How To Use Textures Unlimited Ksp
- Re: Need Help With Adding Custom Textures To Planets. And just copy the raw jpg file into the 'Media' folder. No special editing or customization needed to the jpg file. You can make your textures gray scale and use the Color tint check box (in Universe Sandbox) to color them any color you want.
- Mar 2, 2018 - Some things to note, if you use planet shine, I'm not sure how nicely it plays with TU. Same for Windowshine (essentially Texture Replacers.
Jan 6, 2019 - Tagged with kerbal space program, ksp, realism overhaul; Shared by OllyBarry. No textures, KSP 1.3.1 with SSTU-PBR and Textures Unlimited.
BigBizkit: Thank you, Fuse00, for having a chat with us. To start this off, why don’t you tell us a bit about yourself?
Fuse00: My name is Maria, I was born and live in Moscow, Russia.
I have been fond of video games ever since my early childhood, but it just so happened that my education and work have nothing to do with the gaming industry. At this moment, I work for a telecommunication carrier, in the maintenance operations department of communication circuits for foreign telecom operators.
Not sure what else to add: in my free time, I mostly sit at home playing games or watch TV series :D
To those who might be unfamiliar with your work, how would you describe what you do?
Well, I make modifications for games, mostly related to face/body textures and 3D modeling.
You joined Nexus Mods about five years ago. Do you recall what drew you in initially and what is it that makes you want to stick around and be an active member of our community?
I started to be interested in modding (first as a user, not as an author) a long time ago, around the time of my passion for Morrowind. In those days, it was quite difficult to find an adequately systematic and informative source for mods on the internet. I constantly had to surf the internet in search of new content on different websites (sometimes of questionable quality), which, of course, was not very convenient.
I can not remember now how and when I eventually learned about Nexus, but I still do not know of a better alternative to this site. For me it's convenient in every way: an impressive amount of downloadable content, a user-friendly interface, and the most important thing - most of the mods are uploaded here by the authors themselves, which allows us to promptly get answers to questions we’re interested in, download updates, etc. All of the above mentioned is true for both downloading mods and uploading it.
You have made various impressive retextures and visual improvement mods across several different games. Would you say that there are any notable differences in your approach to creating textures for one game versus another?

Well, the interface and options of modding tools may vary from game to game. For example some games are provided with very detailed and user-friendly modding tools, in contrast to others, which are provided with an executable file and a list of parameters for Windows command string only. Then some games do not have any modding tools at all.
So the process of packing and unpacking game resources can be more or less complicated depending on modding tools, but the process of texture drawing or editing is pretty similar every time.
I prefer to use a polypaint method (drawing on the 3d model, or, to be more exact, on the vertices of its polygons). In case I do not have an access to the model, I just edit texture maps in Photoshop.
Ksp Texture Replacer
Between your body textures for Fallout 4, and the various customisation options you added for Geralt of Witcher 3, as well as Henry of Kingdom Come: Deliverance - is there any particular mod of yours that you are most proud of?Yes, it is a mod for Skyrim I made years ago, which adds a new race into the game. This mod is called Alexander Race. It was not popular since it is incompatible with almost everything, difficult to install and also damages frame rate badly, but it was a great skill test for me. A lot of things I currently know about modding I had learned from this mod since it was made 100% from scratch – all new models, textures, physics, facial morphing, sliders for the character creation menu etc.
Creating this was a very interesting process for me.
What do you find the most inspirational about the modding community as a whole?
The opportunity to customize games according to your own taste, of course. Sometimes I like the game in general, but I don’t like some particular detail of it, and mods allow to fix it. And sometimes mods allow to completely redo the game one way or another. I only wish more developers would support mods, since modding improves games so very much.
As for an inspiration itself, occasionally, I just want to create and share something, even if I’m not planning to use it myself. This applies to almost everyone of my mods for Skyrim and Fallout. For some reason I’ve never actually played these games for long, I just like to create content for them.
It is like making fan art or something like it, when you don’t actually plan to use the result of your work, but you just enjoy the creative process :)
You said you like the ability to customise your games: what kind of games do you generally prefer to play and why?
I play almost every genre, except for racing and RTS/strategy/simulators. But although I prefer games with non-linear stories, I like to customize the personality of characters I play.
That is why I like RPGs and interactive movies like games from Telltale or Quantic Dream. I actually like RPGs better because they are bigger and require more time to complete, and also add some challenge such as quests and combat. So my favorite genre is definitely RPG.
I also very much appreciate some newer games that are different from other genres and settings, such as: Catherine, Hollow Knight, The Last Guardian, Deadly Premonition, the first Darkness game, etc. – I’m always interested in trying something different from “classic” elves/aliens/criminals/soldiers stories :)
What are some other hobbies other than modding and gaming that you have?
I don’t have any really… unless TV series count - I watch a lot of them :D I used to like drawing and photography when I was younger, but I dropped it years ago.
While I, personally, have made some mods, creating textures is somewhat of a closed book to me. How did you get started and do you have any tips for people who would like to get the hang of creating their own textures?
In case we are talking about the fundamentals of creating textures, the first thing to do is to learn the basics of what textures actually are (because I personally didn’t have this knowledge when I created my first mod, which made it extremely difficult to understand, why the result was so different from my expectations).
Every modern game uses more than one texture map for every surface. You need to understand the differences between diffuse map (color), normal map (relief), specular/subsurface scattering, cube maps etc. There is not much to it, you just have to know what every texture type is responsible for.
The first mod I’ve ever made was a texture for Geralt’s face in The Witcher 2. I hate how old he looks and wanted to make him a bit younger by removing wrinkles from his face :) I've never been able to find anything decent among the mods which have been released already and that is why I decided to create my own one. So, I unpacked his textures and found the one which was colored and looked exactly like a photo of his face. I decided that that is all I needed, airbrushed out his wrinkles, packed it back into the game and was very confused by the fact that the wrinkles were still present on his face… As I found out eventually, I only edited the diffuse (color) texture map, but I ignored the normal map, and that is why the relief of wrinkles had still remained the same, even if the flat colored picture of his face wrinkles was the same color as his skin. So don’t neglect the theory!
Everything else is a matter of practice and skills in digital graphics in general. I highly recommend the usage of a graphic tablet for any operation in graphical editors – it is way more comfortable than a mouse and the result will be much better.
In the specific case of face texture editing, I can recommend to check some makeup and face paint tutorials on Youtube, because those are very similar processes and it is helpful to understand how to sculpt the face with color and make the face shape look visually different, which face areas should be highlighted, and which ones should be darkened etc.
As for the tools I use for texture creating, I personally prefer Photoshop and Zbrush.

Try to start: do the part that you already know how to do, and every time you come across something you don’t understand – just google it. In 90% of the cases you’ll find the answer, then proceed up to the moment when you’ll find something confusing again, google for it again and so on. That is what I normally do. After a while you’ll understand that there is nothing left to google about and you understand the whole process now. Also, you can try to ask other mod makers who have already released mods similar to the ones you are creating. That is what I normally do as well. Half of the mod authors here on Nexus probably hate me for being that annoying. Once I even found the email address of the guy who used to work on a physics plugin for Skyrim on a Chinese forum and spammed his mail, because he was the only one who knew how to operate it :D
Conversely, are there any modding skills, e.g. programming/scripting, level-design, etc. that you feel you are lacking, but would love to have?
Some assembler skills and lua scripting maybe, since I’ve recently discovered a reverse engineering tool, which has almost unlimited potential for every game aspect tweaking, but it’s hard to deal with without some advanced scripting skills. Besides, I wish I could understand how to work properly with the Creation Kit – I still have no clue about it :)
Is there anything else you would like to say to the community?
Keep creating guys! You make games so much better with your work!
Thank you very much, Fuse00, for taking the time to answer our questions and best of luck for your future endeavours.
Thank you, too!
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A big thank you to Fuse00 for taking the time to speak to us! If there's an author or mod project you'd like to know more about, send your suggestions to BigBizkit or Pickysaurus.
How To Use Textures Unlimited Ksp 4
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Sign upshadowmage45 released this
- Recompile for KSP 1.7.2
- CHANGE - Disable TU's 'Reflection Manager', and use the stock Reflection Probes. If you find reflections are not working in your game, enable the stock reflection settings in the in-game options menu.
- CHANGE - On ModuleManager reload, clear all existing data. Should fix issues of TU throwing errors during MM database reloads, and will actually allow for reloading the database to pick up changes to TU configs.
- CHANGE - Remove graphics API check and warning. As the stock reflection system is in use, no longer care what API is used.
- KNOWN ISSUE - Stock skybox (stars) no longer present in reflections. Stock issue with their reflection system.
- KNOWN ISSUE - Scatterer no longer present in reflections. Seems to be caused by changes to stock code regarding skyboxes, but may also be due to the recent Scatterer overhaul (or both?).
shadowmage45 released this
- Recompile for KSP 1.7
shadowmage45 released this
- Add several functions available for external mod integration to swap texture sets or reload existing textures on model changes.
- First use of new build script for this repository, so please make note of any issues with packaging.
shadowmage45 released this
- Fix shader bundle Windows-OpenGL compatibility
shadowmage45 released this
Recompile Plugin for KSP 1.6
Recompile shaders to fix mixing issues with recoloring normalization.
shadowmage45 released this
- FIX - Clean up an issue with parsing for color values.
- FIX - Many fixes for WIP - TUPartVariant module (stock PartVariant integration)
shadowmage45 released this
- Updated and recompiled for KSP 1.5
- Compatible with stock PBR shader - adds in-flight reflections
- Still does not work properly under DX9
- Should be mostly backwards compatible with existing config sets
- New Shaders Available - See the wiki for details ( https://github.com/shadowmage45/TexturesUnlimited/wiki )
- Minimized shader variant count -- only Metallic, Specular, and Legacy exist, along with their transparent counterparts.
- New recoloring system implemented, usable from all shaders - See wiki for details
- Minor updates to subsurface scattering implementation, usable from all shaders - See wiki for details
- CHANGE - Add a selection of new Icon Shaders that fix rendering issues on DX11/OpenGL for stock parts
- Also include configs to apply these shaders to most (all?) stock parts (based on the original shader name used in the material).
- CHANGE - Add ability for MATERIAL blocks to specify a render-queue for that material. Use 'renderQueue = XXXX' inside of the block to specify the value.
- CHANGE - Add ability for MATERIAL blocks to specify texture scale and offsets (applied to all textures equally).
- 'textureScale = 1,1'
- 'textureOffset = 1,1'
- CHANGE - Allow for 'modelShader=XXXX' syntax to be used in KSPTextureSwitch to inform the module to look for its texture-set data from a KSP_MODEL_SHADER config source.
- CHANGE - Include a new stand-alone redistributable for AssetBundle model loading, using the '.kbm' file extension. TU will continue to load and process '.smf' asset-bundle models as it did before.
- The main difference between these two is that .kbm models will not support TU shaders, and is intended for distribution by mods that only need model-loading functionality.
- CHANGE - Add more error logging features on failed texture set, material, model, and texture lookups. Debug information should be more useful and contain more reference data to help track down the issue.
- CHANGE - Updates/changes to config layout for the mod.
- REFLECTION_CONFIG and UV_EXPORT configs moved inside of root TEXTURES_UNLIMITED node and all have been moved into a single file.
- Reflections are now enabled by default as they are needed for the stock reflective shaders. They can still be patched to disable them if desired for whatever reason.
- CHANGE - Update the debug 'dump world data' function to include a ton more data on transforms, materials, and shaders.
- FIX - Icon shaders will no longer use 'sharedMaterial' when being applied - fixes issues of icon shaders being copied back onto the source part.
- CHANGE - Color specifications in shader property blocks or for use in preset colors can now be specified in one of the following formats:
- hex - #FF80AAF8 (leading # is mandatory)
- float - 1.0,0.5,1.0,0.9725 (use of decimal is mandatory -- one is specified as '1.0' and not '1')
- byte - 255,128,255,247
shadowmage45 released this
- Update .version file and repackage for KSP 1.4.5 compatibility.
- No other changes.
shadowmage45 released this
- Recompile vs. KSP 1.4.3 libs - update .version file accordingly
- Finalize the DX11 'fix'; auto-enabled whenever DX11 or DX9 are detected
- Remove graphics API warning for DX11 (still warns when DX9 is used)
- Add ability to override recoloring data through PROPERTY blocks (special-case exceptions)
shadowmage45 released this
TESTING RELEASE
- FIX - Add alternate rendering routine that can be used with DX9/DX11, slightly more overhead, but removes issues of inverted cubemap faces.
- Can be activated in the debug menu, or through config file, see patch example below
- DOES NOT FIX DX9 CUBEMAP BLURRING ISSUES
- .version file not updated, nor has AVC target; pure testing release
- still warns when starting about DX9/DX11
- 'alternate rendering' mode must be enabled either manually in debug menu or with a patch (see below)
Patch to enable alternate rendering mode: