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[1.4*] Fintech Industries Rocket and Aircraft Fins (1.1, New Wing Textures)


vossiewulf

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18 minutes ago, vossiewulf said:

Ok, to rephrase, Shadowmage is once again winning while KSP beats me senseless :)

Sorry, didn't mean to come across so harsh...  I'm sure you'll get it figured out -- there are a lot of little quirks to dealing with KSP that take time to learn.  You are also doing something almost entirely new by going full-pbr texturing from the start, so there are even more complexities involved in the processes.  If all that is left is figuring out DDS conversion, I'd say you are off to an excellent start :)

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36 minutes ago, Shadowmage said:

Sorry, didn't mean to come across so harsh...  I'm sure you'll get it figured out -- there are a lot of little quirks to dealing with KSP that take time to learn.  You are also doing something almost entirely new by going full-pbr texturing from the start, so there are even more complexities involved in the processes.  If all that is left is figuring out DDS conversion, I'd say you are off to an excellent start :)

Having trouble finding info thought we just had to flip the png but that don't come out right do we also have to rotate it ? All the good programs that did all that don't work anymore

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36 minutes ago, Mecripp said:

Having trouble finding info thought we just had to flip the png but that don't come out right do we also have to rotate it ? All the good programs that did all that don't work anymore

You have to flip them vertically, then the Albedo files need DXT1, the Metal-Smoothness files get DXT5, and the normal map gets DXT5-NM.

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  • 2 weeks later...
13 hours ago, Gordon Dry said:

I must admit that .dds is much better, but >300 MB only for the textures?

Are the 1024x1024 necessary for parts of this size?

At least the smaller fins could be reduced to a max. of 512x512 ...

Just my two cents ...

:blush:

Any opinions?

Hey Gordon, I'll listen if there's more feedback but the intent of the mod was not to make some more average parts, but to make high-quality parts with multiple color schemes, the use of TU, and high-res textures.

The latter I decided on as these are intended for use as wings as well, and considering the range of wing sizes, I thought it best to keep them at 1024 so they don't become severely pixelated at larger sizes.

 

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  • 2 months later...

Oof... yeah, 342MB for just 17 parts is pretty *large* ... Seems like there should be a way to texture switch the different colors, instead of having to have so many duplicate textures other than the color... vOv

Also, what are all the black _MS textures? vOv

Parts look GREAT tho :D

EDIT: nvm.. about the _MS textures... I just poked around the TU patches.. found the answer I suspected was the case

 

Edited by Stone Blue
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  • 4 months later...

I just fiddled a compatibility patch for RealismOverhaul / RP-1 to have the tech tree unlocks fit.

GameData\Fintech Industries\Assets\RO_RP-1_patch.cfg

@PART[T220,RS10,RS20]:HAS[#manufacturer[FinTech?Industries*]]:NEEDS[RealismOverhaul,RP-0]:FINAL
{
	@TechRequired = unlockParts
}

@PART[T420,RS30,LS1000]:HAS[#manufacturer[FinTech?Industries*]]:NEEDS[RealismOverhaul,RP-0]:FINAL
{
	@TechRequired = supersonicDev
}

@PART[T620,S1000]:HAS[#manufacturer[FinTech?Industries*]]:NEEDS[RealismOverhaul,RP-0]:FINAL
{
	@TechRequired = supersonicFlightRP0
}

@PART[S2000,LS2000]:HAS[#manufacturer[FinTech?Industries*]]:NEEDS[RealismOverhaul,RP-0]:FINAL
{
	@TechRequired = matureSupersonic
}

@PART[SK100,SK200]:HAS[#manufacturer[FinTech?Industries*]]:NEEDS[RealismOverhaul,RP-0]:FINAL
{
	@TechRequired = highSpeedFlight
}

@PART[SK400,CS10,CS20]:HAS[#manufacturer[FinTech?Industries*]]:NEEDS[RealismOverhaul,RP-0]:FINAL
{
	@TechRequired = hypersonicFlightRP0
}

@PART[CS30]:HAS[#manufacturer[FinTech?Industries*]]:NEEDS[RealismOverhaul,RP-0]:FINAL
{
	@TechRequired = prototypeSpaceplanes
}

@PART[CS40]:HAS[#manufacturer[FinTech?Industries*]]:NEEDS[RealismOverhaul,RP-0]:FINAL
{
	@TechRequired = effectiveSpaceplanes
}

Are these tech nodes okay?

For the interested potential downloader - these fins still don't have FAR patches. But they work.

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I also added

	recolorable = true

to all instances of KSP_TEXTURE_SET in all TUConfig.cfg to be able to alter the settings.
Some fins are too shiny under some circumstances. For example when the rest of the vessel is not shiny at all.

 

Edit:

Damn, it doesn't work, because
https://forum.kerbalspaceprogram.com/index.php?/topic/167450-17x-textures-unlimited-pbr-shader-texture-set-and-model-loading-api/&do=findComment&comment=3611967

Edited by Gordon Dry
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Perhaps it would be a good idea to avoid empty spaces in file and folder names.

This is logged for example:

ERROR: KSPShaderLoader - Texture could not be located for name: Fintech Industries/Parts/Maps/LS1000/FT_Fin_09_Fin9_MS_01 for texture slot: _MetallicGlossMap while loading textures for material: Fin9 (Instance) (Instance) (UnityEngine.Material)
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Well, the file exists.

But I will test renaming "Fintech Industries" to "Fintech_Industries" and see how it goes.
Update: works

---

Another thing:

there are a lot of duplicate textures with different names.
Is that really necessary?

---

I'm actually editing all configs and removing the duplicate texture files.

---

Done:

  • TUConfig.cfg of all parts edited
  • 104 files, 138.68 MB of duplicate .dds files removed
Spoiler

FT_Fin_02_Default_MS_02.dds
FT_Fin_02_Default_MS_03.dds
FT_Fin_02_Default_MS_05.dds
FT_Fin_02_Default_MS_06.dds
FT_Fin_02_Default_MS_07.dds
FT_Fin_02_Default_MS_08.dds
FT_Fin_02_Default_MS_09.dds
FT_Fin_03_Default_MS_02.dds
FT_Fin_03_Default_MS_03.dds
FT_Fin_03_Default_MS_05.dds
FT_Fin_03_Default_MS_06.dds
FT_Fin_03_Default_MS_07.dds
FT_Fin_03_Default_MS_08.dds
FT_Fin_03_Default_MS_09.dds
FT_Fin_04_Default_MS_02.dds
FT_Fin_04_Default_MS_03.dds
FT_Fin_04_Default_MS_05.dds
FT_Fin_04_Default_MS_06.dds
FT_Fin_04_Default_MS_07.dds
FT_Fin_04_Default_MS_08.dds
FT_Fin_04_Default_MS_09.dds
FT_Fin_05_Default_MS_02.dds
FT_Fin_05_Default_MS_03.dds
FT_Fin_05_Default_MS_05.dds
FT_Fin_05_Default_MS_06.dds
FT_Fin_05_Default_MS_07.dds
FT_Fin_05_Default_MS_08.dds
FT_Fin_05_Default_MS_09.dds
FT_Fin_06_Default_MS_02.dds
FT_Fin_06_Default_MS_03.dds
FT_Fin_06_Default_MS_05.dds
FT_Fin_06_Default_MS_06.dds
FT_Fin_06_Default_MS_07.dds
FT_Fin_06_Default_MS_08.dds
FT_Fin_06_Default_MS_09.dds
FT_Fin_07_Default_MS_02.dds
FT_Fin_07_Default_MS_03.dds
FT_Fin_07_Default_MS_05.dds
FT_Fin_07_Default_MS_06.dds
FT_Fin_07_Default_MS_07.dds
FT_Fin_07_Default_MS_08.dds
FT_Fin_07_Default_MS_09.dds
FT_Fin_08_Fin8_MS_02.dds
FT_Fin_08_Fin8_MS_03.dds
FT_Fin_08_Fin8_MS_05.dds
FT_Fin_08_Fin8_MS_06.dds
FT_Fin_08_Fin8_MS_07.dds
FT_Fin_08_Fin8_MS_08.dds
FT_Fin_08_Fin8_MS_09.dds
FT_Fin_09_Fin9_MS_02.dds
FT_Fin_09_Fin9_MS_03.dds
FT_Fin_09_Fin9_MS_05.dds
FT_Fin_09_Fin9_MS_06.dds
FT_Fin_09_Fin9_MS_07.dds
FT_Fin_09_Fin9_MS_08.dds
FT_Fin_09_Fin9_MS_09.dds
FT_Fin_10_Fin10_MS_02.dds
FT_Fin_10_Fin10_MS_03.dds
FT_Fin_10_Fin10_MS_05.dds
FT_Fin_10_Fin10_MS_06.dds
FT_Fin_10_Fin10_MS_07.dds
FT_Fin_10_Fin10_MS_08.dds
FT_Fin_10_Fin10_MS_09.dds
FT_Fin_11_Fin11_MS_02.dds
FT_Fin_11_Fin11_MS_03.dds
FT_Fin_11_Fin11_MS_05.dds
FT_Fin_11_Fin11_MS_06.dds
FT_Fin_11_Fin11_MS_07.dds
FT_Fin_11_Fin11_MS_08.dds
FT_Fin_11_Fin11_MS_09.dds
FT_Fin_12_Fin12_MS_02.dds
FT_Fin_12_Fin12_MS_03.dds
FT_Fin_12_Fin12_MS_05.dds
FT_Fin_12_Fin12_MS_06.dds
FT_Fin_12_Fin12_MS_07.dds
FT_Fin_12_Fin12_MS_08.dds
FT_Fin_12_Fin12_MS_09.dds
FT_Fin_13_Fin13_MS_02.dds
FT_Fin_13_Fin13_MS_03.dds
FT_Fin_13_Fin13_MS_05.dds
FT_Fin_13_Fin13_MS_06.dds
FT_Fin_13_Fin13_MS_07.dds
FT_Fin_13_Fin13_MS_08.dds
FT_Fin_13_Fin13_MS_09.dds
FT_Fin_14_Fin14_MS_02.dds
FT_Fin_14_Fin14_MS_03.dds
FT_Fin_14_Fin14_MS_05.dds
FT_Fin_14_Fin14_MS_06.dds
FT_Fin_14_Fin14_MS_07.dds
FT_Fin_14_Fin14_MS_08.dds
FT_Fin_14_Fin14_MS_09.dds
FT_Fin_15_Fin15_MS_03.dds
FT_Fin_15_Fin15_MS_04.dds
FT_Fin_16_Fin16_MS_03.dds
FT_Fin_16_Fin16_MS_04.dds
FT_Fin_17_Fin17_MS_03.dds
FT_Fin_17_Fin17_MS_04.dds
FT_Fin_1A_DefaultMaterial_MS_02.dds
FT_Fin_1A_DefaultMaterial_MS_03.dds
FT_Fin_1A_DefaultMaterial_MS_05.dds
FT_Fin_1A_DefaultMaterial_MS_06.dds
FT_Fin_1A_DefaultMaterial_MS_07.dds
FT_Fin_1A_DefaultMaterial_MS_08.dds
FT_Fin_1A_DefaultMaterial_MS_09.dds

 

Update: all good, but

I also stumbled upon the issue that in some configs the wrong texture path is referenced, not the subfolder "maps" but the folder where the config and the Model is.

So I also had to manually fix all the TUConfig.cfg where that is the case:

GameData\Fintech_Industries\Parts\S1000\TUConfig.cfg
GameData\Fintech_Industries\Parts\S2000\TUConfig.cfg
GameData\Fintech_Industries\Parts\T220\TUConfig.cfg

lines with texture = _BumpMap,


 

Edited by Gordon Dry
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Now I hope that TU is not bad ass and has issues with multiple references to the same texture file (instead of using the same file multiple times but with different filenames).
Pinging @Shadowmage

Example of my changes:

GameData\Fintech_Industries\Parts\CS10\TUConfig.cfg

//this patch adds the PartModule to the Part that manages switching textures
@PART[CS10]:FOR[Fintech?Industries]
{
	MODULE
	{
		name = KSPTextureSwitch
		//this is the name of the texture set  used for new/uninitialized parts
		currentTextureSet = Fintech-CS10-D
		//each 'textureSet =' entry denotes an additional texture set that may be selected in the UI
		//these texture sets are defined below in separate config nodes outside of the part
		textureSet = Fintech-CS10-D
		textureSet = Fintech-CS10-02
		textureSet = Fintech-CS10-03
		textureSet = Fintech-CS10-04
		textureSet = Fintech-CS10-05
		textureSet = Fintech-CS10-06
		textureSet = Fintech-CS10-07
		textureSet = Fintech-CS10-08
		textureSet = Fintech-CS10-09
	}
}
//default set from the textures in the same directory as the model
KSP_TEXTURE_SET
{
	name = Fintech-CS10-D
	title = Default
	MATERIAL
	{
		shader = SSTU/PBR/Metallic
		texture = _MainTex, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_AT_01
		texture = _BumpMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_NRM
		texture = _MetallicGlossMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_MS_01
		//texture = _AOMap, pathToTextureHere
		//texture = _Emissive, pathToTextureHere
	}
}

KSP_TEXTURE_SET
{
	name = Fintech-CS10-02
	title = Set 02
	MATERIAL
	{
		shader = SSTU/PBR/Metallic
		texture = _MainTex, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_AT_02
		texture = _BumpMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_NRM
		texture = _MetallicGlossMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_MS_01
	}
}

KSP_TEXTURE_SET
{
	name = Fintech-CS10-03
	title = Set 03
	MATERIAL
	{
		shader = SSTU/PBR/Metallic
		texture = _MainTex, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_AT_03
		texture = _BumpMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_NRM
		texture = _MetallicGlossMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_MS_01
	}
}

KSP_TEXTURE_SET
{
	name = Fintech-CS10-04
	title = Set 04
	MATERIAL
	{
		shader = SSTU/PBR/Metallic
		texture = _MainTex, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_AT_04
		texture = _BumpMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_NRM
		texture = _MetallicGlossMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_MS_04
	}
}

KSP_TEXTURE_SET
{
	name = Fintech-CS10-05
	title = Set 05
	MATERIAL
	{
		shader = SSTU/PBR/Metallic
		texture = _MainTex, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_AT_05
		texture = _BumpMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_NRM
		texture = _MetallicGlossMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_MS_04
	}
}

KSP_TEXTURE_SET
{
	name = Fintech-CS10-06
	title = Set 06
	MATERIAL
	{
		shader = SSTU/PBR/Metallic
		texture = _MainTex, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_AT_06
		texture = _BumpMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_NRM
		texture = _MetallicGlossMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_MS_04
	}
}

KSP_TEXTURE_SET
{
	name = Fintech-CS10-07
	title = Set 07
	MATERIAL
	{
		shader = SSTU/PBR/Metallic
		texture = _MainTex, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_AT_07
		texture = _BumpMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_NRM
		texture = _MetallicGlossMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_MS_04
	}
}

KSP_TEXTURE_SET
{
	name = Fintech-CS10-08
	title = Set 08
	MATERIAL
	{
		shader = SSTU/PBR/Metallic
		texture = _MainTex, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_AT_08
		texture = _BumpMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_NRM
		texture = _MetallicGlossMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_MS_04
	}
}

KSP_TEXTURE_SET
{
	name = Fintech-CS10-09
	title = Set 09
	MATERIAL
	{
		shader = SSTU/PBR/Metallic
		texture = _MainTex, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_AT_09
		texture = _BumpMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_NRM
		texture = _MetallicGlossMap, Fintech_Industries/Parts/CS10/Maps/FT_Fin_11_Fin11_MS_04
	}
}

Removed the files

FT_Fin_11_Fin11_MS_02.dds
FT_Fin_11_Fin11_MS_03.dds
FT_Fin_11_Fin11_MS_05.dds
FT_Fin_11_Fin11_MS_06.dds
FT_Fin_11_Fin11_MS_07.dds
FT_Fin_11_Fin11_MS_08.dds
FT_Fin_11_Fin11_MS_09.dds

 

Edited by Gordon Dry
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@Gordon Dry

Yea, the configs and texture setup for this pack was definitely sub-optimal from my opinion.  I assumed @vossiewulf had made the layout intentionally the way it was.  Thought that I saw duplicated textures in there when I was working through it, but really didn't (and don't) have the time to personally re-work every config/texture pack that uses TU.

 

In your efforts to 'clean up' the configs -- keep in mind that TU really doesn't care where things are stored, or what specific file structure you use, or how things were set up with PartTools.  As long as your configs are setup properly with the proper model path and texture path, it will all resolve correctly at runtime.

On 6/8/2019 at 6:47 AM, Gordon Dry said:

Now I hope that TU is not bad ass and has issues with multiple references to the same texture file

You can reference the same file multiple times.  Will be no issues in TU.

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Vossiewulf was just trying to get something, anything to work in a truly bizarre Goldbergian process with a stupefying number of steps just to make a simple game part. Seriously, if you set out to create a development process more absurd than KSP modding, you'd probably peg Max Absurdity and the entire universe would suddenly morph into a giant emperor penguin.

As a result I have even more respect for those of you who manage to do such great work under a framework that constantly flails at you with teeth and claws and thorns and giant hornet stings and a broken bottle it found at the 7-Eleven.

I've also been off doing other things as I do, so I'm going to see if I can get someone to take it over, my eyelid still twitches when I think about it. 

One of the other things I've been doing, it's about 90% scratch built, I tossed everything from the kit but the inner frame and the gun carriages and I've modified the design extensively to make it more accurate. It's a Royal Navy cutter, which were the fastest things on water for a bit over 100 years.

u1chekRh.jpg

 

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13 hours ago, vossiewulf said:

Vossiewulf was just trying to get something, anything to work in a truly bizarre Goldbergian process with a stupefying number of steps just to make a simple game part. Seriously, if you set out to create a development process more absurd than KSP modding, you'd probably peg Max Absurdity and the entire universe would suddenly morph into a giant emperor penguin.

:)  I meant nothing negative with my post, and agree with you fully.  KSP modding isn't just complex, its on its own levels (more than one!).  So bad that I constantly have to re-learn things when going back to older projects, because the API is just so obscure and nonsensical.  Still applaud the effort you put into making these parts and textures -- I know full well what it takes, and its not minor.

How did your naval combat game that you were working on end up going?

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