching]:NEEDS[TexturesUnlimited] { MODULE { name = KSPTextureSwitch sectionName = Base currentTextureSet = Stock_Default_dockingPort1_Base textureSet = Stock_Default_dockingPort1_Base } MODULE { name = KSPTextureSwitch sectionName = Petals currentTextureSet = Stock_Default_dockingPort1_Petals textureSet = Stock_Default_dockingPort1_Petals } %MODULE[SSTURecolorGUI] { %name = SSTURecolorGUI } } +KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited] { @name = Stock_Default_dockingPort1_Base @MATERIAL { mesh = DockingPortShldBase texture = _MainTex,ReStock/Assets/Coupling/restock-docking-125-shielded-1 texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis } } +KSP_TEXTURE_SET[Stock_Default]:NEEDS[TexturesUnlimited] { @name = Stock_Default_dockingPort1_Petals @MATERIAL { mesh = ShldDoor001 mesh = ShldDoor002 mesh = ShldDoor003 texture = _MainTex,ReStock/Assets/Coupling/restock-docking-125-shielded-1 texture = _BumpMap,ReStock/Assets/Coupling/restock-docking-125-shielded-1-n texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis } } Quote Link to comment Share on other sites More sharing options...
PyjackMeat Posted November 8, 2023 Share Posted November 8, 2023 Can't seem to get this working. Spoiler @PART[basicFin]:FOR[003_Standardised_Switching]:NEEDS[TexturesUnlimited] { @MODULE[ModulePartVariants] { VARIANT { name = Metallic_BasicFin displayName = It's all shiny! primaryColor = #ffffff secondaryColor = #00ff00 EXTRA_INFO { textureSet = Alternate_Stock_Metallic_basicFin } } VARIANT { name = Metallic_BasicFin2 displayName = It's all dark and shiny! primaryColor = #4c4f47 secondaryColor = #d0d0d0 EXTRA_INFO { textureSet = Alternate_Stock_Metallic_basicFin2 } } } } +KSP_TEXTURE_SET[Alternate_Stock_Metallic]:NEEDS[TexturesUnlimited] { @name = Alternate_Stock_Metallic_basicFin @MATERIAL { mesh = BasicFin mesh = BasicFin.002 texture = _MainTex,ReStock/Assets/Aero/restock-winglets-1 texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ texture = _MetallicGlossMap,TURD/TU_Restock/Aero/restock-winglets-1-spec } } +KSP_TEXTURE_SET[Alternate_Stock_Metallic]:NEEDS[TexturesUnlimited] { @name = Alternate_Stock_Metallic_basicFin2 @MATERIAL { mesh = BasicFin mesh = BasicFin.002 texture = _MainTex,ReStock/Assets/Aero/restock-winglets-2 texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ texture = _MetallicGlossMap,TURD/TU_Restock/Aero/restock-winglets-2-spec } } Spoiler // Squad/Parts/Aero/basicFin @PART[basicFin]:FOR[zzzz_Something_after_P_because_]:NEEDS[TexturesUnlimited] { @MODULE[ModulePartVariants] { VARIANT { name = Bob_Ross_basicFin displayName = Bob Ross Paints themeName = Bob Ross primaryColor = #ffffff secondaryColor = #ffffff EXTRA_INFO { textureSet = MWNN_Stock_Paint_basicFin } } } } +KSP_TEXTURE_SET[MWNN_Stock_Paint]:NEEDS[TexturesUnlimited] { @name = MWNN_Stock_Paint_basicFin @MATERIAL { mesh = BasicFin mesh = BasicFin.002 vector = _DiffuseNorm,0.74,0.74,0.74 vector = _MetalNorm,0.5,0.5,0.5 vector = _SmoothnessNorm,0.5,0.5,0.5 texture = _MainTex,ReStock/Assets/Aero/restock-winglets-1 texture = _BumpMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Bump texture = _Emissive,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Emis texture = _AOMap,TURD/TU_Standardised_Switching/000_PlaceholderTextures/Occ texture = _MetallicGlossMap,TURD/TU_Restock/Aero/restock-winglets-1-spec texture = _MaskTex,TURD/TU_Restock/Aero/restock-winglets-1-paint } } Quote Link to comment Share on other sites More sharing options...
Berryfox710 Posted December 8, 2023 Share Posted December 8, 2023 will this mod ever get Moderately Plane Related support? or does it have it already and i'm just blind. Quote Link to comment Share on other sites More sharing options...
Zelda Posted December 8, 2023 Share Posted December 8, 2023 On 10/10/2023 at 12:22 PM, noaa_satellite said: @Manwith NonameHey do you have a guide for making configs/maps/textures for parts through TURD? I'm trying to add support for MPR, which should be fairly simple- I'm just going to have one color for the fuselage and have it not recolor the windows. I tried to make a mask and config for a few of the parts but they would recolor the entire part, including the windows which were blacked out in the mask. Do you have a specific method for creating configs that I should use? Very late reply, but I just learned how to do this following these guides: TU Wiki: https://github.com/shadowmage45/TexturesUnlimited/wiki/Feature---Recoloring RO Discord: https://discord.com/channels/319857228905447436/840034852261593109/1009697620467388436 In particular, I'm guessing that you may have missed the normalization step as that's what tripped me up too with similar results: https://github.com/shadowmage45/TexturesUnlimited/wiki/Feature---Recoloring#normalization-parameter-generation Quote Link to comment Share on other sites More sharing options...
A_Kuba Posted December 9, 2023 Share Posted December 9, 2023 Problems with fairings My fairings are always that greyed out colour that cannot be changed even with the stock variants. When changing the variants to "Bob ross paints" (the grey colour does not disappear) The button responsible for opening recolouring gui doesn't appear. The mod works for other parts. It is just the fairing that are an issue. Quote Link to comment Share on other sites More sharing options...
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