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peteletroll

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Everything posted by peteletroll

  1. "Payload" by itself has actually little meaning. "Payload to low Kerbin orbit" may be more explicit.
  2. Does anybody else get the KASA logo on the ring upside down in the vab? easy to fix, but ennoying, especially when you managed to orbit eeloo and want a cool screnshot :-)
  3. New version, with DXT3 support! https://www.dropbox.com/s/jcdmyb597mbm9mh/ksp-dds-tool-1.1.zip?dl=0
  4. I have no way to check right now, but lowering all the three colors at the same level should reduce the luminosity without affecting the color
  5. maxTemp is now at 2000! https://www.dropbox.com/s/skc3t9z8ge3d7uw/SurfaceLights-dds.zip?dl=0 - - - Updated - - - By the way: Why485, I think these small updates could be merged with your distribution, if you're ok with that, and if the users of your mod agree.
  6. Yes NathanKell, 100% alpha is what I check for. By the way, here's a link to the script I'm working on. It's feature complete, just not very user friendly. It's written and tested on Linux, but it should work on Windows, with a little effort. It needs the ImageMagick command line tools and the NVIDIA Texture Tools (https://code.google.com/p/nvidia-texture-tools/). It shows a little help message when launched with no parameters. For instance, this recompresses the stock parts textures: $ ksp-dds-tool <path-to-KSP>/GameData/Squad The script ignores images if their height and width are not powers of two, and if they're smaller than 32x32. License: GPL https://www.dropbox.com/s/i7ke2mh63nyemgu/ksp-dds-tool.zip?dl=0 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
  7. Thanks for the feedback, Weywot8 - at least I know I'm not alone now :-) There's no performance or memory changes switching to nvcompress, because of how DDS compression works. But many stock textures have an unused transparency channel, and that's a waste: textures with transparency must be compressed to DXT5 format, but textures without transparency can use the DXT1 format, taking exactly half the space. The tool I'm writing can detect these cases and optimize them away. And it can be used to reduce the size of textures you don't use much - most spaceplane parts for me. By the way, it's a Linux tool! It needs the ImageMagick utilities to analyze and convert textures. They work on windows too, but the installation could be a little tricky. It mostly works now, I'm trying to make it a little more user friendly.
  8. I used Active Texture Management, then DDSLoader, and I was enthusiastic about the startup speed: I play KSP on an Aspire One netbook, so any performance tweak is important. But I started noticing texture artifacts. When DDS became stock, the artifacts where still there. I experimented a lot with DDS, and i found out nvcompress gives much better results: just reprocessing the stock DDS files all the artifacts were gone. This is an example: the tank on the left has the stock texture, the one on the right is reprocessed with nvcompress. The quality difference is huge. I tried with img2dds, but the artifacts remain. Does anybody else had the same problems? I'm currently working on a perl script to automatize the whole reprocessing, and I'd like to share it when it's done, if it is useful to anybody.
  9. there you go! Why485, I hope you're OK with that! the readme.txt notice is unmodified, I converted (and downscaled) the textures and added the "PhysicsSignificance = 1" line to the cfg files. https://www.dropbox.com/s/skc3t9z8ge3d7uw/SurfaceLights-dds.zip?dl=0
  10. I installed this beautiful mod, and I updated it a little: I converted the textures to dds, and I made the parts physicsless, like the stock lights. It works smoothly on my 1.0.4 install. I'd love to merge this changes with the upstream distribution: the physics update is especially important on large ships (less lag). What's the right way to do it?
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