zapsnh Posted January 3 Share Posted January 3 (edited) Can confirm that it works (after like 2 hours of loading)! I did add onScene = SPACECENTER to the config file but I have no idea if it actually does anything and at this point I can't wait 2 more hours to check. -- Also, can you add recoloring support for the RCS and SAS buttons (specifically their disabled states). Right now I use a bright radial gradient so that they're readable when disabled but it kinda looks off. Edited January 3 by zapsnh Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 3 Share Posted January 3 @UltraJohn can confirm it works. Thanks! I have experimented a little with using images that are not the right size (as mentionned a few pages, and months, ago) and it appears sliced images do not like that. Other images look fine, though. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 4 Author Share Posted January 4 1.2.11-beta is released. https://github.com/UltraJohn/HUDReplacer/releases/tag/1.2.11-beta What's Changed Added new recolor option for the SAS and RCS buttons. Example: SASDisplayOnColor = 0,1,0,1 SASDisplayOffColor = 1,0,0,1 RCSDisplayOnColor = 0,1,0,1 RCSDisplayOffColor = 1,0,0,1 Quote Link to comment Share on other sites More sharing options...
zapsnh Posted January 6 Share Posted January 6 (edited) For some reason HUDReplacer (or ZTheme (or RP-1)) now decides to load UIElements_14 instead of rep_background. It also doesn't show the reputation amount. Hovering over the element says that it's UIElements_14. I have no idea how RP-1 works so I have no clue how to fix it. Why is it loading UIElements_14? Link to github issue Edited July 12 by zapsnh fix another broken image Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 6 Author Share Posted January 6 (edited) 29 minutes ago, zapsnh said: For some reason HUDReplacer (or ZTheme (or RP-1)) now decides to load UIElements_14 instead of rep_background. It also doesn't show the reputation amount. Hovering over the element says that it's UIElements_14. I have no idea how RP-1 works so I have no clue how to fix it. Why is it loading UIElements_14? Link to github issue It probably has something to do with how RP-1 loads its UI elements, and that conflicts with the default behaviour of the game somehow. I can try to take a look at it with the debugger and see if there's any obvious issue. I think this is the patch that modifies the original rep bar. Edited January 6 by UltraJohn Quote Link to comment Share on other sites More sharing options...
zapsnh Posted January 6 Share Posted January 6 It might actually be user error . It seems that if the texture for rep_background isn't the exact size, it'll break. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 6 Author Share Posted January 6 10 minutes ago, zapsnh said: It might actually be user error . It seems that if the texture for rep_background isn't the exact size, it'll break. Ah alright then. Quote Link to comment Share on other sites More sharing options...
spicyspace Posted January 7 Share Posted January 7 I have been having a lot of fun messing around with textures and whatnot! While experimenting, I found that the editor category buttons (edcat_btn_generic_...) (specifically normal and over, potentially disabled and active) have some set color that cannot be edited with the current config. Would it be possible to make these textures recolorable? Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 8 Author Share Posted January 8 17 hours ago, spicyspace said: I have been having a lot of fun messing around with textures and whatnot! While experimenting, I found that the editor category buttons (edcat_btn_generic_...) (specifically normal and over, potentially disabled and active) have some set color that cannot be edited with the current config. Would it be possible to make these textures recolorable? Glad you're having fun! If you mean these, then I have no problem changing the color of these buttons by just recoloring the texture itself. Is there a specific one that doesn't work? Quote Link to comment Share on other sites More sharing options...
spicyspace Posted January 8 Share Posted January 8 5 hours ago, UltraJohn said: Glad you're having fun! If you mean these, then I have no problem changing the color of these buttons by just recoloring the texture itself. Is there a specific one that doesn't work? After some editing, I found that while pure color does work, trying to make them look "dark mode" or KSP2-esque resulted in them having a blue hue. Later, I found that coloring these dark grey to white also retains the hue. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 8 Author Share Posted January 8 5 minutes ago, spicyspace said: After some editing, I found that while pure color does work, trying to make them look "dark mode" or KSP2-esque resulted in them having a blue hue. Later, I found that coloring these dark grey to white also retains the hue. Can you screenshot it? And probably post a zip with those textures, so I can try them out myself and see if I can replicate it. Also just checking to make sure, but it wouldn't happen to be from TUFX post processing or something like that? Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 21 Share Posted January 21 I wonder... How are text colors stored in KSP? Would it be possible to recolor in-game text as well? For example, the buttons in the load save menu, or in the editor load menu, etc.? Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 22 Author Share Posted January 22 23 hours ago, Nazalassa said: I wonder... How are text colors stored in KSP? Would it be possible to recolor in-game text as well? For example, the buttons in the load save menu, or in the editor load menu, etc.? Most text is stored in the TextMeshProUGUI components. You can set the color directly on these. Here's an example of how I did it with some of the PAW stuff. Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 22 Share Posted January 22 1 hour ago, UltraJohn said: Most text is stored in the TextMeshProUGUI components. You can set the color directly on these. Here's an example of how I did it with some of the PAW stuff. Nice! Would there be a chance to have full (stock) text recoloring support in HR? Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted January 22 Author Share Posted January 22 (edited) 42 minutes ago, Nazalassa said: Nice! Would there be a chance to have full (stock) text recoloring support in HR? I will definetely look into it, as I feel like it wouldn't make sense NOT to implement it in a mod that's all about customizing the UI! With that said, it's a lot of work to do, which is why I've so far only included the ones people have asked me to add. When I designed this mod originally, the intent was for everything to be automated by replacing just textures, without requiring modifying stock code, or adding any more bespoke logic. But that only works for 99% of textures, with a few exceptions like the PAW and the KAL window, etc. And ofcourse all text would then need to be manually coded in. If you're up for the task, it would help a lot with a list of elements that needs to be included, such as like you said, the pause/load/save menu. Preferably screenshots with outlines of each element. (I quickly lose track of what is what ingame from just a list of words ) Edited January 22 by UltraJohn Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted January 23 Share Posted January 23 (edited) Will do. -- and procrastinate, too. Edited January 29 by Nazalassa Quote Link to comment Share on other sites More sharing options...
N9 Gaming Posted January 29 Share Posted January 29 I had an idea, that being to take make a new UI theme using zTheme as a starting point. I'll just have to see how it comes along, really! I've got a plan but have only touched the NavBall in photoshop so far: Quote Link to comment Share on other sites More sharing options...
N9 Gaming Posted February 2 Share Posted February 2 I'll refrain from spamming this forum with more updates on this and will probably make my own page for it when I have a lot more done, but the NavBall is looking nice I think! Quote Link to comment Share on other sites More sharing options...
Svm420 Posted February 2 Share Posted February 2 I have always wondered. Could we get rid of the -5 to 0 of the G gauge? It doesn't actually function that way. Negative gees still read on the positive side. Also the throttle above 100 Just a personal peeve of mine. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted February 2 Author Share Posted February 2 17 hours ago, Svm420 said: I have always wondered. Could we get rid of the -5 to 0 of the G gauge? It doesn't actually function that way. Negative gees still read on the positive side. Also the throttle above 100 Just a personal peeve of mine. Yeah you could replace the navball_bg texture, but the needles would still only move within the original positions. You could probably overwrite that with a mod however. From a quick look, that might be possible by changing the RotationalGauge property of GeeGauge. There's a value for maxRot, and possibly changing the clamping in the SetValue() method. Same for the throttle gauge. Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted February 27 Share Posted February 27 Hi, wpuld it be possible to remove diferent parts of the in flight HUD so can make an custom Overlay like the one that spacex uses in the starship launches? like this? Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted February 27 Author Share Posted February 27 21 hours ago, kspbutitscursed said: Hi, wpuld it be possible to remove diferent parts of the in flight HUD so can make an custom Overlay like the one that spacex uses in the starship launches? like this? Hi! You can do that without using this mod, by using the default hotkey to hide the UI (F2), but you'll still have to recreate the custom overlay yourself. Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted February 27 Share Posted February 27 1 hour ago, UltraJohn said: Hi! You can do that without using this mod, by using the default hotkey to hide the UI (F2), but you'll still have to recreate the custom overlay yourself. ah ok thanks but i would love if there is a way to make the overlay use the telementry from KSP is this possible? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted February 28 Share Posted February 28 9 hours ago, kspbutitscursed said: ah ok thanks but i would love if there is a way to make the overlay use the telementry from KSP is this possible? While the exact layout shown isn't possible, Historian Expanded allows you to overlay various pieces of telemetry information on your screen in a customisable manner. This can be either for screenshots or displayed persistently during flight (with or without the rest of the GUI). Quote Link to comment Share on other sites More sharing options...
Nazalassa Posted March 8 Share Posted March 8 (edited) @UltraJohn I finally got out of procrastination and took the following lot of screenshots showing where the text is colorized. (that is like everywhere where there is text.) Maybe it would be good for mods to be able to specify only, for example, a 'green-replacing color', which is used with all the texts that are in green; and so on for each different color. List of places I could possibly think of which have text: Spoiler https://imgur.com/a/8h2UkMh And since we can already recolor stuff, it may be good to be able to set opacity on some elements (as per past request) (including, too, the staging). Also, do you think it would be possible to change the font? Edited March 8 by Nazalassa Quote Link to comment Share on other sites More sharing options...
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