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HaArLiNsH

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Everything posted by HaArLiNsH

  1. We have seen a lot of low effort post recently and as you can see, now either I don't respond to them or I do it in a quite angry way (witch is even worse than saying nothing). Its not like modding KSP is new , is the same story since the beginning, you have a big patch and all of suddenly lot of people come, don't reads the lasts discussions and ask update just like the modders HAD to work free for them instantly. They are even people that don't even read the sentences in big character in the OP. Don't take it personally, but @Cetera is right and if I could, I would pin his words on top of the forums pages Well, you don't speed it up by not doing it ... quite the opposite. Anyway, YES the reflections are broken, you can easily pass this problem by setting the reflections to NONE in the TRR's menu ingame (the button with the kerbal head in the toolbar). As for update news, I'm working on it but I'm still discussing with Squad about the legal stuff for the new suit.Even if technically it seems we could, you can be sure at 99,99999% that I won't allow people to use it without the dlc. Also I need to make a template for the textures based on the original ones, I don't think they will appreciate again that their texture got extracted like TR did long time ago and distributed without modifications And finally, it seems they already have some plans to changes some things in the next patch about this new suit (in the API and the assets).
  2. Quick update : the method I tried to use Mortimer's body is working with the new vintage suit ! and you know what.. it works also without the dlc I'll try to reach Squad to have an answer on the way to approach this. So the good news is that we should be able to switch suit model in real time soon one way or another and I'll try to make the same texture system we use with the modern suit. I still need to try also with the hazmat suit.
  3. If I confirm this, I though about asking squad before enabling this, otherwise I'll find the way to activate it or not if you have the dlc or not.
  4. Well, you are trying to do things that are outside of the basic setup. The oranges suits where originally made for the veterans (jeb, bill,bob,val) and the dark orange one is for a new situation (when outside, but on the ground instead of space like the traditional EVA suit) and you can't force veteran suit on non veteran and vice versa. BUT, you can achieve what you want by making your own texture mod that wont be affected by TRR's updates - start by making you own custom folder (as described in the OP) - Copy the Suit_EvaGround_Veteran_Default.dds from the default folder of TRR in your custom default folder and rename it kerbalMainGrey.dds (to replace the basic iva suit by the dark oranges ones) - again, as described in the OP, delete the 3 veterans suits from the default folder of TRR if you don't want them and use the white suits Also guys, I'm working on the update of TRR, I don't have a working shader for the reflection yet BUT I've a really good feeling about our ability to change the textures of the new elements of our kerbals , this include the backpack of the parachute, the parachute itself and the new suit. I need to confirm this but it seems that the new suit is in the sharedassets and not in the new SquadExpansion folder... witch means that everybody should have it, dlc or not I'm looking on how to switch the suit in real time (in the flight sene and not before launch),I need confirmation about the bones they use but I've great hopes . There is still also the hazmat suit that may be a possible candidate. Unfortunately, the 2 bodies with the arms seems to have different bones and thus have animation problems that may never be solved. I've a new version coming really soon for the latest update and then we will search to definitively fix the reflection/shader problem and expanse TRR's functionality.
  5. I may still have these textures somewhere, I need to do some archeology Well I hope we will be able to use it with the new suits. It may take me some times to figure out how as I just downloaded the dlc. But creating new suits is not really possible, we don't really have access to them (they are in the sharedassets) and we need to make a rig and animations. I tried to use the civil bodies (with the hands) but they don't have the same the rigging thus I can't just switch the mesh on the " animation skeleton". I still have hope but don't hold your breath for it
  6. Well I'm not really a great help about the shader question We were looking to maybe use the shader from Textures unlimited in TRR.
  7. The last update seems to have broken again our shader Will try to fix for 1.4.0 but maybe it wont be there until next week for 1.4.1
  8. just look in the toolbar for the button with a kerbal head ...
  9. That was quick Mind if I use your fix for the backpack ? You have a new working reflection shader ?
  10. you can select witch suit you want at each situation in the suit menu , the situation name is "when on the ground , without atmosphere", and there you choose witch one you want. also , I DO NOT recommend you to change the defaults TRR textures, if you don't like them, make a custom folder as described in the OP (or use this one) and put your new default texture in it, they will replace the ones I provide. So you will make you own texture pack. I made TRR to be used like that so your texture pack is independent of TRR's updates. If you don't, at the next update of TRR your textures will be crushed by the ones of the updates. let me check on that, but I'm pretty sure its related to the textures (as windowshine use custom textures) But don't loose your mind on this, we are looking on another way to make the reflection system better because we have too much trouble with the actual shader system we use. Stay tuned
  11. EVAfollower ? Sry I don't know what this is No you just need to install TRR and the normal setting let you have the IVA suit on kerbin without helmet. If you want to change the suit and or remove the helmet, you just have to configure the suit set in the TRR's menus ingame These are really old features from TR , you can change the setting of these in the @TRR_Default.cfg in the 000_TRR_Config folder. And yes it does it for every mod you use, it was a time where it was necessary because of the 32 bit RAM limitations The texture compression is disabled by default now isCompressionEnabled = never The generate mipmap does it only when needed (so generally it does nothing because modders do their things right) isCompressionEnabled = never and there is a list of mod that needed that (back from TR times, it still there because I don't know if they still need it or not) generateMipmaps = /FX/ /Parts/ /Props/ /Spaces/ generateMipmaps = ^ART/ ^ASET(_Props)?/ ^FASA/ ^KAS/Textures/ generateMipmaps = ^Lionhead_Aerospace_Inc/ ^Regolith/Assets/ ^RetroFuture/ generateMipmaps = ^SnacksPartsByWhyren/ ^UmbraSpaceIndustries/ you can remove these if you don't like it The unload function still work (and I advice you to keep it because it remove from memory stuff you don't need anymore because its loaded ) isUnloadingEnabled = auto and again you have a list of mods that you can change where you don't unload (also this is from TR so I didn't touched it) keepLoaded = /Agencies/ keepLoaded = ^BoulderCo/(Clouds|Atmosphere)/ ^CommunityResourcePack/ keepLoaded = ^CustomBiomes/PluginData/CustomBiomes/ ^KittopiaSpace/Textures/ keepLoaded = ^Kopernicus/Textures/ ^Romfarer/textures/ keepLoaded = ^WarpPlugin/PlanetResourceData/ As for the stock textures question, if you are talking about the suits textures, sry but you need to use the ones provided with TRR, they are essentially the same as the stock ones, I mostly fixed some alignment error on them and made the normal maps where you needed them. Here is a quote from the OP about the suits textures you can find in the default folder of TRR : and if you don't any texture pack, TRR don't change any other textures.
  12. Oh nice, I still haven't really tried it so I have missed that.
  13. You can use your suits and texture heads in TRR nearly like you did with TR, just need a little conversion. Sigma Replacement is great is you just want to change some textures like the skybox or use one other texture for your suits but I don't know if you have the reflections and the "leveled textures" where you can have different textures depending of your kerbal level.
  14. I'm saying that they CAN be accessed . the hard is to find the hierarchy of all the things. But you can only access the sharedasset that is loaded in the scene, and we can access all the part that are in the Gamedata folder without any problem too. I'm sure if we can change them permanently (I mean for the entire play session, even if we change scene) If I've understand how unity works, you can change/copy the shader and materials of all the gameobject but you can't just copy the mesh, you need to make another game object and "clone" the mesh in it. Otherwise it will be destroyed. But I think I'm digressing from the main question
  15. We definitively can access the KSP assets (sharedassets) but the problem is that we can only access them when the scene is loaded. So for example you can't access the kerbal mechanics on the flight scene, only in the editor scene (so the 2 hangars). I think you can either maybe fix them directly or you have to make another gameObject and clone the asset in this gameObject and then you destroy the base one. I'm looking into this to access to the other kerbal bodies. Here is a "proof of concept" (unfortunately, here the bones seems to be different and I still have a lot of digging to do to fix it)
  16. Yeah that's the kind of thing I'm thinking about. I think TRR is mostly used to customize our kerbals, the skyboxes and maybe free RAM space on old system, others mods do the rest way better (like the planet part). I think the main point of TRR is the leveled texture system and the suit/head customization. If i succeed with the body swapping , it will even reinforce that. I don't plan to rewrite everything, but the code need a really good optimization pass because we have accumulated a lot of thing since the beginning of TR and it start to become really complicated to understand easily. I note for the help, I will certainly need some, thx
  17. Yeah I had the help of @ThirdOfSeven for the platform dependent loading system. All this reflection/shader part is still a bit obscure for me and I seriously think that I'll rewrite TRR at some point. And as I type, I see you saw my call in the TU mod
  18. I have the same problem, the only "play" I do at KSP is learning by modding with TRR. And starting by this one is like jumping on a wild train I think this could be a great thing to do. TR/TRR are made of pile of features that were added with the time and as I said, I'm really considering a rewrite of TRR so it can be more modular and I will remove the obsolete/buggy stuff. The shader and reflection is not a part I totally control/understand yet and they are working with the help of @Ger_space and @ThirdOfSeven. And we still have issues with it because I know nearly nothing on this. So yes, I'm interested And I think @Avera9eJoe and his Windowshine would be too. I can take care of the textures and let you the shader/reflection part. Anyway something has to be done because our kind of mod need to be able to coexist and benefit from each other like EVE, scatterer, .. The more it goes, the more I'm interested in the customization of our kerbals and I'll be grateful if you can save me from the shader/reflection nightmare. I've open the body swapping Pandora's box and now I'm really focus on this. I can already tell you that a option to be able to choose if we want to reflect our kerbals and vessels (and be performance consuming) or not is definitively something that "need" to be looked at. Also, I don't know if this is in your domain, but I'm also interested in adding a glow layer on our kerbal so we could have suits with glowing part. This and why not a metallic shader could allow us to make wonderful and crazy suits I think we can discuss this in more detail in PM.
  19. Hey @Shadowmage I've just discovered this mod and I must say it look really impressive I'm seriously thinking about making a big rewrite of TRR, more focused on the kerbal side and I've some question about TU, especially because we have big difficulties with the shader for our reflections. - Is the actual version of TRR (5.4) working with TU or does it make conflict ? If yes, where ? - Does it work on our kerbals or only on vessel part ? - Are the reflections "real" or is it just the environment ? I mean , in TRR, we make another camera view at each refresh interval and we create an image and this image is projected on the surface we want the reflection. This way we can see our kerbal and crafts in real time but as you know, this is not really good for the performance.
  20. Well I don't know yet, but Its on my to do list I just lost time with the last update of microsoft that killed my OS and being sick since a week. I want it too so stay tuned , it may become a reality.
  21. 2 things here : - KSP 1.4 ? really ? sounds nice (you see how I'm out of the loop here ? ) - yeah don't worry , we have a working 'ish shader for now, and as I understand that there will be a new "big" version of ksp coming soon , maybe some things will be fixable. edit: It was late ... I see whats KSP 1.4 now, anyway, lets hope we find a solution there
  22. You can still use the old names , but I advice you to use the new naming convention if you want to use all the new features. You can also either name it "Suit_EvaSpace_Standard_Male" or "Suit_EvaSpace_Standard_Male0". @Katieop3 : exactly this, make a .png non transparent, either white or grey (depending of your taste, you can even make a colored png) and name it like the visor you want to replace (the name change if you use it in the Suit folder or the default folder) look in the TRR_guide to get the proper name for what you want. And then you colorize ingame the visor and the reflection.
  23. yeah I know, the shader we use now seems to to do that. You will have to acccept it until we found another good solution to have the shader working for win, linux and OSX. Its on my list You need to put your skybox in the "default " folder of your custom folder (either the one you made or the TRR_MyTextureMod ) It wont work if you put it in the TRR's default folder. Same rule for EVERY texture you use, put them in your custom folder. Look at the TRR_guide to see how I've done it (you can't miss the skybox there) the easiest way to set up like in TR is to use use TRR as it is intended, it work just like TR did but with more features, if you don't want these just don't use them and you an have the old TR experience So , as always, make your custom folder, do your textures like you can see in the TRR_guide and just don't make the leveled ones (the texture with the number at the end) Well, I don't really see what you want, too many images in your link. But know that you an change the color of the 3 bundled visors (with the ingame menu), you can also change the reflection color and if all these don't suit your taste, you can even make another texture to match what you want. But don't expect color or mirror effect like in the real world, its only a game and you have limitation in this (old) engine
  24. Yeah I don't see a problem here I'm on it but last update from microsoft killed the OS on my worskstation... I will need some time to reinstall and configure everything ....
  25. I have a excrements load of textures in mind for ours kerbals with these bodies... but , and sadly I found a big but, it seems that the "kerbalEVA" body (the one we use) don't have the same bones than "mortimer", the arms and some fingers seems wrong and/or missing. I found another body (the worker in the hangars) but we can't access them in the flight scene, they are only loaded in the hangar scene and I can't oblige you to first load the hangar each time you load/start ksp... I need to dive a bit more, my kung fu is strong @balafré : It seem I have TOTALLY forgot about this I'll look at this problem, there is a big chance that I need to changes some things about these eyes and jaws. It's surely related to the new feature of TRR that let us change the eyes and jaws textures.
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