Andrew_C Posted May 21, 2015 Share Posted May 21, 2015 (edited) I've noticed these textures have changed location and some are have changed, like the inline cockpit and circular intake ones. I'm sure there are more. How would I go about creating a Module Manager patch to change all instances of these within the SXT directory? I don't have the time to change every file by hand, unfortunately. // texture = model001 , Squad/Parts/Utility/airIntakeRadialXM-G50/model000 texture = model001 , Squad/Parts/Aero/airIntakeRadialXM-G50/model000 // texture = mk2Fuselage , Squad/SPP/Mk2FuselageLong/mk2Fuselage texture = mk2Fuselage , Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage //texture = Mk3Fuselage , Squad/Parts/Mk3/Mk3Fuselage/Mk3Fuselage Squad/Parts/FuelTank/mk3Fuselage/mk3Fuselage // texture = decoupler_and_adaptor_cm , NASAmission/Parts/Size3Decoupler/decoupler_and_adaptor_cm texture = decoupler_and_adaptor_cm , Squad/Parts/Structural/Size3Decoupler/decoupler_and_adaptor_cm // texture = Cockpit , Squad/SPP/Mk2CockpitStandard/Cockpit texture = Cockpit , Squad/Parts/Command/mk2CockpitStandard/Cockpit //texture = Wings , Squad/SPP/Wings/Wings texture = Wings , Squad/Parts/Aero/wings/Wings //texture = twin_nozzle_booster_cm , NASAmission/Parts/Size2LFB/twin_nozzle_booster_cm texture = twin_nozzle_booster_cm , Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_cm // texture = twin_nozzle_booster_nm_NRM , NASAmission/Parts/Size2LFB/twin_nozzle_booster_nm texture = twin_nozzle_booster_nm , Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_nm // texture = model001 , Squad/Parts/Electrical/2x3ShroudSolarPanels/model001 texture = model001 , Squad/Parts/Electrical/3x2ShroudSolarPanels/model001 // texture = model002_NRM , Squad/Parts/Electrical/2x3ShroudSolarPanels/model002 texture = model002_NRM , Squad/Parts/Electrical/3x2ShroudSolarPanels/model002 //texture = model000 , Squad/Parts/Command/mk1InlineCockpit/CockpitDiffuse // new model, map changed //texture = model001_NRM , Squad/Parts/Command/mk1InlineCockpit/CockpitNRM2 // new model, map changed //texture = model000 , Squad/Parts/Utility/CircularIntake/model000 texture = model000 , Squad/Parts/Aero/circularintake/circularintake //new model, map changed? // texture = model002_NRM , Squad/Parts/Utility/CircularIntake/model001 texture = model002_NRM , Squad/Parts/Aero/circularintake/circularintake //new model, map changed? Edited May 21, 2015 by Andrew_C fixed mistake, more info, more corrections Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted May 21, 2015 Share Posted May 21, 2015 I've noticed these textures have changed location and some are have changed, like the inline cockpit and circular intake ones. I'm sure there are more. How would I go about creating a Module Manager patch to change all instances of these within the SXT directory? I don't have the time to change every file by hand, unfortunately. // texture = model001 , Squad/Parts/Utility/airIntakeRadialXM-G50/model000 texture = model001 , Squad/Parts/Aero/airIntakeRadialXM-G50/model000 // texture = mk2Fuselage , Squad/SPP/Mk2FuselageLong/mk2Fuselage texture = mk2Fuselage , Squad/Parts/FuelTank/mk2FuselageLong/mk2Fuselage //texture = Mk3Fuselage , Squad/Parts/Mk3/Mk3Fuselage/Mk3Fuselage Squad/Parts/FuelTank/mk3Fuselage/mk3Fuselage // texture = decoupler_and_adaptor_cm , NASAmission/Parts/Size3Decoupler/decoupler_and_adaptor_cm texture = decoupler_and_adaptor_cm , Squad/Parts/Structural/Size3Decoupler/decoupler_and_adaptor_cm // texture = Cockpit , Squad/SPP/Mk2CockpitStandard/Cockpit texture = Cockpit , Squad/Parts/Command/mk2CockpitStandard/Cockpit //texture = Wings , Squad/SPP/Wings/Wings texture = Wings , Squad/Parts/Aero/wings/Wings //texture = twin_nozzle_booster_cm , NASAmission/Parts/Size2LFB/twin_nozzle_booster_cm texture = twin_nozzle_booster_cm , Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_cm // texture = twin_nozzle_booster_nm_NRM , NASAmission/Parts/Size2LFB/twin_nozzle_booster_nm texture = twin_nozzle_booster_nm , Squad/Parts/Engine/Size2LFB/twin_nozzle_booster_nm // texture = model001 , Squad/Parts/Electrical/2x3ShroudSolarPanels/model001 texture = model001 , Squad/Parts/Electrical/3x2ShroudSolarPanels/model001 // texture = model002_NRM , Squad/Parts/Electrical/2x3ShroudSolarPanels/model002 texture = model002_NRM , Squad/Parts/Electrical/3x2ShroudSolarPanels/model002 //texture = model000 , Squad/Parts/Command/mk1InlineCockpit/CockpitDiffuse // new model, map changed //texture = model001_NRM , Squad/Parts/Command/mk1InlineCockpit/CockpitNRM2 // new model, map changed //texture = model000 , Squad/Parts/Utility/CircularIntake/model000 texture = model000 , Squad/Parts/Aero/circularintake/circularintake //new model, map changed? // texture = model002_NRM , Squad/Parts/Utility/CircularIntake/model001 texture = model002_NRM , Squad/Parts/Aero/circularintake/circularintake //new model, map changed?Each of those would be turned into a patch like so:@PART[partName]{ @texture = model000, new/Path/to/Texture} Link to comment Share on other sites More sharing options...
Andrew_C Posted May 21, 2015 Share Posted May 21, 2015 Each of those would be turned into a patch like so:@PART[partName]{ @texture = model000, new/Path/to/Texture}Thanks for the answer, but I already know how to do it that way, I was rather hoping there was a way to do a global search and replace within the SXT directory with Module Manager. Link to comment Share on other sites More sharing options...
somnambulist Posted May 22, 2015 Share Posted May 22, 2015 Thanks for the answer, but I already know how to do it that way, I was rather hoping there was a way to do a global search and replace within the SXT directory with Module Manager.@PART[*]:HAS[#author[Lack]] { @MODEL,* { @texture ^= :^Squad/Parts/OldPathToTexture:Squad/Parts/NewPathToTexture: } @MODEL,* { @texture ^= :^Squad/Parts/OldPathToAnotherTexture:Squad/Parts/NewPathToAnotherTexture: }}Basically it looks for model nodes that have path1 and replaces the path with path2. Note this is a global search -- this will catch all model nodes referencing that path in a single patch. just dupe the "@MODEL,*" block as many times as you need.(And this is all phone typing so beware.) Link to comment Share on other sites More sharing options...
NathanKell Posted May 22, 2015 Share Posted May 22, 2015 Change@PART[*]:HAS[#author[Lack]]to@PART[*]:FINAL1. You want to run for all parts with changed paths, no need to only do SXT2. FINAL is usually a bad idea, but warranted in this case (to run after anything else that might change texture paths). Link to comment Share on other sites More sharing options...
somnambulist Posted May 22, 2015 Share Posted May 22, 2015 1. You want to run for all parts with changed paths, no need to only do SXTGood point. I tend to patch conservatively but in this case it makes sense to patch all the things. Link to comment Share on other sites More sharing options...
Andrew_C Posted May 23, 2015 Share Posted May 23, 2015 Thanks for the advice, everyone! I won't have much time for a while, but if I get a cfg worked up, I'll post it here. Link to comment Share on other sites More sharing options...
SVarg Posted May 29, 2015 Share Posted May 29, 2015 Any news on compatibility fixes or new versions? Link to comment Share on other sites More sharing options...
includao Posted May 31, 2015 Share Posted May 31, 2015 I can make only certain parts of this to work on 1.0.2 Link to comment Share on other sites More sharing options...
minepagan Posted June 2, 2015 Share Posted June 2, 2015 By the way, KSC ++ seems to work with 1.0.x, although for some reason, sometimes when I load the palm trees just get whitish grey textures. It is creepy. Especially at night. They are scaring me. Help me. Link to comment Share on other sites More sharing options...
Prowler_x1 Posted June 10, 2015 Share Posted June 10, 2015 Any updates for SXT in 1.0.2? Link to comment Share on other sites More sharing options...
Wolf Baginski Posted June 10, 2015 Share Posted June 10, 2015 Some bits you may be able to get working yourself, but they could be out of balance.Using the N-1 mini-pack as an example, the big thing is the attach nodes. It needs a small edit to the part.cfg files.Here's the snippet of code from one of the engines:// --- node definitions ---node_stack_top = 0.0, 0, 0.0, 0.0, 1.0, 0.0, 3node_stack_bottom = 0.0, -0.51844, 0.0, 0.0, 1.0, 0.0, 3The edit is in the third line, and about as simple as you can get.// --- node definitions ---node_stack_top = 0.0, 0, 0.0, 0.0, 1.0, 0.0, 3node_stack_bottom = 0.0, -0.51844, 0.0, 0.0, -1.0, 0.0, 3It's just changing the 5th value of node_stack_bottom from positive to negative.With that, the N-1 will work, but the thrust, cost, mass, and aerodynamics will all need adjusting to get similar results in v1.0.x as it could give in v0.90I know enough to make a fair stab at some of those, plotting some curves from the numbers for stock engines, but the aerodynamics system is too different. The real N-1 was very Kerbalish, crazy big and prone to explode, but I am sure that even Jeb was looking worried... Link to comment Share on other sites More sharing options...
jamesbjoseph Posted June 11, 2015 Share Posted June 11, 2015 Has anyone had luck fixing the texture issues that seem to persist with the centrifuge Mk2 habitat? The instructions for users with ATM don't seem to work with 1.0.2. Also, I'm aware the file paths have changed, I updated them but I still get primarily white, black, or pinkish textures trying to use it. Link to comment Share on other sites More sharing options...
Prowler_x1 Posted June 11, 2015 Share Posted June 11, 2015 I've been trying all kinds of things left to right to get this pack to work but no luck yet. I think I will have to widen my tests to up, down and back and forth. Any comments on solving issues are welcomed. Link to comment Share on other sites More sharing options...
NathanKell Posted June 18, 2015 Share Posted June 18, 2015 Welp, nobody else has done it yet so figured I will (open license and all).I uploaded it to github and fixed the texture/model/etc paths and added any missing assets. Please try it out and submit any other lacking (heh) fixes, and let's get this released for 1.0.https://github.com/KSP-RO/SXT Link to comment Share on other sites More sharing options...
minepagan Posted June 18, 2015 Share Posted June 18, 2015 Welp, nobody else has done it yet so figured I will (open license and all).I uploaded it to github and fixed the texture/model/etc paths and added any missing assets. Please try it out and submit any other lacking (heh) fixes, and let's get this released for 1.0.https://github.com/KSP-RO/SXTDid you just do what I think you did?Did you just make a pun?!?!Seriously, though. Please elaborate on just what you did. Link to comment Share on other sites More sharing options...
General Venter Posted June 18, 2015 Share Posted June 18, 2015 Did they give up on this pack? Link to comment Share on other sites More sharing options...
GavinZac Posted June 18, 2015 Share Posted June 18, 2015 Giving it a shot again, always liked this SXT pack. Can't get more stock-alike than stock textures. Will report back. Thanks NK. Link to comment Share on other sites More sharing options...
Neutrinovore Posted June 18, 2015 Share Posted June 18, 2015 Welp, nobody else has done it yet so figured I will (open license and all).I uploaded it to github and fixed the texture/model/etc paths and added any missing assets. Please try it out and submit any other lacking (heh) fixes, and let's get this released for 1.0.https://github.com/KSP-RO/SXTWell, I just tried this out this morning, no joy. Almost everything's texture is either featureless black, featureless gray, or has neon pink highlights. There are a few parts where the textures are correct, but those parts were fine before I tried this update. Although, there are a few parts that were fine before (with the original pre-1.02 SXT download, I mean) that are now borked. The only part whose texture actually got fixed is the Duna habitat. Anyway, this is more of an FYI thing, not so much a detailed bug report, mainly because I use a LOT of mods, including Active Texture Management, and this isn't the only mod that I've had the missing texture problem with, so there you go. Thanks for trying though, NathanKell. Later! Link to comment Share on other sites More sharing options...
NathanKell Posted June 19, 2015 Share Posted June 19, 2015 Neutrinovore: Did you, perhaps, install Stock Revamp and then prune? Or, how did you install this? You click 'download zip' and then you grab the stuff in GameData and drag it to your GameData.I feel relatively confident it's either pruning, or bad install, since (a) it works fine for me and ( it seems to work fine for folks in the SXT dev thread. Link to comment Share on other sites More sharing options...
GavinZac Posted June 19, 2015 Share Posted June 19, 2015 Just checking in to say no problems so far. Everything appears to look fine in the catalogue, and the few parts I've used so far have been fine. I have lots of plugins installed, but not not ATM, since this is the first real parts pack.Now I just have to figure out how to categorise all these new parts some way! Link to comment Share on other sites More sharing options...
technerd89 Posted June 20, 2015 Share Posted June 20, 2015 No texture issues noticed so far. Nodes on the propeller-based engines need orientation adjustment. And of course a great many part flavor texts remain unwritten. Link to comment Share on other sites More sharing options...
Lack Posted June 20, 2015 Author Share Posted June 20, 2015 Wow, thanks for getting it working Nathan! I've been pretty short on time recently (i.e. work, sleep, repeat), so had only done the odd bit of fixing here and there (so had a new version nowhere near done). I suspect engines and the likes will need rebalancing to be in-line with the new stock values (which have been changed I believe).I'll see if I can figure out github this time. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted June 20, 2015 Share Posted June 20, 2015 Just one very small issue noticed so far - the PPD-8 lander can's bottom node needs the flipperoo as well if you're not using the Non-Strict Part Attachment Orientation thing. I haven't downloaded the version since the last one where I mentioned the same thing about the airplane tail however - so you may have already fixed this. Link to comment Share on other sites More sharing options...
Mekan1k Posted June 20, 2015 Share Posted June 20, 2015 Ven's stock extension pack breaks all of the textures. Anyone have a fix? Link to comment Share on other sites More sharing options...
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