Jump to content

[1.0] KerbPaint - Paint layering for parts (March 30th, 2016) Community Update


Texel

Recommended Posts

Just to be clear, I did not make the KerbPaint mod, that is far beyond my knowledge of being able to do. What I did was knock together some .png files and a config that can be read by the mod so some other parts can be painted.

So are you the new guy taking up the mantel of responsibility for kerbpaint?

Link to comment
Share on other sites

So are you the new guy taking up the mantel of responsibility for kerbpaint?

No, I am just a guy that wanted to be able to paint mods I use so spent a week learning and making things to do just that. It seemed silly to keep the files to myself when it could benefit the KerbPaint project and users.

I do have intention to create further files for other mods (I started working on KAX) but as is always the case, real life gets in the way.

Link to comment
Share on other sites

No, I am just a guy that wanted to be able to paint mods I use so spent a week learning and making things to do just that. It seemed silly to keep the files to myself when it could benefit the KerbPaint project and users.

I do have intention to create further files for other mods (I started working on KAX) but as is always the case, real life gets in the way.

Ok

Honestly one thing I can't stand is when people make really great mods and then pull a Macey Dean (leave without warning)

It's happened twice now to this mod. Reality is Squad should just implement kerb paint into the game

Link to comment
Share on other sites

Well, really, there is no need for the KerbPaint mod to be updated, it still works, although I have an issue with copy/paste sets where it fails to paste the layer setting for whatever is selected (primary, secondary or tertiary). The only thing I would like to see is for the interface to not click through (and it's not alone in that respect, other mods do this too) and maybe some ability to paint all parts at once.

I don't think Texel has abandoned the project, it just doesn't need anything done to it in terms of it being functional with current KSP builds. As far as adding support for mods, it's just a mammoth task requiring so many man hours one person could not possibly do this and so they have openly said they would appreciate community efforts in that regard.

Link to comment
Share on other sites

Well, really, there is no need for the KerbPaint mod to be updated, it still works, although I have an issue with copy/paste sets where it fails to paste the layer setting for whatever is selected (primary, secondary or tertiary). The only thing I would like to see is for the interface to not click through (and it's not alone in that respect, other mods do this too) and maybe some ability to paint all parts at once.

I don't think Texel has abandoned the project, it just doesn't need anything done to it in terms of it being functional with current KSP builds. As far as adding support for mods, it's just a mammoth task requiring so many man hours one person could not possibly do this and so they have openly said they would appreciate community efforts in that regard.

Ehhh that's debatable as there have been a lot of new parts added sense textiles last update and it's been a while sense the stock addon guy has been on.

Link to comment
Share on other sites

I agree, seeing a mod you love effectively die through abandonment is a little depressing but the reality of the situation is all mods are worked on through peoples passion in their own free time. Sometimes, strange as it may seem, things beyond the realm of the computer and the internet take precendence. It would be nice to have a notice if things such as this are the case but we should not expect it.

Hopefully, Texel will one day return with an awesome overhaul of KerbPaint with a shiney new GUI and features we never dreamed of. It would also be nice if Squad implimented a similar feature in the stock game.

Something I have pondered on, maybe if Part makers were more aware of KerbPaint's appeal, they would themselves create their own shader maps? Maybe if it was a feature of the stock game this would happen?

Anyway, until then, as and when I have freetime to persue shader map creation, I will. The sad thing is, until the end of November, free time is something I am going to be quite short of.

Link to comment
Share on other sites

Here's a module manager config I wrote to get KerbPaint to work with Procedural Parts (the continuation of StretchyTanks). It uses the texture already included in KerbPaint for StretchyTanks.


@PART[proceduralTankLiquid]
{
MODULE
{
name = ModulePaintable
Texture = Stretchy_Paint
Shader = BumpSpec
Specific = side
StretchyFix = true
}
}

@PART[proceduralTankRCS]
{
MODULE
{
name = ModulePaintable
Texture = Stretchy_Paint
Shader = BumpSpec
Specific = side
StretchyFix = true
}
}

@PART[proceduralTankXenon]
{
MODULE
{
name = ModulePaintable
Texture = Stretchy_Paint
Shader = BumpSpec
Specific = side
StretchyFix = true
}
}

@PART[proceduralTankSRB]
{
MODULE
{
name = ModulePaintable
Texture = Stretchy_Paint
Shader = BumpSpec
Specific = side
StretchyFix = true
}
}


@PART[proceduralBattery]
{
MODULE
{
name = ModulePaintable
Texture = Stretchy_Paint
Shader = BumpSpec
Specific = side
StretchyFix = true
}
}

@PART[proceduralNoseCone]
{
MODULE
{
name = ModulePaintable
Texture = Stretchy_Paint
Shader = BumpSpec
Specific = side
StretchyFix = true
}
}

@PART[proceduralStackDecoupler]
{
MODULE
{
name = ModulePaintable
Texture = Stretchy_Paint
Shader = BumpSpec
Specific = side
StretchyFix = true
}
}

@PART[proceduralStructural]
{
MODULE
{
name = ModulePaintable
Texture = Stretchy_Paint
Shader = BumpSpec
Specific = side
StretchyFix = true
}
}

@PART[procedural*]:HAS[@MODULE[ProceduralPart]]
{
@MODULE[ProceduralPart]
{
!textureSet = DELETE
}
}

Link to comment
Share on other sites

I've actually been working on B9 in its current state, but it's really not as easy as it looks. Sometimes the shader you pick doesn't work the way it is meant to, and sometimes you have to apply a "deepreplace" modifier to it. It's a lot of crazy stuff. I've really only touched the surface of what's needed to make it all work and already that's meant at least a full work week full of sometimes picking selections out of the B9 textures one pixel at a time to make sure I'm only painting something on a specific layer that actually should be painted. Add to that the complexity of needing to make sure the paint job works along with the texture switching and the part variations and model switches... I think my hair is starting to fall out.

Link to comment
Share on other sites

I've actually been working on B9 in its current state, but it's really not as easy as it looks. Sometimes the shader you pick doesn't work the way it is meant to, and sometimes you have to apply a "deepreplace" modifier to it. It's a lot of crazy stuff. I've really only touched the surface of what's needed to make it all work and already that's meant at least a full work week full of sometimes picking selections out of the B9 textures one pixel at a time to make sure I'm only painting something on a specific layer that actually should be painted. Add to that the complexity of needing to make sure the paint job works along with the texture switching and the part variations and model switches... I think my hair is starting to fall out.

Yeah. The "do it yourself" option is useful for mod-writer sorts. For the general audience, not so much. This one could really do with a user-friendly stockified version.

Link to comment
Share on other sites

Hey guys if you could make these 3 parts from this mod http://forum.kerbalspaceprogram.com/threads/69539-0-23-Stockalike-parts-for-useful-esthetics

Paintable I would be ENTERNALY grateful. Here is a screen of the three I would love to be paintable...

http://steamcommunity.com/sharedfiles/filedetails/?id=317512994

THANK YOU ;)

Link to comment
Share on other sites

Yeah. The "do it yourself" option is useful for mod-writer sorts. For the general audience, not so much. This one could really do with a user-friendly stockified version.

Don't get me wrong, B9 is a tough one, but for most other packs it's pretty easy. You just need to follow the instruction in the OP and experiment a bit. As a rule, if it's a part with multiple moving objects, or procedural elements, you'll probably need "deepreplace = true"; If the part has emissive objects or an emissive texture applied to it, you'll need to use "EmissiveBumpSpec" instead of the regular "BumpSpec" that most parts can use, and you'll likely have to specify the "Specific = *" where you specify the main texture for the part being painted.

And... if all else fails just use a basic texture painted all red, and you'll be able to paint the part with the primary color.

Link to comment
Share on other sites

Hey guys if you could make these 3 parts from this mod http://forum.kerbalspaceprogram.com/threads/69539-0-23-Stockalike-parts-for-useful-esthetics

Paintable I would be ENTERNALY grateful. Here is a screen of the three I would love to be paintable...

http://steamcommunity.com/sharedfiles/filedetails/?id=317512994

THANK YOU ;)

Try this https://dl.dropboxusercontent.com/u/72893034/Paint_TurboNisu.cfg.zip

EDIT- Thats too funny Old Man Jenkins but you forgot to circle the top clue

[0.23] KerbPaint - Paint layering for parts (September 23rd) (Same Old, Still Works!)
Last edited by Texel; 18th December 2013 at 19:24. Reason: Updated title to reflect that the mod still works in .23
Edited by Mecripp2
Link to comment
Share on other sites

So I seem to be having some problems with Kerbpaint and scanning the thread it seems to be just me. Either I'm not doing it right (which is the answer I expect) or there is a disturbance in the force.

I mouse over a part, I hit P. I paint the part with the interface. Seems ok. If it's a symmetric part, they all get painted. Great.

But then I tweak a color, copy the color or the set, go mouse over another part, hit P, paste it. Eventually odd things start happening as I work through the craft. Either parts start reverting back to an uncolored state, or one wing is painted while the other one isn't. I'm not sure what I'm doing wrong. Any help/thoughts? All the other kids look cooler than me.

Link to comment
Share on other sites

<p><img src="https://31.media.tumblr.com/0ff9377afa68dc3ad3fe6844aaf1bd38/tumblr_inline_ncdowtebOQ1rr2wit.jpg"/></p>

<p><strong>Felipe (HarvesteR)

<p><span>I must warn however, that several SP+ parts do replace old parts, and it’s very likely that some spaceplane designs can become weird or misaligned. This won’t actually break saves, but ships featuring those old parts won’t look their best until rebuilt in the editor. For most cases, simply detaching and reattaching the misplaced parts will do. We decided it was for the best to simply bite the bullet on this one, because there is no point in having old parts linger around, wasting our already cramped memory space, just for the sake of delaying this inevitable change. </span></p>

<p><span>If you want to start preparing your saves for the release, I recommend recovering all ongoing spaceplane missions. The parts that have been most changed are the C7 delta wing and triangular wing sections, standard and small control surfaces, and minor changes were done to the mk1 fuselages and cockpit, and the entire mk2 set. I know it’s a bit of a hassle to have to do this, but trust me when I say it’s going to be well worth it!</span><strong><strong><br/></strong></strong></p>

Ok somebody needs to be ready to update this mod when .25 comes out because both Textile and the "stock add-on" guy have simply abandon us

Link to comment
Share on other sites

So I seem to be having some problems with Kerbpaint and scanning the thread it seems to be just me. Either I'm not doing it right (which is the answer I expect) or there is a disturbance in the force.

I mouse over a part, I hit P. I paint the part with the interface. Seems ok. If it's a symmetric part, they all get painted. Great.

But then I tweak a color, copy the color or the set, go mouse over another part, hit P, paste it. Eventually odd things start happening as I work through the craft. Either parts start reverting back to an uncolored state, or one wing is painted while the other one isn't. I'm not sure what I'm doing wrong. Any help/thoughts? All the other kids look cooler than me.

It's a symmetry bug, related to the thing that messes up action groups.

If you colour parts placed with symmetry, then move those parts, sometimes the colour "falls off" one of the parts. But it doesn't show until you leave the SPH unless you go to re-colour that part.

The only solutions are to (a) leave the painting for the end of the design process, (B) hover your mouse over a part and hit "P" to check it, © visually inspect once you're on the runway to make sure you haven't missed a small part somewhere.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...