minerbat Posted February 13 Share Posted February 13 (edited) I am not sure where to ask this. I want to change the textures on a stock part for a video (specifically the making history structural panels). is there an (easy) way to do this? It shouldnt change the part in any other way so that i can load an already existing build with the new texture (in the same way that stock builds can be loaded with restock). I have used custom flags for similar purposes in the past, but that isnt sufficient this time Edited February 13 by minerbat Quote Link to comment Share on other sites More sharing options...
MacLuky Posted February 16 Share Posted February 16 you can recolour using part variants, there are a couple of posts on the forum on that talk about that. in the past you could assign a different texture in the model section, I've not been able to get that to work sinds 1.7 texture replacer might be able to do this for you I just edit the textures in place ..... dds2png (xnconvert) then photoshop and then back. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted February 16 Share Posted February 16 Depends how you want to change the texture. The Conformal Decals mod gives a better "flag" based painting option than the stock flags, but uses added parts which prevent the craft from being loaded if the mod is not present. This is the simplest and most flexible way to add multiple markings and custom text to craft (e.g. ID numbers). Example: Spoiler For a simple single solid colour on a part the easiest way is to use TexturesUnlimited and TURD If you want something more complicated then you can leverage the existing variants system on the parts: make a copy of the default texture atlas (located at GameData/SquadExpansion/MakingHistory/Parts/Structural/Assets/Panels.dds), open it in a paint package and then save the modified texture into your own folder inside GameData (I use ZZZ_Custom/Textures in the example here). Add a ModuleManager configuration file. The below example shows two simple variants - red and blue - each of which only changes the colour map and reuses the stock bump map: Spoiler @PART[Panel*,EquiTriangle*,Triangle*]:HAS[#author[RoverDude]]:FINAL { @MODULE[ModulePartVariants] { VARIANT { name = Blue displayName = Blue themeName = Blue primaryColor = #000099 TEXTURE { shader=KSP/Bumped mainTextureURL = ZZZ_Custom/Textures/Panels_Blue_D color = #000099 _BumpMap=SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity= 1.0 _RimFalloff= 0.1 } } VARIANT { name = Red displayName = Red themeName = Red primaryColor = #990000 TEXTURE { shader=KSP/Bumped mainTextureURL = ZZZ_Custom/Textures/Panels_Red_D color = #990000 _BumpMap=SquadExpansion/MakingHistory/Parts/Structural/Assets/NormalMap _Opacity= 1.0 _RimFalloff= 0.1 } } } } Select the new part variant when building the craft in the editor inside KSP Spoiler Any craft built using repainted panels with either method can be loaded into a pure stock version of the game and will just appear with the default white colour variant for the panels. Panels repainted using TexturesUnlimited will also cause a warning about missing modules to be displayed, but this is safely ignorable. Spoiler Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.