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Advanced Tactics

UncleMateo edited this page Nov 1, 2024 · 6 revisions

Override TURD's false coloring

Use zzzzz_000_TU_Restock_000 instead of 000_TU_Restock_000, and zzzzz_999_TU_Restock_Recolour_000 for another one respectively, and add !MODULE[KSPTextureSwitch],* {} to Default file

Like this:

@PART[toroidalAerospike]:FOR[zzzzz_000_TU_Restock_000]:NEEDS[TexturesUnlimited&Restock]
{
    !MODULE[KSPTextureSwitch],* {}
    MODULE
    ...

Swapping Multiple Textures with one Texture-set

Copy the @MATERIAL {} and remove @ from the start

  • Default: shader = KSP/Emissive/Bumped Specular
  • Recolour:
shader = TU/Metallic
keyword = TU_RECOLOR

Like this:

@MATERIAL
    {
	... lalala as usual
    }
MATERIAL
    {
	shader = KSP/Emissive/Bumped Specular
		
	... lalala as usual
    }

and

@MATERIAL
    {
	... lalala as usual
    }
MATERIAL
    {
	shader = TU/Metallic
	keyword = TU_RECOLOR

	... lalala as usual
    }

Mesh Naming Patterns

excludeMesh will ignore the stated mesh when toggling masks

Declaring no mesh will cause all valid meshes to be targeted for mask toggles

Overcoming the DepthMask glitch

You will notice that any parts with a Restock DepthMask will not load correctly when first loaded in the VAB/SPH, either by adding them as a new part, or loading an existing craft. You can 'launch' a craft to see what it looks like without this glitch, but an easier and considerably faster method is to switch from VAB to SPH or vice versa. A 'scene change' will get the DepthMask to load correctly.. however, there is a catch. Switching from 'default' colors to 'paint' colors resets this, and you'll have to change scenes again to fix it.

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