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Advanced Tactics
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
@PART[toroidalAerospike]:FOR[zzzzz_000_TU_Restock_000]:NEEDS[TexturesUnlimited&Restock]
{
!MODULE[KSPTextureSwitch],* {}
MODULE
...
Copy the @MATERIAL {}
and remove @
from the start
- Default:
shader = KSP/Emissive/Bumped Specular
- Recolour:
shader = TU/Metallic
keyword = TU_RECOLOR
@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
}
excludeMesh
will ignore the stated mesh when toggling masks
Declaring no mesh
will cause all valid meshes to be targeted for mask toggles
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.