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[1.12.X] ShineFix [WIP]


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24 minutes ago, rockmeowstar said:

Just wanted to say one thing: unfortunately interior does not reflect itself, it works like an outside mirror (you can see the runway through the wall in the reflection of the exit window, and this is what I've got now)

Yeah interior space is a different camera, we tried to do a reflection probe for it with MirageDev, to be able to have nice reflection on props, glass surfaces, etc, but no luck yet... one day maybe.. :D

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2 hours ago, User_1234 said:

Are Deferred, Harmony, and Shabby required mods for this to work?

There are no dependencies clearly listed, but I downloaded this mod and there are no changes at all.

Thanks for the question! There is an installation guide in GitHub, added it in the forum topic

 

Manual installation
Get the latest .zip from releases. Unzip it, paste 000_ShineFix folder in your game's GameData folder.

Requirements:
https://ksp.sarbian.com/jenkins/job/ModuleManager/

https://github.com/LGhassen/Deferred

https://github.com/KSPModdingLibs/Shabby

https://github.com/KSPModdingLibs/HarmonyKSP

└──────GameData
        ├──────ModuleManager.dll
        ├──────000_Harmony
        ├──────000_ShineFix
        ├──────Shabby
        └──────zzz_Deferred

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Sorry to bother you again, but there seems to be an incompatibility with the mod Stockalike Mining Extension.

With ShineFix installed some of the parts of the mod are not loaded. Mostly drills, but non exclusively: https://imgur.com/a/hBn78yF

The KSP.log doesn't' seem to show any errors. https://mega.nz/file/w5hiDZbb#ZQkaRl3YQJlbC1fJHQ_3KO_eAX5xNYvSS5YQIF7Uqpk

If you want i can give to you the list of the names of the missing parts.

Stockalike Mining Extension is old and not updated, it has already some textures problems by its own with restock installed (but not on those parts), so it's possible it's not completely Shinefix's fault. Can you just check if there is something you can do from your end?

Thanks.

 

P.S. I have tried with an installation with only ShineFix and Stockalike Mining Extension and the problem is still there, so there shouldn't be any interference from other mods. 

Edited by urturino
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I understand that not every mod is implemented well enough from an alpha channel perspective. This means that I will have to look into them in more detail, but this is also good news - it gives me a reason to look into this and improve the configs in future releases.

I'll try to invest my time in developing this mod over the weekend.

Edited by rockmeowstar
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I am also curious if there is a way to blacklist parts from this mod. 
I am absolutely loving it, but play with a couple older parts mods.

It seems to do an amazing job with "some" older mods, Dr. Kernasus parts looks way better.

So many things are changing now with the VFX mods, I am never certain which one is doing what... but the end result is quite beautiful.
Thank you for all your work, this is a really epic addition to the KSP mod library.

P.S
If you are somewhere that endorses the holidays and new year...  be sure to get some down time in

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Hi guys! I have a suggestion on how to speed up the adaptation of the mod to all other modded parts. I would like to ask you to attach links to the mods that break when combined with ShineFix. I will analyze the list of dependencies and interactions of configs, and perhaps, thanks to a systematic approach, I will identify a common pattern that currently causes an error in my configs. Otherwise, of course, it will be necessary to turn off the mod for a number of parts one by one or release fixes for them. 

This will take more time, but in theory it is achievable. However, the first attempt should be based on some general configurable rule.

The reason I'm asking for a list of links is not because I'm too lazy to figure out the mods myself, but because I can't guarantee that I'll install exactly the same version of the mod as you.

Some, as I saw, are not adapted to the latest version, and were supported by different people at different times. What ultimately works and what doesn't is contradictory in the comments - for some, everything is fine, for others, the build is very specific. It didn't work for me right away either.

This probably seems a bit impolite, so I apologize for asking this, but in theory this could greatly reduce the time it takes to release new versions.

Thanks in advance! 

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On 12/8/2024 at 2:18 AM, rockmeowstar said:

Hi guys! I have a suggestion on how to speed up the adaptation of the mod to all other modded parts. I would like to ask you to attach links to the mods that break when combined with ShineFix. I will analyze the list of dependencies and interactions of configs, and perhaps, thanks to a systematic approach, I will identify a common pattern that currently causes an error in my configs. Otherwise, of course, it will be necessary to turn off the mod for a number of parts one by one or release fixes for them. 

This will take more time, but in theory it is achievable. However, the first attempt should be based on some general configurable rule.

The reason I'm asking for a list of links is not because I'm too lazy to figure out the mods myself, but because I can't guarantee that I'll install exactly the same version of the mod as you.

Some, as I saw, are not adapted to the latest version, and were supported by different people at different times. What ultimately works and what doesn't is contradictory in the comments - for some, everything is fine, for others, the build is very specific. It didn't work for me right away either.

This probably seems a bit impolite, so I apologize for asking this, but in theory this could greatly reduce the time it takes to release new versions.

Thanks in advance! 

Hi.

I have made some test, there is the list of the parts not loaded in my installation with ShineFix: https://imgur.com/a/j2D2tYk

They are 4 parts from https://spacedock.info/mod/354/Stockalike Mining Extension (last version) and more interesting the Big Robotic Arm from Breaking Ground DLC.

Witch mean there is something in that part different respect the other two arms and that difference generates conflict to the mod.

Since i don't have the whole tech tree unlocked, there could be other parts not loaded. I'm making other tests. I'll keep you update if other parts are founded.

 

Thank you for your hard work.

Edited by urturino
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Update 1: There are other parts from Stockalike Mining Extension, always drill and other extraction parts.

And also one single part from https://spacedock.info/mod/173/Kerbal Planetary Base Systems (last version), also a Drill (!).

And finally the mod https://spacedock.info/mod/2379 is probably too much shiny.

The link is the same: https://imgur.com/a/j2D2tYk

I have almost 200 mods and those are all the missing parts from them. Everything else works great.

Edited by urturino
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I started with the most difficult part - the parts from the Pteron mod (PMSRV). The explanation for the situation turned out to be quite obvious - the alpha channel for these parts was not implemented at all, but the texture had a brightness of 255, which corresponds to full specular gloss. However, there are also other problems. When I tried to fix the texture, I noticed that the material is not quite correctly defined, and in some places it does not appear as expected with proper rendering with shaders. The screenshots show a silky focused shine on the matte part and a type of highlights on the geometry that is not corrected by simply fixing the alpha channel, because the wheels and engine also look silky. For now, I am thinking about what to do with this, but the best thing we can do for this mod is to contact the author and agree on joint revisions of the model materials. Of course, I am ready to pass on all the edits without indicating my authorship, since these are only recommendations. 

To be honest, I just don't want to make big changes on my own without permission to do so, and I think that since this is a mod for just one set of parts, it makes more sense to not make a mod on top of this mod, but to merge it all into one design that will remain unchanged compared to the original without lighting and reflection mods, and will look corrected with lighting and reflection mods. 

W9R1H9E.png

4l9OAVJ.png

Anyway, here is a rough alpha channel sketch that I think would be appropriate for this case. I'm still working on it.

y0x071k.png

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12 hours ago, rockmeowstar said:

@urturino

I'm also a little confused: do the wheels of this craft turn? The parts that were provided in the link look partially broken to me and incompatible with the new version of the game.

If i remember correctly the wheels need Firespitter to work (but is not marked as a dependence of the mod)

I don't use Firespitter and just crash to the runway, the capsule has high tolerance and every landing i can walk away is a good landing.

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14 hours ago, rockmeowstar said:

Got it, it was just critical for me to know that I didn't break something even more by trying to fix it :)

Personally, I don't think this mod is well described enough. But I guess it has value out of sentimental attachment. I'll do the bare minimum for it this time. 

For me you could just disable Shinefix for that parts and call it a day.  I only use it because i like the idea of a very small shuttle, Dreamchaser-like. But the mod is probably abandoned, so if there is too much work to do, don't worry to leave it without support.

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The Pteron mod maintainer is online. 

@zer0Kerbal FYI, I saw in the description of the mod that you would like to receive help in its development.

I uploaded the alpha channel texture to you github repository. Please pay attention when you have free time and thanks in advance! 

https://github.com/zer0Kerbal/Pteron/issues/48

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