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Replacing stock textures - Need advice


Al-Rabban

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Hello all,

I've attempted reading through both the TextureReplacer as well as the Module Manager threads and even posting on both but unfortunately due the speed at which those threads flow my question hasn't been solved. Instead I've decided to start this in hopes of finding a solution and to allow anyone else looking for the same answers to find them.

Basically what I am trying to do is to create a folder in which I keep all my new textures from which a .cfg file will tell to use instead of the stock textures. I know TextureReplacer does this but I wanted to keep my folder separated to avoid overwrites in updates.

My textures are stored here: [GameData/SquadRetexture] and my configuration file is stored here [GameData/Configs]

This is as far as I have gotten in the code (be kind I am a beginner with coding for MM)


@PART[engineLargeSkipper]:Final
{
!mesh
MODEL
{
model = Squad/Parts/Engine/engineLargeSkipper/model.mu
scale = 1.0, 1.0, 1.0
texture = SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_diff.mbm
texture = SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_normal.mbm
}
}

As you can see I am first testing this out on the Skipper liquid engine. The above code doesn't seem to be working as I am still getting the stock texture.

Any advice would be much appreciated!

Cheer!

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You've got the model nodes mess up. Model nodes don't need the file extension and, for the texture, you have to reference the original asset name. Try this:


MODEL
{
model = Squad/Parts/Engine/engineLargeSkipper/model
scale = 1.0, 1.0, 1.0
texture = ksp_l_midrangeEngine_dif , SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_diff
texture = ksp_l_midrangeEngine_normal , SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_normal
}

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Thank you for the response Somnambulist! I've tried the code and have changed my config file to this


@PART[engineLargeSkipper]:Final
{
!mesh
MODEL
{
model = Squad/Parts/Engine/engineLargeSkipper/model
scale = 1.0, 1.0, 1.0
texture = ksp_l_midrangeEngine_dif , SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_diff
texture = ksp_l_midrangeEngine_normal , SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_normal
}
}

It's worked better then my original code, sadly the texture hasn't changed but it's had an effect this time! Now the skipper engine only loads with the fairing active XD lol.

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Thank you for the response Somnambulist! I've tried the code and have changed my config file to this

...

It's worked better then my original code, sadly the texture hasn't changed but it's had an effect this time! Now the skipper engine only loads with the fairing active XD lol.

I've been working with something similar and discovered that certain parts just do not like to have their textures reloaded with model nodes. It's quite possible that the Skipper is one of those parts.

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I've been working with something similar and discovered that certain parts just do not like to have their textures reloaded with model nodes. It's quite possible that the Skipper is one of those parts.

Interesting, I have tried to input these textures by using TextureReplacer which works perfectly aside from having to place them in that specific folder. It is odd indeed.

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