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StaticModule: GrassColor2

Christian Bronk edited this page Nov 27, 2019 · 8 revisions

This Module replaces the texture and color of the specified mesh. the color is the same as the underground, but can also specified in the instance.cfg file.

You can access builtin textures as listed here when using the BUILTIN:/ prefex

All original KSC buildings use this module by default

This module takes 6 textures:

  1. NearGrass : Texture of the Grass surface when less than benddistance away
  2. FarGrass : Texture of the Grass surface when more than benddistance away
  3. BlendMask : Black areas in this texture are grass, red areas are tarmac
  4. Tarmac : The Concrete Texture at the KSC (red areas in the blendMask)
  5. ThirdTexture: Optional third texture (green areas in the blendMask)
  6. FourthTexture: Optional fourth texture (blue areas in the blendMask)

Notes:

You don't have to use concrete as the secondary texture. The Alpha channel in the Tarmac-, third- and fourth- Texture defines the intensity of the blend.

You can mix colors in the blendmask: if one color is below max, it is blended by the intensity over the other.

Blending priority: BackGround: Grass --> Tarmac --> Thirth --> Fourth

Exammple module:

MODULE
{
    // Mandatory, always the same
    namespace = KerbalKonstructs
    name = GrassColor2

    // Mandatory
    GrassMeshName = name of the mesh where it should be applied

    // 
    // everything below is optional. What is not defined gets the default parameter
    //
    DefaultNearGrassTexture = BUILTIN:/terrain_grass00_new // the texture to use when near
    DefaultNearGrassTiling = 1  // the tiling for near grass

    DefaultFarGrassTexture = BUILTIN:/terrain_grass00_new_detail // the texture to use when far
    DefaultFarGrassTiling = 1    // the tiling for far grass
    DefaultFarGrassBlendDistance = 100 // distance in meters where the neargrass texture should be blended into the far grass texture


    DefaultTarmacTexture = BUILTIN:/ksc_exterior_terrain_asphalt // red areas in the blendmask use that. at the ksc this is the concrete, but can be anything (if texture three and four are empty it is the white area)
    DefaultTarmacTiling = 10, 10  // the tiling of the secondary texture (concrete or something else)
    DefaultTarmacColor = 1,1,1,1  // Default Color for concrete Texture
    DefaultTarmacTileRandom = False // Should be the secondary Texture be random tiled

    DefaultBlendMaskTexture = BUILTIN:/blackSquare   // the blend mask to use... all black means no concrete

    DefaultThirdTexture =  // third texture name
    DefaultThirdTextureColor = 0,0,0,0  // set to 1,1,1,1 to activate the texture, the alpha channel controls the obacity
    DefaultThirdTextureTiling = 1  // Tiling parameter as above 
    DefaultThirdTextureTileRandom = False // same as Tarmac

    DefaultFourthTexture =   // see above
    DefaultFourthTextureColor = 0,0,0,0 // see above
    DefaultFourthTextureTiling = 1 // see above
    DefaultFourthTextureTileRandom = False // see above



}