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About Cetera

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    Spacecraft Engineer

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  1. [1.3.1]TextureReplacerReplaced v0.5.2

    One of the things I was trying to do with my pack was prevent conflicts if anyone installs any other suit pack in the future. I put copies of the normal maps in each suit folder, for example. Is there a config code that can apply to all of my suits, but not alter the universal TRR default? That's why I listed each one of my suits with all the same config info. Also, would I just put the visor color settings in that same section you have the suit/helmet/visor/jetpack listed in now?
  2. [1.3.1]TextureReplacerReplaced v0.5.2

    I think I'm beginning to understand. So would my config file linked above have worked if I had put it in a ZCetera folder? 'Cause the only thing that config ever did was assign suit folders to class. Nothing else in it ever worked for me, and I wasn't sure if I had naming conventions incorrect, or if I didn't have the proper nodes, or something.
  3. [1.3.1]TextureReplacerReplaced v0.5.2

    One thing I was having issues with when writing my config file (and seriously, I have such limited knowledge of how MM actually works I am probably doing something wrong -- half of my current config was written by someone else months ago as an example to show me what I'm doing): If I named my Mod "CeteraSuits" in the config file, instead of "TexutreReplacerReplaced" nothing I put in the config ever worked. If instead the first line was "TextureReplacerReplaced" then it worked. Is this part of what you're talking about?
  4. [1.3.1]TextureReplacerReplaced v0.5.2

    Very nice work, @HaArLiNsH. I'm glad you're understanding my dilemma now. I'm not savvy enough to be able to communicate it fully, I think, and have too little experience knowing for certain which item is working or not and which variable is the root cause. I'm glad you've got it sorted, and I look forward to future releases with the highest quality possible for TRR textures!
  5. [1.3.1]TextureReplacerReplaced v0.5.2

    No worries, make haste slowly. I spent a lot of time messing with it last night, letting other things drop. I won't have much more time to tinker this week.
  6. [1.3.1]TextureReplacerReplaced v0.5.2

    @HaArLiNsH I'm not sure what the difference is then. Maybe it is the flag in the config turning compression off? I am pretty sure I had it set before, but there's always the possibility that my config was no good. I'm not terribly good at writing them. However, to illustrate the quality differences, here is my level 5 veteran pilot suit, first with using the DDS file as converted by by the nVidia DDS Converter 1.4, and then using PNG unconverted. nVidia DDS Converter 1.4: PNG unconverted: That is a huge difference in quality, and why I've been so grumpy with the DDS files. There are still some minor compression artifacts in whatever conversion is done loading the PNG files, but it is very minor. Everything is clearer and cleaner. Detail differences are wildly apparent on the helmet, but also on the jetpack too. At this point, with that level of quality difference, there's absolutely no way I'll be releasing my suit pack with DDS files, unless someone else wants to convert them for me and can achieve the level of quality that occurs when using PNG. The difference is too much. The DDS textures look like crap in-game.
  7. [1.3.1]TextureReplacerReplaced v0.5.2

    OK, need a rewrite of my config by someone who knows what the heck they are doing. I'm having no success. I've had help in the past, but I've clearly messed something up, and no suits are being assigned by class currently. Here's my config: https://www.dropbox.com/s/1gtua0c1b9lozlg/CeteraSuits.cfg?dl=0 I want all EvaSpace suits to be used for EvaGround suits. I have folders set up for each class. I have Space and Ground visor textures, and have specified visor base color and reflection colors specified in the config too. I want them all the same, so if there is a way to do it universally rather than by each suit folder, that'd be good.
  8. Interesting. The icon files as .DDS file types didn't work. Putting in .PNG has them coming through just fine. Did I do something wrong in the DDS conversion (not the first time) or should they always be .png?
  9. [1.3.1]TextureReplacerReplaced v0.5.2

    Mwuahahahahahahahahaha! I say again: Mwuahahahahahahahahaha! Sometime between the most recent build, and the last build I fully tested in TRR, the auto-conversion from PNG to DDS got a LOT improved. I can release my suit pack in PNG, let the game convert them when it loads, and get a much, much better conversion than me mucking about with these standalone tools. It looks a lot like this one, honestly: I'll take it. I have a folder of 221 PNG files that I have to manually flip right-side-up again, but they are named properly. (Yes, I know, stupid for me to save over the ones I flipped! I have the originals still, but they aren't named properly for TRR, and I think it's faster for me to re-flip than to rename.)
  10. [1.3.1]TextureReplacerReplaced v0.5.2

    Which suit number corresponds to which suit state? Maybe that's a better question, and one I haven't grokked from the documentation. NVM, it is in the config. I was was right the first time... I'm just a little slow! // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE
  11. [1.3.1]TextureReplacerReplaced v0.5.2

    LOL, good work testing though! Oh well. One more time, 'cause I'm a slow learner. What config option do I need to have in my config file to make TRR use the EVA Space textures for the EVA Surface? Oh, dang, do the Normal Maps need to be clamped too when converting to DDS? I forgot to ask.
  12. [1.3.1]TextureReplacerReplaced v0.5.2

    You can turn off the anti-aliasing-style color conversion in Paint.Net if you don't like it, or it is messing things up. Regardless, that isn't the issue. It doesn't matter whether the textures are DXT1 or DXT5, without any blended colors, on any line that isn't perfectly vertical or horizontal, you get compression artifacts moving to a DDS texture type. You can see the examples above. The test image was made in about 30 seconds using Paint.Net, and as you can see, there are no color gradients in it. Further, my point remains that Paint.Net won't clamp DDS texture files, so they are useless with any kind of directional lighting, if that is what is truly causing it. I haven't done my new conversion yet to test my next iteration, but I'm confident they'll work this time.
  13. [1.3.1]TextureReplacerReplaced v0.5.2

    Well, I just created my textures in Paint.Net, and then flipped and saved as dxt5, but I get the lighting errors on the textures (screenshots here). @HaArLiNsH believes it to be a CLAMP issue with the DDS export, which Paint.Net does not have an option for.
  14. [1.3.1]TextureReplacerReplaced v0.5.2

    I tried doing that this weekend, redoing just one start by hand, and was still getting the compression artifacts. That's why I posted the test file above with a very crappy star, but it was a new file guaranteed to not have any other issues, and guaranteed to be only three colors (gray, black, and dark red). It had issues all over the place, which is why I gave up. From looking at your post above, it looks like this is just a limitation we have to deal with when using DDS in the current KSP engine. Nothing for it, just have to wait for something better.
  15. [1.3.1]TextureReplacerReplaced v0.5.2

    That actually looks the best out of all of them. I don't have access to photoshop, though. How long did it take to convert that file? How long would it take to convert 221 files? Does it also clamp the DDS file?