Cetera

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Everything posted by Cetera

  1. I'm sure they probably could be adapted, but I don't know the requirements for Texture Replacer anymore. The main suit files can probably be renamed, but I doubt the visors will work, and there isn't as much support for the standard vs. elite vs. badass that @HaArLiNsH had in TRR. I'm certain these textures will not work at all with the new suit that Squad has released. They would have to be entirely redone and wouldn't be able to have the class logos on the rear of the helmets like I did here. The helmet textures are mirrored down the middle, so the left hemisphere has to equal the right. Feel free to reverse engineer my old packs and adapt them as possible to TR and the new game version. You certainly have my blessing if you want to take the time to figure it out. I can give you all my template files too if needed. The license allows for anyone to make their own modifications, as long as the license is kept the same.
  2. I honestly don't know, @Deckard. I haven't played anything past 1.3.1. I'm sure they probably could be adapted, but I don't know the requirements for Texture Replacer anymore. The main suit files can probably be renamed, but I doubt the visors will work, and there isn't as much support for the standard vs. elite vs. badass that @HaArLiNsH had in TRR. I'm certain these textures will not work at all with the new suit that Squad has released. They would have to be entirely redone and wouldn't be able to have the class logos on the rear of the helmets like I did here. The helmet textures are mirrored down the middle, so the left hemisphere has to equal the right. I actually fired up KSP for the first time in a long while just this weekend, and went back to my 1.3.1 install. I like TRR and my suits too much to give them up. I wish HaArLiNsH was still working on his. I loved the visor customization he managed. Feel free to reverse engineer my old packs and adapt them as possible to TR and the new game version. You certainly have my blessing if you want to take the time to figure it out. I can give you all my template files too if needed. The license allows for anyone to make their own modifications, as long as the license is kept the same.
  3. @Trekkie148 That is a known bug. I can't remember if it is a TRR thing, or a shader thing from Windowshine, but it isn't fixable at this time. I think I remember it being Windowshine. @HaArLiNsH Any news and progress on updates for TRR?
  4. That's honestly a better question for the TRR thread. I'm pretty sure they shouldn't go in the TRR folder. @HaArLiNsH designed it to have each pack have its own folder structure, and be implemented by MM configs. If you put the skyboxes in my folder structure, just add the line to the MM config too. If you keep the naming convention the same, it should be: EnvMap = TRR-Cetera/EnvMap/
  5. @CaribeanSoul Yeah, that has to be something different or not functioning properly in the unofficial 1.4 version of TRR. We'll need @HaArLiNsH and a full release to fix that, I think. My screenshot is from the 1.3.x, and seems to be working identically to your 1.3 screenshot. I don't currently have a 1.4 install going, so I don't have anything to test with. I can send you one of my flags, though. They are at 2560x1600, and you can put it in your install and see what happens to them. It'd be a good way to test.
  6. What happens if you replace them with higher-res flags? Maybe just find a few higher-res flags online and put them in your folder, to experiment with. I'm curious, too, what would happen if you just doubled the resolution of the current flags. There wouldn't be any more info in them but if they are getting resized and compressed, they might end up with something approximating their original info. Do you have screenshots of before and after?
  7. @CaribeanSoul what is the resolution of the texture files for your flags? I suppose it is entirely possible that my flags ARE experiencing the issue, but I've got them at a higher initial resolution that the downscaling doesn't hurt anything.
  8. There's something else going on with this, then, 'cause I have no issues. My flags are all in .png format, not .dds.
  9. You might have to ask on the TU thread. I'm barely familiar with TU, but it seems like it provides functionality for other modders to use, and doesn't do anything itself. If you are using Windowshine to provide the window reflections and emissives, then you need to use TRR. It is built for and requires TRR.
  10. Largely the same stuff as TR. TR's primary author left for a few years, and TR was getting some community updates to keep it functional. @HaArLiNsH wanted to add a lot of features for the suit pack he was making, and with some collaboration with @RangeMachine and @Ger_space they fixed reflections and window emissives too, and the project grew from there. It started as a way to update TR and get it space-worthy again, and suffered terribly from scope creep, as most projects eventually do. At this point, I far prefer TRR for what it allows us to do, and I LOVE the reflections and window emissives it makes possible. It is much, much more complicated to set up, though. The complexity of output requires complexity of input. If you are trying to install my suit pack, you have to have TRR. If you want to use other suit packs made for TR, then you need to use TR. They aren't compatible. Pick whichever allows you to use the assets you're looking for. By themselves, there isn't much point to either TRR or TR without the modded assets.
  11. Revisiting the Cosmos! Episode 8: Ronny's Flight Ronny tests several planes with the aim of investigating the strange pyramid structures beyond the desert on the continent to the west.
  12. Thanks for the kind words! TRR hasn't been updated for 1.4x yet. @HaArLiNsH is working on that. There is a recompiled shader available for it in the TRR thread that fixes the visor thing for now.
  13. No problem. It happens. TRR was developed because TextureReplacer's modder had been absent for a really long time. It was being supported by the community, but it was having issues. @HaArLiNsH decided to create a new mod based on it, and in so doing was able to add a shader to it that allowed for reflections (visor, Windowshine mod) as well as also allow cockpit lights. Before with TR, it was always only one or the other. @HaArLiNsH also had some really big ideas for more complicated suit replacement textures, allowing for a lot more customization. I really liked what he was doing, so I upgraded my pack to work with it. If you are using TR for a particular reason and don't want to change to TRR, you can download the old version of my suit pack that is for TR: https://spacedock.info/mod/282/Cetera's Suit Mod I don't know if there are any issues with it and the recent release of the updated TR or not. I believe there were some folder structure changes. All the files should be named appropriately, though, for levels for the base classes. It should be pretty easy to figure out what changes are necessary, if any. I've kept the old version up in case anyone needs it for older versions of KSP, but have no plans on making a separate version of my suit pack for TR. Even though TRR requires a lot more setup, the reflections are superior to TR and Sigma Replacements, and there is a lot more customization possible.
  14. You're using TextureReplacer, not TRR. This pack requires TRR.
  15. Episode 7: AEIOU 3 is sent on a voyage to our nearest celestial neighbor. It's mission is to perform a flyby, and escape to a solar orbit. It will be the first craft to leave Kerbin's gravitational influence.
  16. You have to create a texture to be the visor. The more transparent the texture is, the more transparent the visor, and the more opaque the texture, the more opaque. In my suit pack, I use a flat gray texture to allow it to be tinted by the TRR options. You can use my suit pack, or copy and modify my visor texture, or just use it as a template to make your own.
  17. Episode 6 KSC launches two probes. The first is to attempt a powered landing near the KSC TMA. The other is the second Automated Exploration and Investigation Observational Unit (AEIOU) sent in a polar orbit. AEIOU 2 is to gather scientific data and safely return to Kerbin. It is powered by two small solar panels, differentiating it from AEIOU 1.
  18. Episode 5 We bring the Automated Exploration, Investigation, and Observational Unit home, with a successful re-entry and recovery. We also test a rover and pick up science from around KSC.
  19. Episode 4: Valentina completes her investigation of the mysterious island airfield, and returns to base. Meanwhile, KSC launches a new probe, the Automated Exploration, Investigation, and Observational Unit. It's mission: take pictures of Kerbin from orbit, and return them safely to the ground.
  20. Can you elaborate? What other suits are we talking about?
  21. It has been pointed out to me that you were very thankful, further up. I do owe you an apology, for that, and you were grateful. I'll eat a little crow here on this one. I apologize. However, the rest of the point regarding entitlement and low-efforts put forth to understand the state of the mod stands. Read for content in the future!