How To Use Textures Unlimited Ksp

Material Definitions

The texture map must have power of 2 dimensions, like 256x256, 512x512 or 1024x1024. It's not recommended to use maps larger than 1024x1024. Remember your texture will be sharing video memory with several other parts. Normal map support is planned as a feature for a future release. Nodes and Tag Names. All nodes in KSP follow this convention. Lastly, there is the fact that the texture is saved as a DirectDrawSurface file. The reason for this is that DDS is the filetype used by the GPU, other types such as PNG and JPEG have to be converted first. This means that saving and loading DDS textures is faster than other filetypes. It is therefore recommended to use DDS as much as possible.

The same material definition format is used throughout the shader and texture handling functions. It is specified as follows:

A MATERIAL root level node. This defines a set of textures that will be used to create (or adjust) a material. Inside of it are contained the shader name, texture paths, shader properties, and mesh names to construct the material. Multiple MATERIAL blocks may be used anywhere that they are supported, each denoting different shader/texture/mesh combinations that should be applied simultaneously.E.g. the first MATERIAL block applies to all meshes except the window meshes. The second MATERIAL block might only apply to only the window meshes (which meshes are in each block is specified in the configs).

Example of the simplest material setup; applying a single material with a single texture to an entire model, with no additional properties specified.

Example of a compound material setup. This ends up creating two materials, one for the first TEXTURE block, one for the second TEXTURE block. Each material is only applied to the meshes specified by the mesh= and excludeMesh= lines. This would all be considered part of one 'Texture Set'(though might not be labeled as such depending on where it is used).

Default Shader Assignments - Texture and Shader Replacement

If all that you want to do is replace the shader and/or textures assigned to a model, you can use the Default Shader Assignment feature.

This feature is used by creating a config file that specifies what model(s) to update, what mesh(es) in the model to adjust, and what shaders/textures to use for each mesh.

Config Example:

Example of a single material being used to replace the window shaders on one of the stock command pods:

Texture Switch

The texture switch part-module facilitates switching between 'Texture Sets' at run-time.The module is added to a part such as: Armstrong heritage flute serial numbers chart.

And its texture-sets refer to root-node texture sets, constructed such as:

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Recoloring System

As can be seen in the texture set example above, there is a COLORS block that denotes the default colors to be used by a recolorable texture set.

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