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How To Use Textures Unlimited Ksp
The Debug Toolbar is a window designed for testing and debugging purposes. It can however also be used by the average player to ease gameplay, cheat or “goof off”. With Control+Alt+F12, the toolbar can be opened. As of 1.7.0, it has seven sections: Console, Database, Cheats, Physics, Contracts, Kerbals, and may have additional sections. If you’re using SVE, repeat step 2 for /GameData/StockVisualEnhancements/Textures. Download the file hosted here, called reshade.ini, and paste it directly into your KSP installation top-level directory (Kerbal Space Program). (Note that I didn’t create this file. It was configured by JaySNL; I’m merely hosting it for posterity.).
Material Definitions
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.
House by the lake 1976. 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
![How to use textures unlimited ksp 3 How to use textures unlimited ksp 3](https://i.imgur.com/fwan1KN.jpg)
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:
And its texture-sets refer to root-node texture sets, constructed such as:
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.