#KERN - Kerbin Council for Nuclear Research (Particle Accelerator)
1 messages · Page 2 of 1
when u build addressables, it uses cache to save time
i think thta its not detecting the material changes since your material is not on the addressables
thus when u click build addressables it goes like
"is this guy a dummy he made no changes 😠 "
no need
i mean you can if you want tho
not right now lol
but unity already packs them behind the scenes
this week i focused on learning paintmaps
?
its on the Build> submenu but im not sure what option
yeah a clean addressables build
makes sense
i purged it jsut now
wusing clean build
when creating a frame and bolt look like on an airplane, what do you use in substance painter to do that?
nope its still doing that thing
where it doesnt actually paint, puts a layer of base paint over it but doesnt paint the part
so the male connector actually paints and it has a bunch of stuff that it doesn't need to have
like ao and emission
wierd wierd
I break everything lol
lmao naah its probably something that im missing
hmm
it does seem like its still not updating the material
which is wierd
make a new material then?
no need
hm
maybe remove the paint map texture, and build the addressables
to see if it anything changes
nop
lol
my guess is that somehow its using the wrong material
nop
dangit
since its at the bottom
hmm
honestly im a bit clueless since it never happened to me
double check the part's materials on unity
why is B red?
good to know
thats cool
i have to rewrite the shader so everyone can use it tho but yeah
tho you probably couldnt reproduce your problem
beucase this shader is very buggy rn, it doesnt replicate the game's 1:1 yet
no worries
it couldnt be the shader either
becuase the shader works fine with other parts
made a new material
deleted the old one
i figurted it out
i had two materials named the same thing
you're changing one but the part had another?
no
i had two materials named Base
one was being used
the other wasn't
wouldnt that cause issues?
shouldnt cause
nope didnt fix it. dang
so
theres something wrong with the shader or the paintmap
thats whats causing the issues
one of those
hm
try changing the paintmpa texture
to a all white texture
you can get one from google or just make one in photoshop
well that doesnt say it is the issue
if it was
then the all white texture
would make that be the accent color, so the whole part would be blue
hm
what i did first was to test without a diffuse map
without a paintmap, it paints but it paitns everything
without a diffuse map, i still get the same effect where the paint is overlay'd but doesnt actually paint anything
yeah, didnt you make that texture opaque bfore?
no but i can see what happens
put the alpha to 1
amazing
first time ever seeing that because ive never used unity properly LOL
i can either check or uncheck. i cant set it to one?
ohh
then copy the result to unity
redid it in substance painter, imported it into unity
haven't changed anything yet
yup!
two things:
its transparent and is causing issues where it doesnt change teh color of hte part, it just lays the color over it kinda
and this is the map i used, but it still didnt work properly
notice how te blue is still transparent?
yeah
it shouldnt do that
agreed
probably not the root cause tho
i had to manually paint things
but anytime i make the paintmap, i end up with everything transparent
you can use the polygon fill tool
from substance painter
theres a settings that allows you to paint the whole part
or just squares
yes but when that exports as a _pm i still get a transparent image
remember, the transparency comes from the pm_alpha
so even if i do use the polygon fill tool it doesnt fix the issue
pm alpha is set to 1
so is that full transprency?
full opaque
but you can paint the mask as only .5
ie, if you paint a part of the mask as .5 and the rest as 1
that .5 part will always be half the rest
so even if you set the pm_alpha to 1
oh shiz
that .5 area will still be .5
that should be right tho
this is what i get when i open it up in gimp
all of these are set to grayscale as well
the _pm is wrong for some reason
i just made a new RGBA and this is what i got
yeah
super weird that hte template was doing that
but remaking the RGBA and it works
well
well, we'll see if it actually works
here we go
You mean, "here, hold my beer"?
Excuse me? I'd like to speak to the management. I specifically ordered an extra large linear accelerator with RED support structure... This aweful primer colored metal is going to totally clash with the rest of my livingroom decor!
I think that last one looks a bit... poxy
So... the accent does the bolts, and the base does the ring?
well
base = v base thing and ring
accent = boltface + male connector extrusion part
but i cant get the base to change color
it just puts a shade of color over it
made a new diffuse color texture
weird
welp, starting from scratch.
boltplate = all 4 channels
basefloor = 3 channels no accent
I'm not sure what's happened or why a model I've made doesn't want to apply the paintmap properly.
figured i'd ping you and ask if you had any ideas why without a _pm it paints the entire model just fine but with a _pm it doesn't paint
I don't even know how to do that, I've stopped at making a model in blender
ah no worries i appreicate such a quick response!
so confused. this paints everything with the base color and NOTHING from the accent is added
FINALLY!
may I suggest making a collider ring to eventually make antimatter ?
thats the plan
wait one
so this is the linac
i plan on adding all of THAT and then itll ahve muon experiments, neutrino experiments etc
that attach to it
but first gotta get the linac functional and it shooting particles
this is the first BIG experiment that im going to mod once i get the particle accelerator working
@willow prairie
It was worth all the pain.
Basically something was wrong with the model. I recapped the UV and rebuilt the whole model. Did substance paint and boom fixed the issue
Not sure what was wrong with the first model. Maybe UV map was scuffed idk
Nice work! I love how the supports can be colored.
it looked like the model was dupped but im not sure, tho im glad you fixed it!
Same! I still need to do some detail texturing to the model but the frame is almost done!
still more to do but its getting there
You just spent two hours practicing and honing your texturing skills on something that you don't care if you fuck it up so that when you do the real thing you'll be ready to do it right the first time.
its just painted metal that im playing with
but wanting something different than just scratchy paint
i wanna see what this looks like in game now
potato:
you wont see the full potential in unity
i mean with the test version of the shader you are able to see its full potential
but im focusing on LFO's in game editor
thus not much progress on the shader for now
no worries on my end. im still learning how this all works
I've learned theres a few problems with my model that are causing issues when I texture it
so having to rework the model
thats how u learn to always take UV mapping into consideration when modelling lmao
fortunately making a good uv map is not hard, its just a matter of knowing where to place seams
you can make the most complex mesh in the world have a good uv map with the right seams
Welcome to third year Mechanical Engineering. At least that when I think I got Statics and Dynamics for the first time...
Well this does explain some things! You can’t spell geek without EE… 😉
few things to tweak and the texture is done!
-remove RG from bolts on finPlates
-change frame color from green to a neutral color```
@willow prairie thank you for all the help. It finally make sense! I think the texture is starting to look good.
np! i dont know why it wasnt working the fisrt time, what you have there is the same thing, but reversed xD
Im 99% sure the issue was entirely bad UV mapping that caused a lot of issues
Now the template is baking fine and I've got no issues with masks and paintmaps
getting final details done. the waveguide has all the new textures and the detector has the old version
Complete redesign of the detector. decided to go with more of an Atlas experiment look
this is the atlas detector
so this is like a baby version of it because the atlas detector is 4 stories tall
I know what that is! It's the worlds biggest (and most expensive) Pachinko game!
Your bolts have too many poly
High poly to texture. Low poly for game
This way I get more detail for the models and still get good performance. If I model low poly textures I'm limiting myself. It is more work to do it this way BUT I also have the time to do it this way as I still need science mode and colonies before this mod makes it into the game.
I know the procedure it’s just that in this case it’s not really necessary
This is my first time modelling with substance painter and blender. I've modelled with autocad and solidworks. I'm intentionally doing it this way because I want to get better at modelling and I enjoy high poly
oh alright haha. Yeah it a totally different workflow to model in poly coming from CAD
yeah it is lol. im so slow with this but enjoying it.
so much to learn
this is why i wanted a high poly to texture with. I can just polyfill things in. I think it will be faster and more accurate than trying to do this with a low poly model. its also very enjoyable. Taking what I've learned of masking the paintmap and applying it to different colors on the model
green is just so i can see what isn't painted yet because black was too hard to see
u can do it with a lowpoly too
but you have to have your model well segmented
which in your case its pretty complex to do xD
I have my workflow down to a science.
Umbrella Corps is that you ?
Preserving the health of the people!
Working on getting base colors/Metallics how I want. Then adding electrical wires and more details to it
I've been on holiday this week so not much done with KERN. I am working on the height maps for the detector though
Hey another update! Keep up the good work
@willow prairie tips on how to smooth the edges? do i just use photoshop and turn antialias on to smoothen it out?
Looks like that’s just bad UV unwrapping. The sides being separate for some reason and different resolutions.
Thats what i was gonna say, that should be unwraped either in one piece or seamless
these lines
this is the UV map
this is the height map and the basecolor
without the copper wiring that i have as a placeholder
this is what i was asking about. fixing how everything lines up isnt hard to fix
Looks almost like you're designing a Millenium Falcon section now...
Ah well you can just blur the edges so they blend better
Thanks Lux. I'll get working on that soon.tm
@gleaming junco if you want your parts to be paintable on unity https://github.com/SpaceWarpDev/KSP2UnityTools/blob/main/Assets/KSP2UnityTools/Shaders/KSP2/Parts/Paintable.shader
bear in mind that the current version of spacewarp does not support this
if you want it to be supported (for now) change the 1st line to
Shader "Parts_Replace"
hm
im 99% no xD that was just a placeholder shader
i have no idea how you wizard'd that into existence
currently what i have that you gave me
im guessing i need to install the new paintable parts
you need to just download what is on this link https://github.com/SpaceWarpDev/KSP2UnityTools/blob/main/Assets/KSP2UnityTools/Shaders/KSP2/Parts/Paintable.shader
and paste it wherever you want inside the assets folder
going to reimport ksp2.exe cause it doesnt show up yet
remember who you're helping... i break everything LUL
xD no i think its totally my fault

could the shader I had before cause issues?
ah
thats on me xD shouldve been more specific
no worries
learning sitll
still*
im back from holiday so this weekend im playing catchup
oh xD where did u go?
which shader do i pick? or do i just save the .cs as a .shader?
daughter and i checked out nasa and space x it was awesome
Oh that seems awesome! glad u had fun
nono
just rename the file
to wtvyouwant.shader
yes!
k
with whats on the link
https://github.com/SpaceWarpDev/KSP2UnityTools/blob/main/Assets/KSP2UnityTools/Shaders/KSP2/Parts/Paintable.shader
btw on github you can download files by clicking here
you dont need to copy their contents
thats convenient
i was copy pasta
there we go that looks way better
works like a charm
inside unity
no need to fire the game
also, dont forget that alpha means no color!
xD
ok so last thing
that shader wont work on the current version of Spacewarp (but will on the others), and since you're probably still gonna work on your parts before the next version of spacewarp
open the LuxShader.shader
true
#1112981422836301844 message
opening
so that link use that instead of the sahder info i ahve now
now it might complain about the old shader, if it does just delete the old one
what? xD
works
thats what im using as shader
when i launch the game, will this load the color it's set to?
ok, just replace the 1st line with
Shader "Parts_Replace"
nop, the game prevents that
the game autosets what colors you already have selected there
replace the whole line!
still this saves SO much time
so it will be
Shader "Parts_Replace"
yeah! no need to open th game to check small changes
because you have the old one still!!
delete it
its maybe under Assets/KSP2UnityTools/
:D
this will be packed with KSP2 Unity Tools
but for the time being ur safe
tho remember that if you update KSP2 Unity Tools it might complain again
and then just delete that one, the one on KSP2 UT will be the updated one
thats what i need to find
usually it says where it is on the errors
oh thats a diffrent error then
ah
can you send me it?
oh ok
this is it. all i did was change line 1
good to know. also what language is the shader wrote in?
it works like a charm
omg so much time is going to be saved with paintmaps
thank you luxs
lux*
shader lab
lul
its unity's own shader language
but its very close to hlsl
interesting
which is the language that most people write shaders in
glad you know all about unity
i had no idea that there were languages for writing shader stuff
i know of C#, js, py, C++, and C
i mean you have to talk with the GPU
doesnt mean i know them, i just know of them
shader languages are basically GPU focused languages
i dont mind talking to my 4090
you can use c# i think ,but its so slow
all good
shader languages are what allows gpus to be so efficient and fast
this speeds up having to load a model in and test it
literally only reason id load the game is to test the shaders
np!
also that blur effect makes it look way better.
As of now, i’m developing a tool for you to able to generate the dragCube and store it here. For the time being, you can use the game’s automatic drag cube generator by putting on the game objects that have mesh renderers that you want the drag cube to be calculated the layer Render.DragRender (layer #29).
For this to work your Data Drag>Cubes h...
for you to generate your dragcubes
but tbh i dont expect people to fly that monster w/o a fairing
sweet ill add that
thats kind of why im trying to make it big and also its going to be heavy af. itll take a hefty rocket to get it into orbit if you're going to take it off kerbin
by the time you unlock everything youll have to unlock better engines is the plan
OMG you have a part bible
you can also just oyu know
biuld it in situ
with the LUXS COLONY PARTS MOD MADE BY LUX 
the name wont be that, im most probably not gonna put my name on it
i want to attempt to make sure that the science mods I make function with mods you make
so as I get into the programming side of it, itll be interesting to see how I can make sure it works with mods you have
oh dont worry, the colony stuff is stock from KSP2
dont worry, as long as u use the stock modules and stuff like that
everything will work seamlessly
so do i add my mesh to the cube list?>
putting on the game objects that have mesh renderers that you want the drag cube to be calculated the layer Render.DragRender (layer #29).
oh is it this thing?
hm
u know what, a sec, i'll make ti easier
yeah, this is meant to be easy to follow for people who dont use unity too
thus some of the pages having gifs guding you
refresh the page
sir
I need to make the detector have a resource and function like an engine
your part is not an engne xD
well, then follow my video tutorial because theres more than just that
#🔴tools-and-resources message
cause ive been thinking about the functionality of it
it needs to consume a resource (fuel), generate heat, consume electricity, and then from that convert it to anti-matter
so i figured before science mode comes, engine_module may be a way to experiment with it as Ill need some of what module_engine uses
otherwise it will take a custom module to work
whats an ISRU?
i have all of that in game now which is awesome. i saw the antimatter as a resource option
basically a resource converter
also data transmission is awesome, cause i want to make sure it transmits science/info
module_resource covnerter
ah
ok
dont worry
its not hard to understand that
at least not when you've been doing this for 3 month already 
nope
i pick up things pretty quick. my issue is just finding where things are, understanding how it works is fairly simple i think
whats difference between formula and emissive material?
now ive gotta make sure i name thse fuels correctly.
huh
they have nothing in common
they are totally separate things xD
Emissive material is what makes ie engines glow
so the name of ther material would be whatever material you have
so just whatever material youve made, that name, goes there
this makes sense
if it doesnt ahve it, then it wont use the map and then it doesnt work
huh either that or your whole part will glow
which means i need to make an emission map real quick
well you can test that with my shader :3
just change the Emission Color
btw emission most of the times is a color, dont put it white xD
depends
but with light white is the presence of all color
additive no, subtractive yes
the amount of things that go into textures is astounding
RGB is additive. MYC is substractive?
other way around iirc
imagine like this
if you have paints of diffrente colors and you start adding them together and mixing them
they'll end up being browish/black
cuz ur adding more pigment to the color
ah this makes sense
k now how would i test the emission?
OH
thats so cool
huh
haha dope
yeah thats pretty much what u use emission for
did u set it on the resource converter?
actually it might not work since it only works when you have temperature
put material name in it, and when i change the color of the emission changes
yeah but thres no temperature in the game yet so yeah
yup
it is set up correctly tho
yup! tho take into consideration that those are temperature depedent
yup which is fine
so it will only glow that bright whenever its at its hottest
nice
a lot to tweak with
thatll be fun to mess with and for now getting a basic idea down will help
the thing is the inner detector is 1.9K (-271.3C)
yup! i can make a way for you to test it in unity later, should be easy
so its ridiculously cold. it doesn't get hot BUT to make it look cool in game im adding heat
but im curious if theres something that uses cold
you can use it
if heating also has some cooling aspect to it
like could i go negative with the temperature
oh wait maybe not yeah
i have no idea
well its up to modders to add that
so for now i was like "eh well stray away from cooling right now"
that was something i wanted to add later was cold
but first gen of KERN is going to use the heat system
then later ill change it to work with a cooling mod
which should just be a custom module that plays off the heating
not too shabby
i havent finished the textures for this yet buut getting close to being done with the detector
then ive gotta add more models ive worked on
haha
no worries
textures are always so niche
and the little details i feel like we're the only ones who know about it
most people dont look into the details of models but i really want every detail to look good in what i make
well time to watch some football and then after matches back to working on KERN
well the game is way better looking than before
so now more than ever you have to have attention to details
you're a life saver! thanks for the shaders and making the bible
oh!
how ive been making my heightmaps is just tracing them
is that a good technique?
Idk even know how to make height maps
heh
you should use heightmaps for bolts, metal edges and things like that
what r u using it for?
im trying to map this out neatly so that it looks good. its got a few pipes/wires
i added the blur and it helped smooth it oout a bit
smoothness is very dependent on your brush as well
im also going to change the color of the metal as it's too blue imo
interesting
this is the 5th version of the detector
3rd of this generation
i looked at the atlas detector on CERNs website and it had 16 edges instead of 12. i thought it had 12. so i had to rebuild it last night to have 16 lol
a few things to iron out and i think itll look pretty good
heh dont forget that you dont need a 1:1 recreation
yup
take creative liberty into your hands
thats where the components and how they look will change
but the muon spectrometer has helped me learn how to make heighmaps, and they look cool
still havent figured out a texture to add behind them to make it look more like a bunch of wires or something
and you were 100% right about how textures make things easy
instead of subdiving these into a bunch of polys i just make a simple texture to get the same effect
this is mostly great because kern is my last name lol
Nice
I feel like checking the stages current dV would work than trying to check the FuelTanks fuel level.
dV is what is using the fuel and its only one value.
the fuel is split into multiple values
@willow prairie
then you'll get the wohle stage fuel
its wierd that's getting you 0
i'll try the scripts on my side in a bit
no worries i cahnged it a bit
sdawdasdawd

