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[1.12.x] ZTheme v1.0.0 - A dark theme for KSP (2023-08-19)


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Posted (edited)

ZTheme
ZTheme
GitHubCKANSpaceDock

A modern dark theme for KSP based on HUDReplacer's own example theme
Also check out Naztheme for a dark retro look!

Updates temporarily on hold as I kinda lost interest in KSP.

image.png
Pretend there's a very cool screenshot of the VAB here

(navball not included, see below)

Dependencies


 

Downloads
GitHubCKANSpaceDock

Installation

Download:
HUDReplacer + its dependencies
Module Manager
and put them in your GameData folder

Download the latest version of ZTheme and unzip ZTheme_vXXX.zip, take the ZTheme folder and put it in GameData

If you are having problems, then I recommend using CKAN.

Voila!

An old screenshot in the SPH with the 'You Lost The Game (mind game)' craft

about:navballs

The pre-alpha KSP2 style navball in the screenshot(s) is not included in this theme but is instead @Squeaky's navball. There are also many more navballs that look nice with (or without) this theme.

There are two ways of changing the navball

In these examples, I'll be using the Principia navball, which looks pretty nice with this theme (and others maybe) (pre-v0.9.5 image).

Spoiler

Screenshot%20(5914).png?raw=true

1 - Using NavBallTextureChanger Updated

NavBallTextureChanger Updated is a mod for KSP which... well... changes the navball texture.
You can change the navball pretty easily in the UI with this mod.

I. Install NavBallTextureChanger Updated
Installing NBTCU is pretty similar to installing ZTheme.

II. Copy the texture into GameData/NavBallTextureChanger/PluginData/Skins
I recommend to also copy the navball twice and naming one navballName_em.png if you want to create emissives for it.

III.  Create the config file
Here's an example of what a config file looks like. If you're using the Principia navball then this should automatically work if you named the navballs navball_compass.png & navball_compass_em.png

Spoiler
NavballTextureChanger
{
	FILE_EMISSIVE
	{
		file = PluginData/Skins/navball_compass.png
		emissive = PluginData/Skins/navball_compass_em.png
		descr = NavballCompass
	}
}

Make sure the file ends with .cfg

IV. Launch KSP and change the navball through the toolbar icon

 

2 - Using HUDReplacer
This method does not need any more mods as HUDReplacer is a dependency of ZTheme.

This method also is pretty simplified so that people who don't know how to do method 1 can easily do this.

I. Copy your texture to GameData/ZTheme/PluginData/UI and rename it to NavBall.png
...and you're done!

If all goes well then you should see your magnificent navball that replaces the stinky old one.

about:icons#KALEditor

If for some reason you don't like the icons for the KAL editor, then you could use Naztheme's

1. Download Naztheme
GitHubSpaceDock

2. Take the KALEditor folder in the zip file and place it in GameData > ZTheme > PluginData

3. Delete the `KAL` folder and rename the KALEditor folder to `KAL`

and you're done!

image.png

Wiki

 

Licensing

Under GNU GPL v3.0 except for the textures from the example theme.
Ask UltraJohn for permission or replace them.
 

Known Issues

KAL Editor icons sometimes don't show up.

 

Edited by zapsnh
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9 minutes ago, Nazalassa said:
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Great, I got rickrolled by a  FlightUIRotQuadrant_bg :D

There's something in the screenshots too :)

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Posted (edited)

I've played a bit with this theme and it is very enjoyable! A flat design is much more 2020s than the stock UI is.
Very minor concerns:

  • Luminosity for the editor should be increased in the settings. Dark parts are not that readable on a dark background.
  • Text icons in the VAB are not appealing. More readability would be welcomed here. EDIT: IRRELEVANT, work is not completed
  • Colors around the altimeter seem a bit insipid, too desaturated.

But this is an overall impressive improvement, I feel like I am playing a new game!

 

EDIT: Saw your Help wanted in Github. Will provide propositions for VAB Icons in a few hours.

Edited by OnlyLightMatters
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                        I'm replying to OnlyLightMatters' reply here (formatting is very broken here on mobile)   For the luminosity, do you mean the background tiles the parts are on? If so, I'd have to see if I can increase the brightness of both the tiles and the border around them since it looks nicer when they share the same color.    For the altimiter colors, do you mean the action group colors (side buttons)? The AG buttons were kinda placeholders because what I was making didn't line up with what was showing so I kinda gave up.          

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Hi zapsnh! 

Yes exactly, these very tiles. For instance a ks25 vector is a pretty dark part. 

For the altimeter buttons yes i was talking of the right buttons (gear, light,...) but these are minor details :p

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Work is still in progress.
Arrows for Load and Save icons will be shortened, I find them too long, but you get the mood.
I'm using the polygon and circle shapes in Photoshop, they are dynamic objects so I can rework the icons I design anytime.

image.png

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30 minutes ago, OnlyLightMatters said:

Work is still in progress.
Arrows for Load and Save icons will be shortened, I find them too long, but you get the mood.
I'm using the polygon and circle shapes in Photoshop, they are dynamic objects so I can rework the icons I design anytime.

 

Spoiler

image.png

The rounded corners do look a little off but so far I really dig the dark-on-light aesthetic.

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50 minutes ago, zapsnh said:

The rounded corners do look a little off but so far I really dig the dark-on-light aesthetic.

Well I like the shapes you pre-designed very much and I carefully repected their sizes.
However I will have to pay attention to the icons on the top left because if nothing is done there will be no separator between them as they share the same color.

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Posted (edited)
18 hours ago, OnlyLightMatters said:

Luminosity for the editor should be increased in the settings. Dark parts are not that readable on a dark background.

I've been trying to make the tile things lighter but everything I do just makes it look weird. The only parts that looks low contrasty against the tiles are the Mk2 Command Pod and the illuminators.
(I see you've got Restock installed so I'm gonna see if other parts are unreadable there)
(I've been playing with my theme + Restock for a month now and I never realized that the parts were lowish contrast, tho I can still tell which engine is which by their shape)
 

Spoiler

dsaf.png?raw=true

 

Edited by zapsnh
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Posted (edited)

I play on a 28" UHD monitor at home. Bigger tiles/icons should be more readable (even though I play with a 140-150% UI). I will test your theme on my laptop, it may be more a personnal issue than a general one.

Edited by OnlyLightMatters
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11 minutes ago, OnlyLightMatters said:

I play on a 28" UHD monitor at home. Bigger tiles/icons should be more readable (even though I play with a 140-150% UI). I will test your theme on my laptop, it may be more a personnal issue than a general one.

Maybe it's the part tile clashing with the background? I've made the background darker so you should be able to see the tile better.

I'll just add another pack with the higher brightness tiles in the next release.

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Posted (edited)
On 5/29/2023 at 10:47 PM, OnlyLightMatters said:

Colors around the altimeter seem a bit insipid, too desaturated.

Kinda got sidetracked and built a plane by accident

Spoiler

accidentally%20built%20a%20plane.png?raw

but how does this look? (light is green now since it looks nice for me)

ag.png?raw=true

Edited by zapsnh
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Posted (edited)

What do you prefer?

1
Dark-on-Light

2
Light-on-Dark
3
Dark-on-Light
(bordered)

Current
4
Light-on-Dark
(bordered)

Untitled.png?raw=true

Edited by zapsnh
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1 hour ago, zapsnh said:

What do you prefer?

1
Dark-on-Light

2
Light-on-Dark
3
Dark-on-Light
(bordered)

Current
4
Light-on-Dark
(bordered)

Untitled.png?raw=true

The current one looks good, but the fourth one isn't bad.

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Posted (edited)
17 minutes ago, OnlyLightMatters said:

This morning's work

Sandbox_normal128x128.png ScienceSandbox_normal128x128.png

Those look awesome!
p.s. I can give you the .psd (or rather, .pdn converted to .psd) files if you're interested

Edited by zapsnh
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Posted (edited)
23 minutes ago, OnlyLightMatters said:

Well why not. I do work with PSD files and I have a dedicated repo to store them.

This might take a while since I had placed the files all over my drives (yes, multiple) and named them stupid things like sdfgsdgsdfgsdfgsdfgsdfgsd.

Here's (some of) the files! (it's in the files folder btw)
https://github.com/zapSNH/ZTheme-Files

Edited by zapsnh
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