HaArLiNsH

Members
  • Content count

    162
  • Joined

  • Last visited

Community Reputation

167 Excellent

1 Follower

About HaArLiNsH

  • Rank
    Spacecraft Engineer
  1. Sorry for the silence recently, life is complicated right now, but I found a little time to continue the work. The full suit system is working and I'm improving the heads. Now we can make levelled head but also we can change the color/ texture of the eyes, pupil and we will surely be able to change the mouth and teeth too. I try to get this to you asap. Maybe I'll have the time to make the new configuration menu for this release, otherwise it will be for the next one. I have the same problem, I started my texture pack nearly one year ago to learn more of photoshop, and now here we are, making TRR and the texture pack is still a big WIP I hope I will have finished it before Christmas too
  2. You can download the last version of the TRR_Guide to have a working example. BUT I must warn you that this will change (again) in the next release (sorry ). I'm trying to release it asap but IRL problems don't let me work. The next release will fully support what I call the "full suit set" and also we will have a new system for the heads too. They will works like the suits and you will be able to make levelled head ! and, maybe in this version, you will also be able to finally change the eyes, teeth, and mouth of the female. (for now we applies the textures from the default male on them). I hope I get this before the week end but I can't promise. I'll make another TRR_guide for this version and it should be the last one (I mean no more naming and structure change)
  3. OOh nice ! I'll change the link.
  4. Thx @Ger_space for the fixed shader ! I'll include it in the next release.
  5. Ah ! good No problem , do it when you have the time / mood, its not critical
  6. heu.. first time I see this one But in general yeah , all instances of [TextureReplacer] have to be replaced by [TextureReplacerReplaced] and if you use a module it has to be renamed too. I just didn't know that they were used else where like this
  7. Well, since the last update you can do both You still can use the old fashion way like with TR and put all your textures in the TextureReplacerReplaced\Default\ or TextureReplacerReplaced\Heads\ , ... Or, and I STRONGLY encourage people to do so, you create a folder with the name of your mod or collection of textures and you create a .cfg with the path of the folder you use just like this : TextureReplacerReplaced { Folders { Default = MyModFolderName/Default/ EnvMap = MyModFolderName/EnvMap/ Heads = MyModFolderName/Heads/ Suits = MyModFolderName/Suits/ } } And now you have a proper mod separated from TRR and his updates that can make you loose your textures or screw the update Avoid duplicate files/names in your different Default\ folders, you will have unexpected results Oh and a last thing : Your heads textures must be inside a subfolder called "Male" and "Female" where you put the right gender texture. The default ones stay the same, so you need to name them "kerbalHead" and "kerbalHeadNRM" for the male and "kerbalGirl_06_BaseColor" and "kerbalGirl_06_BaseColorNRM" for the female. You can find a example of how it works in the TRR_guide. Expect more changes for the heads in the next release.
  8. @Ger_space: Humm I think I found the REAL problem... I changed the name of the module (like everything to help differentiate from TR) @Avera9eJoe : I have a solution that works with TRR v0.4 and that will help you maintain your mod ! 1 : make a new folder called WindowShine in Gamedata/ and put your Default/ folder (with all your texture files) and your cfg file in it. 2 : change your cfg file with this : add : TextureReplacerReplaced { Folders { Default = WindowShine/Default/ } } And change all the "TRReflection" to "TRR_Reflection" This should give you this : //Config for WindowShine-v13.2 - solarPanels5 improvement TextureReplacerReplaced { Folders { Default = WindowShine/Default/ } } @PART[LgRadialSolarPanel]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = panel_000 panel_001 panel_002 } } @PART[solarPanels1]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = basepanel panel1 panel2 panel3 panel4 panel5 } } @PART[solarPanels2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = panel3 panel04 panel05 panel06 panel07 panel08 } } @PART[solarPanels3]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = basepanel panel1 panel2 panel3 panel4 panel5 } } @PART[solarPanels4]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = solarPanel4panels panel2 panel3 panel4 pane5 panel6 } } @PART[solarPanels5]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = panel } } @PART[largeSolarPanel]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = panel } } @PART[cupola]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = obj_base } } @PART[crewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.3 0.3 0.3 %interval = 4 %meshes = cabin } } @PART[Mark1-2Pod]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = SideWindow FrontWindow } } @PART[Mark1Cockpit]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = Cockpit } } @PART[MK1CrewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = } } @PART[Mark2Cockpit]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = Cockpit } } @PART[landerCabinSmall]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = obj_base } } @PART[mk1pod]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = window } } @PART[mk2Cockpit_Inline]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = Cockpit_inline } } @PART[mk2Cockpit_Standard]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = COCKPIT } } @PART[mk2LanderCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = cabin } } @PART[mk3Cockpit_Shuttle]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = cockpit } } @PART[mk2CrewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = Mk2CrewCabin } } @PART[mk3CrewCabin]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = CREW } } @PART[Large_Crewed_Lab]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = Lab } } @PART[toroidalFuelTank]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.4 0.4 0.4 %interval = 8 %meshes = } } @PART[liquidEngine1-2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.3 0.3 0.3 %interval = 8 %meshes = } } @PART[xenonTank]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.4 0.4 0.4 %interval = 8 %meshes = } } //@PART[dockingPortLateral]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = port } } //@PART[dockingPort1]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = base } } //@PART[dockingPort2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = port } } //@PART[dockingPortLarge]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 8 %meshes = large } } //@PART[landingLeg1]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.4 0.4 0.4 %interval = 8 %meshes = } } //@PART[landingLeg1-2]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.1 0.1 0.1 %interval = 8 %meshes = } } //@PART[miniLandingLeg]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.1 0.1 0.1 %interval = 8 %meshes = } } 3 : Launch KSP and enjoy reflections again Maybe the shader TR_Reflective_Emissive_Alpha don't get the parameter we send to him, but it must have a default one ( I guess white colour) So it seems it works but we won't be able to modify the colour of the reflection.
  9. @Avera9eJoe : Just to be sure, I need to use the version 13.2 of windowshine ?
  10. Well.. Let's hope so
  11. You mean in the file "TR_Reflective_Emissive_Alpha.ksp" ? sorry I did not had any time free recently... ALWAYS use the last version of TTR (The 0.3 had the suit switch system broken) I have a new version coming soon, but I lack time IRL to do anything right now..
  12. Hey guys, I was busy as hell this week so did no followed the last topic, @Avera9eJoe & @Beetlecat does it work now or do you need something different in TRR ?
  13. Ah ! It seems I'm not the only who freak out
  14. This mod works "like a charm" now (normally) It's still in a prerelease state because there will be more features soon. Do you mean the line the @default.cfg? I'm not sure if it is still in use now. If not, it will come back soon, when I make the config window gui where you will be able to configure your texture and reflection color ingame Otherwise, I'm sure @Ger_space , aka Reflection and Shader Master will be able to tell us more on this. As for the tongue, I'm nearly sure there were there before the female body, the old head textures had the a place for the tongue, and they removed it because they couldn't find a proper solution to map from the texture file. The female head texture don't have the place for the teeth neither the tongue. Well ok, I won't loose time on this
  15. Well... I tried several times ejecting my kerbals and the scatterer MM config and I looked on every angle I could.... THE TONGUES ARE GONE !