Spartwo Posted June 15 Share Posted June 15 (edited) Is there any way that the stock recolour patches could be changed to continue despite ReStock being installed if RestockIgnore on the part is true. If they have a default value you could even check for ReStock(installed)&RestockIgnore = False As it stands the mod is being force disabled with the blacklist Edited June 15 by Spartwo Quote Link to comment Share on other sites More sharing options...
Manwith Noname Posted June 16 Author Share Posted June 16 @Spartwo Yes, it is technically possible to have both stock and restock models available and maintain the recolour functionality on stock parts unless things have changed. Not sure if anyone ever did it but it needs Restock to be reconfigured so it adds everything as new parts instead of using and replacing existing part names. The blacklist would also need to become a whitelist. It's fairly simple but time consuming as you need to handwrite each part. An example from the Restock wiki... https://github.com/PorktoberRevolution/ReStocked/wiki/Restoring-Stock-Parts Quote Link to comment Share on other sites More sharing options...
Spartwo Posted June 16 Share Posted June 16 (edited) That's almost a polar opposite of what I was suggesting unfortunately. Sure you could homebrew a custom restock install, you can also do a custom turd install without the blacklist(as I have) but it does remain a point of incompatibility to anyone without the knowhow to mod or working off CKAN Edited June 16 by Spartwo Quote Link to comment Share on other sites More sharing options...
Geblag.Xelvari Posted June 17 Share Posted June 17 On 4/5/2024 at 3:25 PM, Orbital_phoenix said: It is early days, but I have started work on a config and custom texture masks for making Restock recolourable: I cannot say when it will be ready as it will take a lot of time to create, but it is possible. i am so sorry for saying this but ckan? Quote Link to comment Share on other sites More sharing options...
ConsumingVoid Posted June 17 Share Posted June 17 On 4/6/2024 at 12:25 AM, Orbital_phoenix said: It is early days, but I have started work on a config and custom texture masks for making Restock recolourable: I cannot say when it will be ready as it will take a lot of time to create, but it is possible. I can't wait for you to finish with that. It already looks really nice. Goodluck with it. Quote Link to comment Share on other sites More sharing options...
alpine488 Posted June 18 Share Posted June 18 (edited) Can you please add this to CKAN? I found Lazy Painter, but this isn't here and quite frankly, this is a mod that deserves to be on CKAN. Also can you add ReStock compatibility if you haven't already? Edited June 18 by alpine488 Forgot to write it Quote Link to comment Share on other sites More sharing options...
ConsumingVoid Posted June 20 Share Posted June 20 On 6/18/2024 at 12:49 PM, alpine488 said: Can you please add this to CKAN? I found Lazy Painter, but this isn't here and quite frankly, this is a mod that deserves to be on CKAN. Also can you add ReStock compatibility if you haven't already? there's already someone working on ReStock compatibility so we just have to wait. Quote Link to comment Share on other sites More sharing options...
lBoBl Posted June 21 Share Posted June 21 I am very motivated to bring support for a couple extra mods to TURD. I think I understand the patch logic pretty well and I can make my config files on my own. However when it comes to making the texture masks I'm not entirely sure what I'm supposed to do and what would be the most efficient way to do it. I understand that you need a file with paint masks and a specular map, and the latter one is the one I'm struggling with the most. I am not very familiar with image editing and not at all with video game texture editing, I've done a bit of photoshop but usually I stick to paint.net for the very simple stuff I do. So how do you get your part_Spec.dds from the original part.dds texture is my question I guess. I don't expect a fully detailed tutorial of course but any help would be greatly appreciated. Thanks! Quote Link to comment Share on other sites More sharing options...
Orbital_phoenix Posted June 22 Share Posted June 22 Hey everyone, I'm still working hard on the Restock patch. Unfortunately, it will take a while due to the number of parts combined with limited free time. However, I am also working on some visual stuff as well, which will hopefully be done at the same time. All still very WIP. Quote Link to comment Share on other sites More sharing options...
SpaceFlemour Posted June 23 Share Posted June 23 2 hours ago, Orbital_phoenix said: Hey everyone, I'm still working hard on the Restock patch. Unfortunately, it will take a while due to the number of parts combined with limited free time. However, I am also working on some visual stuff as well, which will hopefully be done at the same time. All still very WIP. hey, your mod looks really cool, but do you have an estimate for the release date? and if possible, even if the mod is not finished, could you upload the "alpha" version (besides I think opening a discord where people could offer their help would be a good idea) Quote Link to comment Share on other sites More sharing options...
SpaceFlemour Posted June 23 Share Posted June 23 3 hours ago, Orbital_phoenix said: Hey everyone, I'm still working hard on the Restock patch. Unfortunately, it will take a while due to the number of parts combined with limited free time. However, I am also working on some visual stuff as well, which will hopefully be done at the same time. All still very WIP. Also! if you have the time to quickly explain to me how to create the configs and textures I could happily help you Quote Link to comment Share on other sites More sharing options...
Chris Bolland Posted June 23 Share Posted June 23 7 hours ago, Orbital_phoenix said: Hey everyone, I'm still working hard on the Restock patch. Unfortunately, it will take a while due to the number of parts combined with limited free time. However, I am also working on some visual stuff as well, which will hopefully be done at the same time. All still very WIP. Awaiting this config with bated breath, as I can't decide if I like restock or TURD better and having both would honestly be a feat on par with Paralax or Volumetric Clouds, in terms of how this game looks. You're doing the Kraken's work my son! If you have time, as others have asked for, please let us know how we as a community can help you, and also when you expect to have a version of your config patch finished! Quote Link to comment Share on other sites More sharing options...
lucius57 Posted June 23 Share Posted June 23 (edited) Please help! I cant get any parts to shine. I have TUFX and TU installed. Here's my log file and settings. ksp.log Edited June 24 by lucius57 Quote Link to comment Share on other sites More sharing options...
rheaunderstars Posted June 24 Share Posted June 24 I'm still trying to figure out how to get the TURD configs to turn on by default. The config I've made is mechanically functional, but it does have one big problem. When I try to change the default variant for a part that uses the stock variants system, the texture appears black in the parts menu. This is the code I used: @PART[roverBody_v2]:AFTER[zzzz_Something_after_P_because_]:NEEDS[TexturesUnlimited&!Restock] { @MODULE[ModulePartVariants] { @baseVariant = roverBody_v2_Recolour_Normal } } When the part gets placed, the texture works, but it's blank in the menu. Do you know if there's a way to fix this? Is there some kind of workaround I could use? Quote Link to comment Share on other sites More sharing options...
alpine488 Posted June 30 Share Posted June 30 Does anyone know if this is compatible with ReStock? I'm going to install this , but I have ReStock installed. I want to save myself the grief of loading KSP every time lol Quote Link to comment Share on other sites More sharing options...
XxRedwoodxX Posted July 1 Share Posted July 1 15 hours ago, alpine488 said: Does anyone know if this is compatible with ReStock? I'm going to install this , but I have ReStock installed. I want to save myself the grief of loading KSP every time lol It's not compatible yet, but Orbital_phoenix is working on Restock compatibility above. Quote Link to comment Share on other sites More sharing options...
NaviG Posted July 1 Share Posted July 1 (edited) Hello, is the bundled textures unlimited mod compatible with Deferred rendering mod? thank you Edited July 1 by NaviG Quote Link to comment Share on other sites More sharing options...
ZZetho Posted July 3 Share Posted July 3 (edited) I have made some recolours for the Missing History and Extra docking ports mods. Missing History recolour: https://github.com/ZZetho/TU_MissingHistory Extra Docking Ports recolour: https://github.com/ZZetho/TU_ExtraDockingPorts I think they came out pretty well, I might try to make some for a bigger mod next Edited July 3 by ZZetho Quote Link to comment Share on other sites More sharing options...
Grenartia Posted July 3 Share Posted July 3 Out of curiosity, what happens when trying to recolor a Restock/Restock+ part without Phoenix's patch? Quote Link to comment Share on other sites More sharing options...
Geblag.Xelvari Posted July 3 Share Posted July 3 3 hours ago, Grenartia said: Out of curiosity, what happens when trying to recolor a Restock/Restock+ part without Phoenix's patch? Nothing, it has no configs for it. Quote Link to comment Share on other sites More sharing options...
Zelda Posted July 4 Share Posted July 4 On 6/23/2024 at 10:49 PM, rheaunderstars said: I'm still trying to figure out how to get the TURD configs to turn on by default. The config I've made is mechanically functional, but it does have one big problem. When I try to change the default variant for a part that uses the stock variants system, the texture appears black in the parts menu. This is the code I used: @PART[roverBody_v2]:AFTER[zzzz_Something_after_P_because_]:NEEDS[TexturesUnlimited&!Restock] { @MODULE[ModulePartVariants] { @baseVariant = roverBody_v2_Recolour_Normal } } When the part gets placed, the texture works, but it's blank in the menu. Do you know if there's a way to fix this? Is there some kind of workaround I could use? Sorry I've been absent from the forums lately but it seems like you've made good progress! I noticed you're using ModulePartVariants - you're using that to change textures? Have you tried instead using KSPTextureSwitch or ModuleB9PartSwitch? Both are able to also switch textures and I found them a bit more intuitive. You said what you have works, but I wonder if ModulePartVariants loads differently vs the others to where the others would load the default recolor correctly; I've never used it myself so I'm not sure - I'll have to read up on it. In case you are interested in trying KSPTextureSwitch or ModuleB9PartSwitch and would like a few examples, I'd be happy to share a few of my personal patches for you to review. I play RP-1 so it's possible you might not have the parts that they are for, but it would give you an idea of how these modules are used in various situations. If I remember right, you were also interested in specifying default colors for parts, right? If so, and you haven't found this yet (which I'm sure you have given how behind I am on this convo), KSPTextureSwitch should pick up on default color settings in the KSP_TEXTURE_SET definition. You'd define the defaults via a COLORS node, and the KSPTextureSwitch link above goes to the config section of the wiki that shows this as well as how to use KSPTextureSwitch in general. Also, random thought, and I may be wrong about this, but the game generates thumbnails for viewing parts in the menus and caches them, right? Is it possible that changing the texture to your recolor mask somehow invalidates the cache, but at a point where the recolor texture is not yet loaded? Long shot here, but the only other thing I can think of. Quote Link to comment Share on other sites More sharing options...
ZZetho Posted July 7 Share Posted July 7 Recolours for Near Future Spacecraft: https://github.com/ZZetho/TU_NearFutureSpacecraft Every part has a recolour except the larger radial engine because i didn't come up with a way to recolour it i thought looked good. Quote Link to comment Share on other sites More sharing options...
TheThunder Posted July 8 Share Posted July 8 (edited) Hey I know this have been asked a lot of times already and things but is there still no solutions to using restock and turd at the same time? After seeing the sad fate of KSP2 I'd love to see both these mods coexist so we could have the perfect closest KSP2 experience in this game. Or maybe the guy that made Restock itself need to make it compatible or something? Edit: Nvm I saw Orbital Phoenix post xD I am so hyped about this Edited July 8 by TheThunder Already asked by someone Quote Link to comment Share on other sites More sharing options...
RileyHef Posted July 8 Share Posted July 8 20 hours ago, ZZetho said: Recolours for Near Future Spacecraft: https://github.com/ZZetho/TU_NearFutureSpacecraft Every part has a recolour except the larger radial engine because i didn't come up with a way to recolour it i thought looked good. WOW. This is an incredible game changer! I don't have TURD (keeping things stock to look nice with restock rn) but this has pushed me over the edge as I use NF command pods most often - I have to have it. You are doing amazing work. Are you working on other NF parts or other mods to be compatible with TURD? Quote Link to comment Share on other sites More sharing options...
ZZetho Posted July 9 Share Posted July 9 10 hours ago, RileyHef said: Are you working on other NF parts or other mods to be compatible with TURD? Yes, im working on near future propulsion next Quote Link to comment Share on other sites More sharing options...
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