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[1.8-1.12] TextureReplacer 4.5.3 (8.2.2022)


shaw

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Does anyone know about a 1.1.x compatible "J's Specialized Suit Pack" or an alternative?
It seems like "jfull", the author is inactive for some while.
I loved those differently coloured suits for the different Kerbal classes.

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They should still be "compatible", I would have thought. If you mean the broken link, the link on Imgur works OK.

Follow the "Javascript is disabled" link, and there's a working mediafire link in the description.

Don't recall if they're jpg format or dds, but they should still work regardless. 

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2 hours ago, Bishop149 said:

Any ideas why my Kerbin looks like this:

9F1D9693B5365F82B8893998B221C210BF8B1FB6

If I remove my KerbinScaledSpace300 texture it returns to normal. Is there something up with my Kerbin texture? It worked several versions ago. 

The texture is 4096 x 2044, bit depth 32 and is a .dds file.

Dimensions are not powers of 2. Should be 4096 x 2048. And what texture compression are you using? Only DXT1 and DXT5 are supported by KSP. Uncompressed textures are not supported.

2 hours ago, Cairol said:

Does anyone know about a 1.1.x compatible "J's Specialized Suit Pack" or an alternative?
It seems like "jfull", the author is inactive for some while.
I loved those differently coloured suits for the different Kerbal classes.

What's not compatible? All texture packs except some very ancient ones (I think the structure for texture packs last changed in TR 1.4).

There are also some issues with TGA images from KSP 0.24 or 0.25 on, so if you find TGA textures in a pack convert them to DDS (normal maps need special treatment so you best use some texture conversion tool specialised for KSP, e.g. https://github.com/ducakar/img2dds).

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2 hours ago, shaw said:

Dimensions are not powers of 2. Should be 4096 x 2048. And what texture compression are you using? Only DXT1 and DXT5 are supported by KSP. Uncompressed textures are not supported.

What's not compatible? All texture packs except some very ancient ones (I think the structure for texture packs last changed in TR 1.4).

There are also some issues with TGA images from KSP 0.24 or 0.25 on, so if you find TGA textures in a pack convert them to DDS (normal maps need special treatment so you best use some texture conversion tool specialised for KSP, e.g. https://github.com/ducakar/img2dds).

Yeah, I managed to get it to work by stretching that y dimension to 2048.

Had to convert to .png to do so, will try the tool you link to convert back.

Edit: Any other tools for converting to .dds? That one requires python and converts the whole folder, and this one doesn't work on WIndows 10 

Edited by Bishop149
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13 hours ago, shaw said:

Maybe that's when reflections are being generated. Does changing `reflectionInterval` make a difference?

Removing which CFG file? Removing `@Default.cfg` shouldn't have direct effect on reflections, it usually contains the default settings that don't change anything. Unless something else is the problem, e.g. some issues with texture compression and unloading. Check the log if there are any errors.

Thanks for getting back to me--this is a pretty unfamiliar area to me, but all my reflections come from TextureReplacer.dll and MM_ReflectionPluginWrapper.cfg. I think I have an "outdated" version, but weirdly, it's the only one that puts actual part reflections on components.

 

 

 

 

// Replace ReflectionPlugin's module with TRReflection.

@PART[probeCoreOcto2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = octo2
        colour = 0.4 0.4 0.4
        interval = 4
        reflectionResolution = 8
    }
}

@PART[probeCoreOcto]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = octo
        colour = 0.4 0.4 0.4
        interval = 4
        reflectionResolution = 8
    }
}

@PART[probeCoreHex]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.4 0.4 0.4
        interval = 4
        reflectionResolution = 8
    }
}

@PART[probeCoreCube]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = cube
        colour = 0.4 0.4 0.4
        interval = 4
        reflectionResolution = 8
    }
}

@PART[Mark1-2Pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = FrontWindow SideWindow
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 16
    }
}

@PART[cupola]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = obj_base
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 64
    }
}

@PART[crewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = cabin
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 32
    }
}

@PART[mk1pod]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = window
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 16
    }
}

@PART[Large_Crewed_Lab]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = Lab
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 32
    }
}

@PART[Mark1Cockpit]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = Cockpit
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 32
    }
}

@PART[Mark2Cockpit]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes =  Cockpit
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 32
    }
}

@PART[landerCabinSmall]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = obj_base
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 32
    }
}

@PART[mk2Cockpit_Inline]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = Cockpit_inline
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 32
    }
}

@PART[mk2Cockpit_Standard]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = COCKPIT
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 32
    }
}

@PART[mk2LanderCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = cabin
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 32
    }
}

@PART[mk3Cockpit_Shuttle]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = cockpit
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 32
    }
}

@PART[MK1CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE[TRReflection]
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.5 0.5 0.5
        interval = 4
        reflectionResolution = 16
    }
}

@PART[mk2CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE[TRReflection]
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.5 0.5 0.5
        meshes = Mk2CrewCabin
        interval = 4
        reflectionResolution = 16
    }
}

@PART[mk3CrewCabin]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE[TRReflection]
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.5 0.5 0.5
        meshes = CREW
        interval = 4
        reflectionResolution = 16
    }
}

@PART[probeCoreSphere]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = sphere
        colour = 0.4 0.4 0.4
        interval = 2
        reflectionResolution = 32
    }
}

@PART[ionEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = engine
        interval = 4
        reflectionResolution = 16
    }
}

@PART[liquidEngine3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = engine bell Nozzle
        colour = 0.2 0.2 0.2
        interval = 4
        reflectionResolution = 16
    }
}

@PART[nuclearEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.2 0.2 0.2
        interval = 4
        reflectionResolution = 32
    }
}

@PART[liquidEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.2 0.2 0.2
        interval = 4
        reflectionResolution = 16
    }
}

@PART[liquidEngine2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.2 0.2 0.2
        interval = 4
        reflectionResolution = 16
    }
}

@PART[liquidEngine1-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.2 0.2 0.2
        interval = 4
        reflectionResolution = 16
    }
}

@PART[liquidEngine2-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.2 0.2 0.2
        interval = 4
        reflectionResolution = 16
    }
}

@PART[engineLargeSkipper]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.2 0.2 0.2
        interval = 4
        reflectionResolution = 16
    }
}

@PART[RAPIER]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = engine
        interval = 4
        reflectionResolution = 16
    }
}

@PART[SSME]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.4 0.4 0.4
        interval = 4
        reflectionResolution = 16
    }
}

@PART[Size3AdvancedEngine]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = Nozzle
        colour = 0.25 0.25 0.25
        interval = 4
        reflectionResolution = 16
    }
}

@PART[fuelTank2-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = medtank
        colour = 0.18 0.18 0.18
        interval = 4
        reflectionResolution = 32
    }
}

@PART[fuelTank4-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = smalltank
        colour = 0.18 0.18 0.18
        interval = 2
        reflectionResolution = 32
    }
}

@PART[toroidalFuelTank]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.4 0.4 0.4
        interval = 6
        reflectionResolution = 32
    }
}

@PART[xenonTank]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.4 0.4 0.4
        interval = 6
        reflectionResolution = 32
    }
}

@PART[commDish]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = dish
        colour = 0.4 0.4 0.4
        interval = 6
        reflectionResolution = 16
    }
}

@PART[dockingPort2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = port
        colour = 0.35 0.35 0.35
        interval = 6
        reflectionResolution = 16
    }
}

@PART[dockingPort3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = port
        colour = 0.3 0.3 0.3
        interval = 6
        reflectionResolution = 16
    }
}

@PART[dockingPortLarge]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = large
        colour = 0.35 0.35 0.35
        interval = 6
        reflectionResolution = 16
    }
}

@PART[landingLeg1]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.5 0.5 0.5
        interval = 6
        reflectionResolution = 8
    }
}

@PART[landingLeg1-2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.5 0.5 0.5
        interval = 6
        reflectionResolution = 8
    }
}

@PART[miniLandingLeg]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        meshes = 
        colour = 0.5 0.5 0.5
        interval = 6
        reflectionResolution = 8
    }
}

@PART[solarPanels1]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.35 0.35 0.35
        interval = 4
        meshes = panel1 panel2 panel3 panel4 panel5
        reflectionResolution = 8
    }
}

@PART[solarPanels2]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.35 0.35 0.35
        interval = 4
        meshes = panel3 panel04 panel05 panel06 panel07 panel08
        reflectionResolution = 8
    }
}

@PART[solarPanels3]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.35 0.35 0.35
        interval = 4
        meshes = basepanel panel1 panel2 panel3 panel4 panel5
        reflectionResolution = 8
    }
}

@PART[solarPanels4]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.35 0.35 0.35
        interval = 4
        meshes = solarPanel4panels panel2 panel3 panel4 pane5 panel6
        reflectionResolution = 8
    }
}

@PART[solarPanels5]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.35 0.35 0.35
        interval = 4
        meshes = panel
        reflectionResolution = 8
    }
}

@PART[largeSolarPanel]:HAS[!MODULE[TRReflection]]:NEEDS[TextureReplacer]
{
    MODULE
    {
        name = TRReflection
        shader = Reflective/Bumped Diffuse
        colour = 0.35 0.35 0.35
        interval = 4
        meshes = panel
        reflectionResolution = 16
    }
}

 

Any other version of MM_ReflectionPluginWrapper.cfg just doesn't work. Not sure why, very strange. Removing that CFG fixes the issue--but it also disables reflections, naturally. 

Maybe that helps. I'll try raising the interval time and see if that helps. 

Edited by Synthesis
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3 hours ago, Bishop149 said:

Yeah, I managed to get it to work by stretching that y dimension to 2048.

Had to convert to .png to do so, will try the tool you link to convert back.

Edit: Any other tools for converting to .dds? That one requires python and converts the whole folder, and this one doesn't work on WIndows 10 

Python is only needed to run conversion on the whole GameData directory. You can also run `img2dds` from the command line to convert a single image like:

img2dds -vcm path/to/image

Run `img2dds` without parameters for description of all options.

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It's hard to tell, but it doesn't seem like changing the interval from 4 to 7 didn't help (changing it to 1 did make the hitching significantly worse I think) for a small satellite in low orbit. I may have to play around the settings further, but I'm not sure what could be causing it--normally it's the actual texture replacements that take a huge bite out of my FPS, not reflections. And the reflections seem fine in the VAB. 

Edited by Synthesis
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8 hours ago, RangeMachine said:

Finally, I restored visor reflections shader. I spent many time to find a way to render atmosphere layer, but it's no result. So it's like an old reflections, without atmosphere.

You can download updated plugin from my GitHub fork, until @shaw updating his main branch.

  Reveal hidden contents

QlhWOBN.jpg

q4agQ4P.png

 

Very cool! I'm still trying to reduce the unexpected FPS hit from reflections on parts, otherwise I'd jump on this. 

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On 1/30/2016 at 6:11 PM, Poodmund said:

 

Poodmund's Calm Nebula Skybox

Toying around with creating a Nebula-like Skybox that presents the Kerbol system within a sparse Nebula. Features a subtle Galaxy star-line and patches of Pink/Blue Nebula proto-Star fields. To the polar South a very energetic solar nursery can be seen.

I like this, and I know you're probably more focused on OPM-VO right now (which is awesome) but have you given any thought to making a nebula skybox that is less "calm", such as one that is Upset or possibly even Angry? As in, something with a lot more filament structure that's maybe more dense and/or brighter? I'd love to fly around a solar system that somehow exists inside of a violent nebula!

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16 hours ago, Gorby1 said:

I like this, and I know you're probably more focused on OPM-VO right now (which is awesome) but have you given any thought to making a nebula skybox that is less "calm", such as one that is Upset or possibly even Angry? As in, something with a lot more filament structure that's maybe more dense and/or brighter? I'd love to fly around a solar system that somehow exists inside of a violent nebula!

Haha, I genuinely laughed when I read your post. :D Possibly, I may have a dabble. As you said I have some more pertinent projects at the moment but maybe when things die down a little in a month or two I could give it a shot. 

Bug me in a month or two's time and remind me. :wink: 

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On 29/04/2016 at 8:06 PM, Adarsh said:

Is there a suit for Darth Vader?

 

No I don't think that one exists. But you can download the black suit from Universe replacer or the green skull custom suite and the Darth Vader helmet.

The combination will look like Darth Vader . :cool:

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On 19/01/2015 at 0:42 PM, jbrandon said:

Here is my attempt at a simulated HALO inspired HUD. look at JEB go!9edbdaaf-9881-4022-ab26-9271cb240faf_zps2ad97fb5.pngAlso different IVA modes!

124e833c-4ab4-4622-b331-065558fba4de_zpse9ea97db.png

This is really amazing! Is there any way I can get it ?

Edited by Darth Jeb
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On 5/22/2016 at 1:44 PM, DespairingSquid said:

Maybe I shouldn't be asking this, but is there wa way to install TR skyboxes without seeing TR's other effects? I like the default kerbals etc but not that Skybox.

TR doesn't come with any textures by default. If you don't add any heads, suits, etc., you won't see any in the game. Just put the textures for your chosen skybox into the "EnvMap" "Default" folder and it will appear in game.

TR will do three other things by default that you'll notice in-game: remove IVA helmets in safe situations, not put spacesuits on kerbals EVAing in a breathable atmosphere, and do real-time reflections on helmet visors (although that's not working in the current release anyway).

You can turn all of these off in TR's settings by clicking the button that appears on the toolbar in the KSC view. It does some other magic with textures in the background, too, which is explained in the OP.

Edited by UnanimousCoward
Correct path.
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2 hours ago, UnanimousCoward said:

 

TR doesn't come with any textures by default. If you don't add any heads, suits, etc., you won't see any in the game. Just put the textures for your chosen skybox into the "EnvMap" folder and it will appear in game.

TR will do three other things by default that you'll notice in-game: remove IVA helmets in safe situations, not put spacesuits on kerbals EVAing in a breathable atmosphere, and do real-time reflections on helmet visors (although that's not working in the current release anyway).

You can turn all of these off in TR's settings by clicking the button that appears on the toolbar in the KSC view. It does some other magic with textures in the background, too, which is explained in the OP.

Oh OK, I didn't relise they were togglable, thank you :D

 

Now my Kerbals can live in a nebula

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Odd behavior:

I made a slightly modified texture for the stock fairings (removed the U and yellow stripe), if I place it in the squad directory, overwriting the original, it works.  But if I place it under "TextureReplacer/default/squad/parts/aero/fairings" all the fairings turn grey inside and out.

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19 hours ago, DespairingSquid said:

... is there a way to install TR skyboxes without seeing TR's other effects? I like the default kerbals etc but not that Skybox.

TR doesn't come with any textures included. So install it. Then grab a copy of your favorite skybox. The skybox textures (a set of six) go in the \gamedata\texturereplacer\default folder. If the skybox includes envmaps, they go in the envmaps folder, but they won't be seen unless you have real-time reflections turned off. And nobody would turn off real-time reflection.

Edited by Oinker
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