UltraJohn Posted May 28, 2023 Author Share Posted May 28, 2023 3 hours ago, zapsnh said: There should be a toolbar (or any other) button that toggles HUDReplacer's keybinds. I either sometimes find some textures that need texturing during normal sessions (and forget about them) or just forget that I had the dev version installed and either have to suffer with no roll controls or suffer with the atrocious loading times again (mods + HDD). Right, so at this point I should probably just merge both versions into one dll for ease of use. This will be in the next release. 3 hours ago, Nazalassa said: I have a small idea of thing to add to HUDReplacer: when pressing a key (like 'a' or something) HUDReplacer goes through all loaded textures and dumps them to GameData/HUDReplacer/PluginData/ or something. Or pressing that key pops out a dialog box where we can enter a texture's name, which HUDReplacer saves to GameData/HUDReplacer/PluginData/ . Just an idea, but it may help quite a lot. So as an example, let's say you wanna replace the stock vertical speed gauge at the top. Would you press D to get the current textures names on the mouse, then press A, type in the name of the gauge, then it saves that texture to a folder with the correct name already set? e.g. "GaugeVerticalSpeed#138x138"? Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted May 28, 2023 Share Posted May 28, 2023 28 minutes ago, UltraJohn said: So as an example, let's say you wanna replace the stock vertical speed gauge at the top. Would you press D to get the current textures names on the mouse, then press A, type in the name of the gauge, then it saves that texture to a folder with the correct name already set? e.g. "GaugeVerticalSpeed#138x138"? Exactly! Also this way we can have access to these ominous "font" textures :) Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted May 28, 2023 Author Share Posted May 28, 2023 Toolbar button done.. Now to work on the new texture dumping feature. https://i.imgur.com/L4va1Ju.mp4 Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted May 29, 2023 Author Share Posted May 29, 2023 Welp, bad news. Looks like it's not possible to read textures from the game data.. Quote "Texture is not readable. The texture memory cannot be accessed from scripts." The solution would be to find the import formatter and change the IsReadable flag, but this value is not accessible outside of the unity editor from what I can tell. That means I can't do much about it as it stands right now. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted May 29, 2023 Author Share Posted May 29, 2023 (edited) 1.1.0-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.1.0-beta What's Changed Debug and release versions of the mod have been merged into one dll, for ease of use. Added a toolbar button ingame to enable or disable the developer features. Added a settings manager which is used to enable or disable the toolbar button. Remember to change the setting in HUDReplacer/Settings.cfg showDebugToolbar from false to true to enable the button. Edited May 29, 2023 by UltraJohn Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted May 31, 2023 Share Posted May 31, 2023 This is so wonderful! I just built a new PC and adding Parallax/BR-EVE and this new mod is basically KSP2 for me. Thanks for bringing this to the community!! Quote Link to comment Share on other sites More sharing options...
zapsnh Posted June 1, 2023 Share Posted June 1, 2023 Hey so I found the numbers texture https://github.com/zapSNH/ZTheme-Files/blob/main/TumblerNumerals.png Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted June 1, 2023 Share Posted June 1, 2023 27 minutes ago, zapsnh said: Hey so I found the numbers texture https://github.com/zapSNH/ZTheme-Files/blob/main/TumblerNumerals.png I'll change Naztheme's numbers ASAP, thanks! Nice little amongus characters, by the way :) Now to find the icon texture. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted June 1, 2023 Author Share Posted June 1, 2023 36 minutes ago, zapsnh said: Hey so I found the numbers texture https://github.com/zapSNH/ZTheme-Files/blob/main/TumblerNumerals.png Amazing. There's also TumblerMagnitude for the letters, and another called tumbler_comma. Quote Link to comment Share on other sites More sharing options...
zapsnh Posted June 1, 2023 Share Posted June 1, 2023 22 minutes ago, Nazalassa said: Now to find the icon texture. You mean the sea level/ground level texture? SeaLevel_Icon - WxH=46x44 GroundLevel_Icon - WxH=46x44 Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted June 1, 2023 Share Posted June 1, 2023 5 hours ago, zapsnh said: Hey so I found the numbers texture https://github.com/zapSNH/ZTheme-Files/blob/main/TumblerNumerals.png They don't change colors - they're always black. Well, I guess I'll have to make my altimeter lighter then... :( Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted June 1, 2023 Author Share Posted June 1, 2023 26 minutes ago, Nazalassa said: They don't change colors - they're always black. Well, I guess I'll have to make my altimeter lighter then... Probably colored in code then. I'll see if I can figure something out for that. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted June 1, 2023 Author Share Posted June 1, 2023 (edited) Aha, I may have found the solution to coloring the numbers... Edit: Oh look! Are there other elements that need recoloring support? Edited June 1, 2023 by UltraJohn Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted June 2, 2023 Share Posted June 2, 2023 8 hours ago, UltraJohn said: Aha, I may have found the solution to coloring the numbers... Edit: Oh look! Are there other elements that need recoloring support? So, how did you do? Is it code? Anyways, here are my new digits, tell me what you think of them. Quote Link to comment Share on other sites More sharing options...
zapsnh Posted June 2, 2023 Share Posted June 2, 2023 I can't theme the Mission Builder since there's no toolbar button for it and I can't use Q, E, or D. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted June 2, 2023 Author Share Posted June 2, 2023 4 hours ago, Nazalassa said: So, how did you do? Is it code? Yes it's colored by a material, and it's easy to overwrite with your own: var tumbler = FindObjectOfType<KSP.UI.Screens.Tumbler>(); if(tumbler != null) { tumbler.SetColor(new Color(r,g,b,a)); } The downside is that I have to add each type of UI element individually if you want it to support recoloring. Though so far it would only be the Tumbler numerals and letters. If there's more let me know so I can add it. Now to think of how the configs should be structured for this... Perhaps a cfg with something like this? HUDReplacerRecolor:NEEDS[HUDReplacer] { TumblerNumerals = 1,1,1,1 } The values given are RGBA with the range going from 0 to 1. 4 hours ago, Nazalassa said: Anyways, here are my new digits, tell me what you think of them. Looks great! 1 hour ago, zapsnh said: I can't theme the Mission Builder since there's no toolbar button for it and I can't use Q, E, or D. Is this the same issue @Nazalassamentioned a few pages back? I don't have the dlc for this, so I can't really test it myself. I've looked at the options given for KSPAddon.Startup and I don't see an option for this scene specifically. Someone will have to help me with this one. Quote Link to comment Share on other sites More sharing options...
zapsnh Posted June 2, 2023 Share Posted June 2, 2023 (edited) 43 minutes ago, UltraJohn said: I've looked at the options given for KSPAddon.Startup and I don't see an option for this scene specifically. Someone will have to help me with this one. I've got Making History and I also don't see any options for it. (just to make sure I'm not a dumb goof, are the options in public enum Startup?) Edited June 2, 2023 by zapsnh Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted June 2, 2023 Author Share Posted June 2, 2023 (edited) 54 minutes ago, zapsnh said: (just to make sure I'm not a dumb goof, are the options in public enum Startup?) Yeah, that's it. Although with the poor documentation of KSP in general, it's impossible to know if any of them include the mission builder and without access to that menu, I can't test them. Edit: @zapsnh Ok so in your screenshot I noticed it's actually loading some of your textures already. That would indicate it might be using the same scene as the main menu. Since there's no toolbar button on the main menu, what you can try is loading into KSC to spawn the button, then enable debug, back out to the main menu and then try the debug hotkeys. Let me know how that goes. Edited June 2, 2023 by UltraJohn Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted June 2, 2023 Share Posted June 2, 2023 2 hours ago, UltraJohn said: I've looked at the options given for KSPAddon.Startup and I don't see an option for this scene specifically. Someone will have to help me with this one. Maybe try KSPAddon.Startup.EveryScene (or so it's named)? Also I have found this in KSP.log: kspMissionEditor.unity (may be useful). 2 hours ago, UltraJohn said: Now to think of how the configs should be structured for this... Perhaps a cfg with something like this? HUDReplacerRecolor:NEEDS[HUDReplacer] { TumblerNumerals = 1,1,1,1 } The values given are RGBA with the range going from 0 to 1. Excellent! Also maybe add a way to specify pointer textures, instead of checking for every image? Like: HUDReplacer:NEEDS[HUDReplacer] { cursorDir = GameData/<modDirectory>/Cursors } (to specify a directory in which the cursors are) or HUDReplacer:NEEDS[HUDReplacer] { cursorNormal = GameData/<modDirectory>/Cursors/normal.png cursorLeftClick = GameData/<modDirectory>/Cursors/left.png cursorRightClick = GameData/<modDirectory>/Cursors/right.png } (to specify files individually) (whatever is better) Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted June 2, 2023 Share Posted June 2, 2023 Also, maybe add the orange "window bar" to the list of colorable elements if possible :) Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted June 2, 2023 Author Share Posted June 2, 2023 (edited) 14 minutes ago, Nazalassa said: Maybe try KSPAddon.Startup.EveryScene (or so it's named)? Well as I mentioned in the edit above, I don't think there's a specific scene used for mission builder, but either way I can't test it myself. Try the "fix" i mentioned and let me know if that works. If not I'll try your idea just to make absolutely sure I didn't miss anything. 14 minutes ago, Nazalassa said: Excellent! Also maybe add a way to specify pointer textures, instead of checking for every image? Like: Not sure what you mean here? The pointer textures already work in the latest version? 3 minutes ago, Nazalassa said: Also, maybe add the orange "window bar" to the list of colorable elements if possible Which one is that? Edited June 2, 2023 by UltraJohn Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted June 2, 2023 Share Posted June 2, 2023 1 minute ago, UltraJohn said: Not sure what you mean here? The pointer textures already work in the latest version? So that we can give meaningful names to pointer textures, and also with this change you can remove all the 'if's from the function that refreshes images, and HR would probably run a little faster. (just a guess) btw, have you seen @Space Scumbag (aka swdennis)'s video about HR? 6 minutes ago, UltraJohn said: Which one is that? The bar at the top of PAWs Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted June 2, 2023 Author Share Posted June 2, 2023 (edited) 1 hour ago, Nazalassa said: So that we can give meaningful names to pointer textures, and also with this change you can remove all the 'if's from the function that refreshes images, and HR would probably run a little faster. (just a guess) I can kinda see what you mean, being able to rename the files to something other than basicNeutral? But then you could say the same for every other texture? I'd like to keep it simple to make the configs, and try to allow as much as possible to be automated without requiring writing configs for each individual part. However, in the case of the cursor I might make an exception for that, since it already requires some extra code to work. I will clean up the 'if' code in a future update. In terms of performance, there won't be any noticeable difference between your suggestion, as the current method of loading the cursor textures is done in the same pass as everything else. 1 hour ago, Nazalassa said: btw, have you seen @Space Scumbag (aka swdennis)'s video about HR? No, I have not. Gonna have to check that out! 1 hour ago, Nazalassa said: The bar at the top of PAWs Gotcha, I'll look at that next! Edit: PAW yeah! Edited June 2, 2023 by UltraJohn Quote Link to comment Share on other sites More sharing options...
zapsnh Posted June 3, 2023 Share Posted June 3, 2023 (edited) Does anyone know what the Steam (presumably the Steam Workshop) icon texture in the VAB is called? Edited June 3, 2023 by zapsnh Quote Link to comment Share on other sites More sharing options...
mateusviccari Posted June 3, 2023 Share Posted June 3, 2023 (edited) I'm seeing some missing buttons in the RP-1 tech tree, can this be the culprit (I'm using ZTheme)? EDIT - Not the culprit. It was actually "Hide empty tech tree nodes" which was causing the issue. Edited June 3, 2023 by mateusviccari Found the solution Quote Link to comment Share on other sites More sharing options...
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