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HaArLiNsH

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Everything posted by HaArLiNsH

  1. Very nice Just my 2 cents to improve it : - I see you have a skybox in your suit pack, maybe you should remove it from this pack and make another for the skybox, otherwise some people will have a surprise because you don't talk about it in your description and it can cause conflict if they use another skybox. - You have 2 NRM "copia" for the helmet in the default folder. - You should use .dds for the helmetNRM, you can avoid the strange " I see the pieces" effect on the back by using the setting CLAMP when you make these .dds (in fact you should CLAMP all you .dds for better results on the edges of the model) - if you don't provide the NRM in each suit set, you risk having some problem if the player use several suit texture pack. You can save some memory this way but you wont be sure your suit will use the default NRM from your pack. This is because your kerbal will use the last NRM he can find, so for example if you switch from a suit that have his personal NRM to a suit that use the default one, you have great chances to see the NRM from the last suit and not the default one. You mean even without switching they start to "move" by themselves
  2. I think I found a way for the body swapping, still need improvement as some bones seems to be problematic at the arms and hands. We can even use the bow tie mesh from Mortimer Kerman If I succeed with this body, I'll also add the worker and the hazmat body and make a texture system a bit like we have now.
  3. reset TRR with the ingame menu , do that in the main , suit and visor menu. Also know that the 3 visors are grey, they are colored ingame. You can change that color in the visor menu.
  4. Hard to help with so few infos, do you have a texture pack installed ? Check if you have the 000_TRR_Config folder installed with TRR , if not, uninstall TRR and reinstall it (either manually or by CKAN) Win, linux , OSX ?
  5. hmm , well, I searched a bit, and it seems that the icons sprites are treated in a different way than the parts textures. I have effectively found the ship.png in the sharedassets0 but this png is not loaded like the rest , you can't see it in the KSP.log (even with the setting "logTextures = true" in TRR) . So its not something that TRR can do right now My guess is that you need to make a little mod where you change the image in the sprite "OrbitIcons_Ship". TRR don't change sprites, only textures. I could add this to my TO DO list , but don't expect it soon, I'm in a crazy mesh hacking phase.
  6. sry I missed your pm Normally you should be able to change any texture, you need to name your texture exactly the same as the one you want to change and you need to put it in the Default folder of your custom folder. So either you use the TRR_MyTextureMod or you can rename it and/or incorporate it in your own mod. Look in the TRR_guide if you want to see another example of a custom folder with textures in the Default folder
  7. I think this one comes from the old "PimpMyKerbals" or "Green_Skull_Inc._Custom_Design_Spacesuits"
  8. I have these on a "to-do" list But for now I don't have time to make textures, I'm trying to get the bodies from the scientist and the mechanics : I get the body but it seems I still have big problems with the bones :
  9. Hmm I think you can't for now Are you talking about the one in flight mode or in the space center ? Is is a game breaker for you ? You can't use 2 skyboxes at the same time. So first, get rid of the "GalaxyTex_..." files in the "Default" folder and the files in the "EnvMap" folder of the TRR_guide. Then put your skybox files in your custom "TRR_MyTextureMod" "Default" folder with the right names GalaxyTex_NegativeX GalaxyTex_NegativeY GalaxyTex_NegativeZ GalaxyTex_PositiveX GalaxyTex_PositiveY GalaxyTex_PositiveZ Or you can even try to replace the files in the TRR_guide one by one and you should see each face of the skybox in the com station
  10. OK , when you have installed you new version of TRR, launch the game and in the space center scene, use all the "reset" you can find in TRR's menu (in the main menu, and the 2 in suit menu ) then save (go in flight or exit to menu) Then go in the menu again and setup the suit you want for each class (the tourist clas should be there normally) , then you can configure each of your kerbal in this menu and then SAVE (again going back to the main menu or go in or out of flight scene)
  11. Just to be sure , uninstall what you have and install the last version of TRR .
  12. @eberkain : Yeah this is "normal". For now, this is a sacrifice you have to make so you can use several Texture pack at the same time and the ability to color the visors. It should only happen in the Main menu.
  13. @Errol: I found the name of the texture for the special kerbals, it don't fix the blanc ones but you can already replace some head texture if you put them in your default folder like you did for the "kerbalHead" (and you can eother call it .png or .dds as usual ) here is the list so far : Administration building: Mortimer Kerman = kerbal_old Walt Kerman = kerbalHeadBeard Gus Kerman = stubble Linus Kerman = kerbalHead (default head texture) ------------------------------------ Mission control : Gene Kerman = kerbalHead !!! blanc ------------------------------------ VAB/SPH: Mechanic = kerbalHead scientist = kerbalHead !!! blanc (should be wernerVonKerman_head ?) flight control = kerbalHead !!! blanc ------------------------------------ Tracking station: gene Kerman (starting pop up) = kbGeneKerman_head There is also a " wernerVonKerman_head " texture but I still haven't found him ingame
  14. Yeah we are talking about the same kerbals. I'm looking at this as I'm typing and yeah some others have their texture replaced when you create a "kerbalHead" texture that you put in default and some are blanc (base mesh color when texture aren't found). I think I'll be able to fix these texture replacement problem, I'll need to specify others kerbals than these that seems to applies now to have their texture replaced. But actually, as I see the TRR's log where I list all the materials and their texture (with "logTextures = true" in the TRR_Default.cfg) , I also see the bodies (and meshes if I understand well) of these civilian kerbals ! I'm trying to access to them and save them so we could maybe use them a meshes for our kerbals. I'm dreaming of a "suit state" in civil without the collar and with the hands since a long time
  15. I will I've noticed the "civilian" texture bug, I'm trying to fix and moreover use it t allow us to use the meshes from these civilian kerbals, stay tuned for this but I can't promise it will work. Sry for the late response, just to be sure, didd you update with CKAN or did you downloaded it from the OP ? Do you have the second folder called 000_TRR_Config ? Windows, Linux or OSX ? My guess, uninstall and reinstall where else should they apply ? you mean the civilians running in the hangars or somewhere else ?
  16. Heu.. what's the problem ? It's either too early for me or very subtle ps : You should host your pic on Imgur, its way better than google drive.
  17. I had in mind doing some Kerbal heads with level and fun stuff like pirate eye cache and others. I have this among others stuff listed as "to do " I can try to make you a head, what kind of bandana bandit do you want ? like motorbike bandit or pirate with only one eye ? When do you need it ? It will take some times because I still need to make all the layers for the heads so I have like a framework to make several of them. Wow nice ! Thank you I think the new reflection shader are responsible of this, because they are made for the visor with is transparent and it seems that they kind of render the entire part with that and not only the reflective parts like the windows.
  18. I think I will convert the old packs if nobody does it.
  19. The delete is the easiest, I made TRR this way, the only down side is that you will have to do it at each update of TRR. Heu, well, its now a "complicated" system with lot of conditionals to get the proper suit for the proper situation. This is the place where a big portion of the magic is happening. For your module, game play part, I think you could go the same way, at the Update(), you look for the situation of your kerbal (flying, landed, Gforce...) and then you do whatever you want. For the graphic side, I don't know if you can override TRR's functions/methods with another mod/dll. If you can, you could change the logic of the suits and add the conditionals you want. But again, I'm not sure you need that. Maybe, you could simply change the suits settings that you can , initially, find/make in the .cfg of your custom folder and in the TRR_Default.cfg to use this element or this one (like using the IVA suit with no helmet even in space) and TRR's system should do the rest of the job accordingly. I'm not sure about the fact that TRR will reload the new settings without having to reload the scene. I think this could work if you change these settings saved in the persistent.sfs file at the space center scene and they will be loaded/used at the next loading scene , so if you go in flight scene the new settings will be effective.
  20. This wont be so simple The isAtmSuitEnabled is internal to TRR (and not used anymore), the new suit system replaced this and I still need to clean it. I think you should separate the "visual" from the "technical" here. I don't think you need to change the behavior of TRR in this case. The technical side of you idea is great, you should first do that. My guess is that you should make a module for the suits/kerbal that you need to research in the research center (like for the others rockets parts) I looked at the pack and as I see this is a "basic" one (no level and basic veteran) You have 2 solutions for this : - You can erase the veteran suits of TRR if you don't like them or if they cause you trouble : (you can find them in the default folder of TRR) Suit_Iva_Veteran_Default : this the veteran version of the IVA suit Suit_EvaSpace_Veteran_Default : this the veteran version of the EVAground suit Suit_EvaGround_Veteran_Default : this the veteran version of the EVAspace suit Don't remove the others textures in this folder ! You will also have to configure the suit set so it use the EVA space suit instead of the EVA ground when you are on the ground without atmosphere. you can do this in the ingame menu - You can also duplicate the texture you can find in the "Orange_Suit_Veteran" and give these texture the proper name so it will use these instead of the default from TRR. But as I see this texture pack, you will have more work if you take this this way
  21. Well, I've some hint on how we could replace the body of our kerbals. The problem is, as said before, they are stored inside Squad's assetbundles, so we need to find a way to save them somehow while the game is loaded. But, I noticed that when you replace the default head texture in TRR, we affect the kerbals walking in the rocket building hangar (the civils workers and scientist). It means that we maybe could save their mesh and try to replace our kerbal's mesh with. I think the models are stored in the same assetbundle that is loaded when we are in the space center.
  22. Menus are hell to make Its not like we have a proper UI editor, you need to hand craft it in xml, test, launch, change some things , relaunch... But now you can use them in flight, so you should be able to understand them more easily when you use them in real time. I suggest you to "play" with them with a kerbal on the launchpad. i should make a better tutorial, as always time is the key. As I understand the mod, your main playground is Kerbin right ? I suggest you to make a basic IVA suit set for each of the camo you want to use and configure it it so you use the elements you want depending of the situation. let's say you just want to make camo uniform for atmospheric flight and ground, you will have to make these for each one : -Helmet_Iva_Standard_Male0 -Helmet_Iva_Standard_MaleNRM0 (NRM = normal map) - Suit_Iva_Standard_Male0 - Suit_Iva_Standard_MaleNRM0 Then after that you have the choice, if you want to use the stock TRR EVA ground and EVA space suits , you are done if you want to specify with one you want to use , you need to add setting in your .cfg for the suit set (if you don't put settings there, it will use default TRR settings) You can decide to use the same suit for all the situations if you want. You will need to make the either the EVA ground or space jetpack if you go this way (or this will look weird) if you want to add a space suit (either ground and/or space) with camo, you will have to make the appropriate textures You can also make visors textures for each camo if you want (again you can make the IVA,EVA ground and EVAspace) you can also make defaults textures if you have one that is used for each of your suit set (like you want a new EVA space suit but the same for everybody) All of these texture can be levelled, change the number 0 to maximum 5. You have a lot of freedom, you can make a suit set from nearly only 2 textures up to 1024 if you are crazy enough I suggest you to go look at the TRR_Guide (look for the TRR_Guide_MINIMUM suit set) and also Cetera's suits to see how they are structured. it seems complicated at first sight but once you understand the logic its should be quiet simple. Then, when you want to use a particular suit set for a kerbal, open the main TRR's menu and select the suit set you want with the left and right arrows. You don't need to allocate a suit set to a class. If you have more questions (and I bet you will), let's talk about this in PM. Don't need to overcharge this thread with "technical" stuff.
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