Galenmacil

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Everything posted by Galenmacil

  1. Hello cakepie. Sorry for the lack of information in my initial post. Here it goes: - Texture settings are set to maximum quality. - Running KSP 1.7.0 on Windows 10 64 bit in DirectX 9 (DirectX 11 rendering shows the same problems by the way) - Log file is here: http://www.mediafire.com/file/pgc3rvkq9z8e472/KSP.log/file Also, here is another toolbar rendering sample this time showing more mods exhibiting the same "problem": The smudging found on the last line is very similar to how unBlur render the buttons in this case.
  2. Hello to both of you! I am here to, unfortunately, report a "problem" with the combination of Blizzy toolbar and Unblur... As an image is worth a thousand words, I invite you to take a look at this one: http://www.mediafire.com/file/e5pm6hfajsw6plh/Icon_Comparaison.png/file The image is at the actual display size of the in-game toolbar icon at 24x24. On the left, you see the rendering in-game with the previous version of Blizzy Toolbar (the one without Unblur), in the middle, you see the original texture source and on the right, you see the rendering in-game with the latest version of Blizzy Toolbar + Unblur. The three images are taken from lossless source: Direct to memory screenshots and PNG files. Take a close look and you will see that Unblur is doing something fishy with lossless PNG image. In fact, the result is the same as if the PNG was converter to DDS with DXT5 lossy compression enabled. So I am assuming this is what Unblur actually does for PNG texture: It convert them to DDS before loading them up. Hardly an improvement, UI wise, as far as clarity is concerned. Suppressing the Unblur DLL cause Blizzy Toolbar to fall back to "KSP style app" buttons using slightly larger resolution images, effectively disabling itself. It would be great if, for more advanced users, we could at least decide to use it or not. I am going to revert back to the previous version for now but I am just letting you know. Thanks.
  3. While doing a total rewrite of the filter extension configuration, it came to my attention, and not sure if this is related to the above mentioned problem, that the following config excerpt: TLDR (yeah, I do no like doing that but...) To simplify subcategory and filter association, FilterExtension could use an additional entry called "title" that would behave just like it does for part: name = Name_Used_To_ID_This_Entry title = Text shown in the game editor icon = Image displayed in the game editor
  4. You could also use the following ModuleManager Patch: @PART[*]:HAS[@MODULE[ModuleResourceConverter_USI]]:AFTER[UmbraSpaceIndustries] { @MODULE[ModuleResourceConverter_USI],* { @name = ModuleResourceConverter } } @PART[*]:HAS[@MODULE[ModuleResourceHarvester_USI]]:AFTER[UmbraSpaceIndustries] { @MODULE[ModuleResourceHarvester_USI],* { @name = ModuleResourceHarvester } } @PART[*]:HAS[@MODULE[MKSModule]]:AFTER[UmbraSpaceIndustries] { !MODULE[MKSModule] {} } Just copy and paste the blue text into a file named "USIPatch.cfg" into the "GameData" directory of your KSP install. This patch reflect the actual changes made to the source at GitHub of a yet to be released version of the mod.
  5. Just adding my thoughts on the subject here: PNG, BMP or TGA bitmap images needs to be flipped vertically before getting converted to any "Direct Draw Surface" (DDS) format. Usually, image processing programs like GIMP or PhotoShop do this internally. However, command line programs like CRUNCH or NVCompress don't so this is the responsibility of the user. When viewed in Windows 10 as a thumbnail in a folder, DDS will appear upside-down. This is normal and a good way to know if the textures is correctly converted to DDS. Also, KSP really is using two types of DDS format: DXT1 and DXT5. What is the difference? DXT1 = Texture with no alpha channel encoded as RGB at 8 bit per channel. DXT5 = Texture with an alpha channel (i.e. Transparency, or some normal map) encoded as RGBA at 8 bit per channel. DXT5 format generate bigger files, obviously, so it is only recommended to use it when necessary.
  6. Wow! And to think I managed to play in the past without that mod... Unbelievable. Awesome jfrouleau!
  7. It works in 1.7.0 but Kerbal Inventory System support is broken: You can assign inventory part to a Kerbal but once you take control of it, inventory is empty...
  8. Well, using CKAN to install the mod, the listed version is 0.15.1.8. Opening the downloaded archive and browsing to the following file: .\RLA_Reborn\Parts\Structural\struct_various\small_decoupler_stack.cfg Excerpt from said file, line 25: [...] category = none [...] Looking at the same file from the Github repository shows the exact same thing. I know this is a minor problem but it had me searching for a while, in the game editor, why I could not find the "TR-1V Stack Decoupler" to complete a contract... There seems to be some confusion as to what was actually included in that latest CKAN release.
  9. Hello linuxgurugamer. I believe the first point causes said small decoupler ("RLA_small_decoupler_stack" AKA "TR-1V") to be absent of any categories in the editor... Perhaps changing to the "Coupling" category instead? I am using the Filter Extension mod. I can still find it under the manufacturer tab (RLA) but it took me a while to figure it out. Thanks a lot for all you do for KSP!
  10. You are right: Picking it up is not a good idea. I was more thinking about Translation, Rotation and Reroot tools...
  11. While making a complex, very small probe yesterday, I realized that this mod could benefit from a feature where, when you click a part in the list, it becomes the "active" part in the editor. Why? I think it would be really great to be able to select a part that is behind/under another one. Currently, I use WASD Camera to do this: I move slowly very close to the overlapping part until it "clip" through the camera, giving access to the part behind/under it... That is, yet, another request... As always, thanks for everything you do for the KSP community.
  12. linuxgurugamer: Thanks for being such a crucial part in the puzzle that is KSP modding. Not sure if you read that one so I'm posting here: https://github.com/linuxgurugamer/EVAEnhancementsContinued/issues/4
  13. Not sure if you could, perhaps, take a look at this issue: https://github.com/timmersuk/Timmers_KSP/issues/10 Minor one... But still.
  14. Since no one posted this here: Yes, it works with KSP 1.3.1. I tested enabling/disabling it and coloration effect works.
  15. Indeed! I second your request!
  16. HaArLiNsH, can I add these lines to the .CFG file that I will distribute with the textures: The goal being to prevent TRR from compressing and mipmapping the .TGA file on load? Will this affect other texture packs with a different configuration?
  17. Well, using L8 (Luminance 8bit) would result in a monochrome image... This is what happens in GIMP. There is quite a bit of confusion regarding DDS format and compression type. I was confused too when I started dealing with that format... I used GIMP, forcing R8G8B8 format, no mipmaps and no compression so no quality loss. 6000x6000x3 bytes (24 bits per pixel) should give a file 108,000,000 bytes in length (not taking into account the 128 bytes DDS header) . That's roughly 102 MiB. The six TGA files, with lossless compression, in comparison, weight between 4.2 to 16.8 MiB. Since the bottleneck when loading image file is the reading speed of the IO subsystem rather than the CPU/GPU computational capabilities, I see very little benefits in converting them to lossless DDS format... Guess what? I'll just leave them as TGA files and let more advanced users do what they think is best...
  18. I forgot that this could be done in TRR with a .CFG file. Was doing it the old way. As for the .DDS format, I too prefer that format since it loads directly to VRAM and can also include predefined mipmaps... However, it is a "lossy" format. Not as bad as JPG but I wanted to distribute them as perfect as possible. Also, if mipmaps are used, they are counter productive for the background Cubemap. At least for very high resolution as they will get used instead of the actual full sized images. So you end up with a 2x lower resolution results... This was tested positive with a 6x 4096x4096 cubemap at 2560x1080 screen resolution. So you can imagine the impact with 6x 6000x6000 at screen resolution lower than 1920x1080.
  19. Hello everyone. I made an ultra high resolution (6 images, each 6000x6000 @ 24BPP, lossless) "RSS correct" galaxy cubemap. If you are interested in trying it out:
  20. Thanks Poodmund for clarifying this. I can officially answer now: No, this is not a earth perspective correct CubeMap. I'll try and make one "as seen from earth" though with an even higher resolution, if SpaceEngine does not crash! Edit: Done. Updated OP.
  21. Hummm... No special precautions were taken. Can you explain or give a link to what should be done to make it RSS compatible? Edit: OK, so, from what I understand, I used six 90 degrees images exported directly from SpaceEngine. I had to exchange the Y+ and Y- image then flip the Y+ image on both axis to have it display properly in KSP.
  22. A not so photo realistic, good looking, Sun's perspective correct , ultra high resolution Milky Way background CubeMap for TextureReplacerReplacement. Methodology used in SpaceEngine: 1 - "Land" on the Sun. 2 - Orient the camera so that the equatorial grid is aligned (Top is North), looking through the 0h, 0° coordinates. 3 - "Disable" the Sun and planets. 4 - Adjust magnitude limit and stars brightness to adequate level. 5 - Generate the cubemap. Each of the 6 images are 6000x6000, 24 BPP, lossless compressed .TGA file. I tried going higher than 6k for the resolution but, SpaceEngine being a 32 bit application, this is not possible. It would crash during computation... Download the regular version (DDS files, DXT1 surface without mipmaps) here: https://www.dropbox.com/s/1nhycghmkretyx6/TRR_UHD_MilkyWay.zip?dl=0 Download the lossless, compressed TGA version here: https://www.dropbox.com/s/bjkkw4dnd229ezk/RSS Correct Cubemap.zip?dl=0 Original post below
  23. Reporting another issue with repeated module definition in the following file: "OPT/Parts/main/i_5m_cockpit_ils.cfg" The MODULE named ModuleLiftingSurface is defined once at line 56 then again, with different parameters, at line 118.
  24. Thanks a lot! Dang, the module manager syntax is so weird sometimes. I read official documentation and tried everything I could find but it all turned to nothing. Your simple "code" works!