Jump to content

[0.23.5] FusTek Station Parts Expansion KSO Retexture v1.1.7 (4/14/14)


BLUAV8R

Recommended Posts

2c5VcHL.png

Is proud to present:

KSO Phase II FusTek Retexture

Javascript is disabled. View full album

DROPBOX

MEDIAFIRE

What is it?

- This is a custom retexture for sumghai's latest dev release of his FusTek Station Parts Expansion. It is meant to make the textures seem a little more realistic as well as matching with those of Helldiver & Nazari1382's Kerbin Shuttle Orbiter System Pack.

What if I don't use the KSO pack?

- This is still (in my opinion) a very good standalone texture pack and is quite stock friendly.

What if I don't like the brown rims on the modules?

- Well then lucky for you I also have included in the download an optional pack that has those removed and is all grey :D Check the end of the Imgur album to see the grey pack textures.

IF YOU WANT TO USE WITH FIRESPITTER TEXTURE CHANGER

view this post

INSTALLATION INSTRUCTIONS

For standard pack simply copy over files in GameData folder to those in your KSP location, overwriting all it says to. For alternate grey files do the same with the files located in that folder. Pretty simple really.

Change Log:


v1.1.7
- Re-did DoNotReadMe
- Changed texture & color of windows to match
- Changed textures on hatches to be less yellow (lol) and made hatches match KSO look closer
- Edited normal maps for both versions

v1.1.6
- Initial release
- Added custom Normal Map (thanks to blackheart612 and sumghai)
- finalized module labels
- Also included previous grey version without brown stripes on ends

v1.1.5
- Added brown stripe to module ends

v1.1.4
- Added foil look to cupola
- Redid modules labels AGAIN
- switched previous foil parts to grey

v1.1.3
- Redid modules labels again

v1.1.2
- Redid module labels

v1.1.1
- Tweaked textures
- Edited module labels

v1.1.0
- Overhaul to match KSO pack
- Added foil look and changed handle colors

v1.0.0
- Initial creation
- Recolored modules to matching grey

TO DO LIST:

- Do a retexture of Novapunch pack (will start with tanks)
- Create more "Stock-a-like" textures for Spherical & Toroidal pack
- Possibly darken windows of FusTek modules
[please submit any suggestions or criticisms you may have!]

Special thanks to sumghai for letting me post this & help with normal maps, and to blackheart612 as well for additional info on editing normals along with creative input :D

This work contains assets used from these packs:

Kerbin Shuttle Orbiter System

Sumghai's FusTek Station Parts Expansion Pack (latest dev build)

Shoot me a PM if you have any questions, constructive (or negative I guess lol) criticism, suggestions, or tips!

88x31.png

This work is licensed under a Creative Commons

Attribution-NonCommercial 4.0 International License

Shoot me a PM if you have any questions

Edited by Sippyfrog
Updated to-do list
Link to comment
Share on other sites

Sippy, those textures look GREAT! You've managed to keep that FusTek feel, while making them more stockalike-friendly in appearance. I am guessing that stock parts wouldn't stand out so blatantly when used with the retextured modules.

Yeah they blend a little better as stock uses a base off-white in it's color palettes so with some more grey added alongside the white-foil this pack fits very nicely :) i'm actually quite proud of myself for 2 days amount of work lol :D

Link to comment
Share on other sites

Sweet! I might just eventually get this. Not to sound rude, SumGhai but all that white kinda starts to hurt the eyes somewhat...

The brownish textures appear softer and the details are better expressed (simply because they are not flooded in white once your station is facing the sun).

Link to comment
Share on other sites

Updated to v1.1.7 :D

v1.1.7

- Re-did DoNotReadMe

- Changed texture & color of windows to match (might be too light still, what do you think?)

- Changed textures on hatches to be less yellow (lol) and made hatches match KSO look closer

- Edited normal maps for both versions

Check OP for download :D

Photos because why not:

zfnVf0a.png

NvXmnqU.png

Link to comment
Share on other sites

Updated to v1.1.7 :D

v1.1.7

- Re-did DoNotReadMe

- Changed texture & color of windows to match (might be too light still, what do you think?)

- Changed textures on hatches to be less yellow (lol) and made hatches match KSO look closer

- Edited normal maps for both versions

Check OP for download :D

Photos because why not:

https://i.imgur.com/zfnVf0a.png

https://i.imgur.com/NvXmnqU.png

The top handlebars on the cupola look a bit off. My OCD is screaming "WHY ARE THEY NOT IN THE CENTRE OF THOSE PANELS! AAAAAGH!"

But yeah, this is great.

Link to comment
Share on other sites

The top handlebars on the cupola look a bit off. My OCD is screaming "WHY ARE THEY NOT IN THE CENTRE OF THOSE PANELS! AAAAAGH!"

But yeah, this is great.

I haven't even edited that texture other than colors so I think that's how it normally is lol :D I thought the same thing too when taking the screenshot though

Link to comment
Share on other sites

I haven't even edited that texture other than colors so I think that's how it normally is lol :D I thought the same thing too when taking the screenshot though

Oh... Well, this is what I'm talking about... The original bleach white is waay too white...

Anyways, you think your colour changes would work with the KerbalPainter or the Procedural Parts texture-picker-thing?

Link to comment
Share on other sites

Oh... Well, this is what I'm talking about... The original bleach white is waay too white...

Anyways, you think your colour changes would work with the KerbalPainter or the Procedural Parts texture-picker-thing?

I was talking to sumghai and he said that if more and more people start to make texture packs then he would start to integrate Firespitter texture changer so you could switch between looks easily.

Simply put, yes, but not in the near future :D

Link to comment
Share on other sites

I was talking to sumghai and he said that if more and more people start to make texture packs then he would start to integrate Firespitter texture changer so you could switch between looks easily.

Simply put, yes, but not in the near future :D

Hmmm... Firespitter texture changer you say...

Link to comment
Share on other sites

Just a heads up- this is taking a lot of figuring-out... The Firespitter texture switch doesn't like underscores, which means you'd need to change the names of the textures...

I'll also need to apparently find a list of parts in the models...

The things I do for my KSP to look cool...

In my pack I just had to change the underscores to periods in the actual part name, eg:

name = TAL_Large_Spherical_Tank_Fuel
module = Part
author = Talisar

became:

name = TAL.Large.Spherical.Tank.Fuel
module = Part
author = Talisar

in order to make the plugin work. However, later in the config, underscores for the actual texture file names is fine:

MODULE
{
name = FStextureSwitch
displayName = Detail Color
moduleID = 0
textures
{
name = ModsByTal/Parts/FuelTank/Spherical/Models/Band_Cap_Texture
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Blue
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Red
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Green
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Brown
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Purple
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Stripe
}
objects
{
name = Band
}

And for getting a list of parts, you can add:

showListButton = true

to the module config, which will (from the FS documentation) show or hide the List Objects button. Disabled by default. Should only be on while developing the part. Outputs a list of gameObjects in the part to the Alt+F2 log.

Hope that's helpful.

Edited by Talisar
changed "false" to "true" for clarity
Link to comment
Share on other sites

@Talisar,

Yeah, I read the manual wrong apparently... I'm slowly getting into it however. This would be so much easier without a hangover...

P.S: Kids, NEVER listen to your housemate when he tells you that dousing a chicken in bourbon and beer will make it taste better. Granted- it's the food of Norse gods, but the morning after isn't all that fun...

Edited by BananaDealer
Link to comment
Share on other sites

@Talisar,

Yeah, I read the manual wrong apparently... I'm slowly getting into it however. This would be so much easier without a hangover...

P.S: Kids, NEVER listen to your housemate when he tells you that dousing a chicken in bourbon and beer will make it taste better. Granted- it's the food of Norse gods, but the morning after isn't all that fun...

I tried to figure out the same issue when first implementing the FSTextureSwitch plugin. Snjo is actually the one that identified the problem being the underscores, and the showListButton line item won't work correctly either unless you take them out of the part name. Easy to fix once the problem is identified, but it had me running in circles for days until I finally thought to ask for help :)

Also, you can never go wrong with bourbon and beer, as long as you remember that like any other medicine you have to reapply as necessary. :cool:

Link to comment
Share on other sites

I tried to figure out the same issue when first implementing the FSTextureSwitch plugin. Snjo is actually the one that identified the problem being the underscores, and the showListButton line item won't work correctly either unless you take them out of the part name. Easy to fix once the problem is identified, but it had me running in circles for days until I finally thought to ask for help :)

Also, you can never go wrong with bourbon and beer, as long as you remember that like any other medicine you have to reapply as necessary. :cool:

Well, I'm still testing out things so I'll figure out the underscore problem when I get to that...

Edit: Damn you, SumGhai and your compartmentalised model system...

Edit 2: Well, since it appears that most of the transforms include underscores- this is gonna be harder than expected...

Edited by BananaDealer
Link to comment
Share on other sites

You should just have to change the "name =" line in the config and possibly the reference part name. The only adjustments I had to make were in the config itself.

Change

name = KarmonyHabModule_Adapter

to

name = KarmonyHabModule.Adapter

and it should work. At least that's all I had to do with my parts. The internal parts still had underscores as part of their names, and if I recall correctly KSP automatically converted those underscores to "."'s internally which is what caused part of the problem for me. FSTextureSwitch couldn't find the part because of that.

If the internal part name I was trying to reference in the FSTextureSwitch module had an underscore, all I had to do was switch out the characters in the config, eg:

MODULE
{
name = FStextureSwitch
displayName = Detail Color
moduleID = 0
textures
{
name = ModsByTal/Parts/FuelTank/Spherical/Models/Band_Cap_Texture
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Blue
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Red
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Green
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Brown
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Purple
name = ModsByTal/Parts/FuelTank/Spherical/Textures/Stripe
}
objects
{
name = [COLOR=#ff0000]Band_large[/COLOR] <= Change to [COLOR=#008000]Band.large[/COLOR]
}
}

Snjo may have more insight into the issue, however.

Edited by Talisar
Link to comment
Share on other sites

So. Using the Resupply Module as a test bed. These are its' objects: KarmonyHatch, fuselage, eva_handles, module_id_symbol, bluckhead_rings and tapered_ring. The hatch and main fuselage textures are easy enough. Everything else however refuses to yield. Even if I change the underscores to periods in the object names, it still doesn't work. Showing this error "[Log]: FStextureSwitch: Object module.id.symbol not found". The FS log actually recognises the object- "[Log]: object: module_id_symbol" with the underscores. But even when I use underscores, nothing changes...

I am completely stumped...

Edit: Figured it out! Kinda. Maybe... Sorta...

Edit 2: Yes. Definitely figured it out. Expect MM config code in an hour or so...

Edit 3: Am having trouble applying the textures to parts with multiple hatches. Only one seems to be affected while the others remain the same...

Edit 4: Apparently will need to set up separate modules for each hatch on parts with multiple sectors... Expect a lot of tweakable buttons once this is done...

Edit 5: Or... Not... It doesn't seem possible to make different parts of a model sharing an object to change textures... If it is, I'm obviously missing something...

Edit 6: So apparently any model with more than one of the same object (where names are concerned) won't be able to have textures changed for all of the relevant objects... That goes for hatches, bulkheads, tapered rings, viewports, etc... Anything that's used more than once on a part model...

Edited by BananaDealer
Link to comment
Share on other sites

Right. I'm tired. And hungry. Girlfriend's grinding her teeth since tea's been done for about two hours...

Long story short, here's what I have till now:

https://www.dropbox.com/s/qwwhlvdlgxdr330/FusTek_Stuff.cfg

Legacy Airlock and the Kupola are still unmodified.

Models with multiples of the same object (bulkheads, adapters, viewports, hatches, etc) don't have those objects modified . It's simply a limitation of the Firespitter module. The modules required have been made and are in the config file to take care of single objects on some models however. So if you figure out how to retexture duplicate objects with the FS module- by all means, do so.

Here's how you get this to work:

You'll need ModuleManager 1.5.7 for this. I'm not sure if this would work with Module Manager 2.

1. Rename all textures in this pack by putting "kso1_" and "kso2_" in front of each texture ("kso1_" is for the textures with brown stripes and "kso2_" is for those without).

2. Copy the new textures into the respective folders in SumGhai's FusTek pack (CBMs go in the CBMs' foulders etc). If you're prompted to replace anything DON'T. Track it down and rename it as mentioned.

3. Go into the part files of all the parts with adapters on them (example- KarmonyWarehouse_Adapter) and change the underscore "_" to a period "."; Don't change the file names, it's the

PART = KarmonyWarehouse_Adapter

you need to change.*

NOTE: THIS WILL BREAK ANY CRAFT YOU HAVE IN FLIGHT. RECOVER THEM BEFORE YOU APPLY THESE CHANGES.

4. Put the above config file into the FusTek folder in your GameData.

5. Each object within a parts' model will have its' own VAB button to cycle through the tree textures (original, kso1 and kso2). Since some of the textures overlap, like for instance the hatch texture for both KSO retextures is the same, you won't always see an actual texture change. I've left both texture types in for all objects to account for possible future changes to the textures.

*Alternatively, if you don't want to recover any of your flights, simply get rid of the relative MM commands in the above config (just delete anything that looks like

@PART[KarmonyHabModule.Adapter]

). Note that if you do this, any module with adapters won't be able to change textures.

That is all. If you have any problems, or manage to crack the duplication limitations- PM me and I'll get to you as soon as I can.

As a bonus you get a working cargo bag for the Resupply Module. As stated before (some posts ago), you'll still need the Cargo Transfer Bags mod. I'll come 'round to making my own MFT after I stuff my face and get some sleep...

As a side note- Great job delaying my project (the C-Corp News Network) by a full day (and possibly tomorrow). I hope you're all proud of yourselves...

Edited by BananaDealer
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...