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HaArLiNsH

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Everything posted by HaArLiNsH

  1. Sry I've been distracted I'll need more information , you mean ingame or you want to make your own suit ? You can select witch suit you want to use on a particular situation ingame (like you want to use the IVA suit while in space) with the "new" menus of TRR.
  2. Off course its possible but it will require some works because you can't just use a texture made for a part directly on the suit (well you CAN, but it will be horrible). If you want 42 different color/textures for your suits, you will have to make 42 suits and selected them ingame. You can do it "easily" if you are a bit smart on how you create and use the layers on photoshop (or any other image editing software). I though about DBArmory when i made the new settings for TRR. You could even make "leveled" suits , so you kerbal could have military ranks or medals or decorations. I can give you some hints on how to make a proper "working layout system" so you would just have to change the camo layer and export. But you have to know that you will have some work, you will have to make a base layout with all the elements/details needed on the suits (harness, insigns, others details) because if you just make a flat camo suit, it won't be good. Also, you will have to raise the resolution of your camo for the suits, 256x256 is too little, you need a least 1024x1024; Tell me if you want to take this path and I'll help as I can
  3. New version of TRR is here V0.5.4 A big Thanks to @ThirdOfSeven for his help fixing the shaders on Linux and MacOS ! Real reflections should now work properly on Windows DirectX, Windows OpenGL, Linux and MacOS. The Windows OpenGL and MacOS versions are not fully tested, please report if it don't works. Fixed the mouth animation bug when you had real reflections on your visor. (this one was tricky to find) Fixed the missing default EVA ground helmet.
  4. Thank you very much for taking the time to do this test.
  5. Unfortunately not, (well we could but this is a great great loss of time). I would prefer to use the time to finally find the solution for mac and linux . The reflections should be solved soon or later but the performance problem you are telling me seems more important right now. Can you describe it a bit more plz ? I don't have a mac (or linux) so I can't test these kind of behaviors. Does it happen with stock TRR and without any other mod ? Does it happen when you use a skybox ? if so , witch one ? (I mean is it a big one or a small one) You can have big lag on little configuration and huge skybox.
  6. No problem, I should not respond on a grumpy morning. Our main problem seem to be the shader itself, maybe your idea of making one for windows, one for mac and one for Linux is to explore.
  7. yeah but the problem is that I don't know how to make theses shaders, its @Ger_space that made them and he seems to have reals difficulties to make them for the latest linux/mac unity version. And you do know that we are doing this on our free time ? You wish people struggle more for you but ask the right question : What YOU do to help them ? I would be really happy if you made a PR to solve the problem you know its not like I already "lost" more than 30 hours on this particular problem. Sorry I skipped that typo when looking at your release, the name is "kerbalMainNRM.dds", Squad made the veteran IVA the basic one and the grey was the extra.
  8. Set the reflections to "none" in TRR's menu Maybe there is a compatibility issue with scatterer , I see a "DisableEffectsForTextureReplacer" but this is Texture Replacer Replaced now. Maybe there is (another) problem linked to the reflections , they are a pain in the ass for the moment
  9. yeahhh good job ! linked in the OP. Unfortunately, Star Citizen PTU is online this week end ... I can't work on KSP I'll look for you CKAN application at the start of the week. Can you tell me where the link is broken ? If you follow the link on the OP you can get it like you should : https://github.com/HaArLiNsH/TRR_MyTextureMod/releases Hmm Do you have the second folder forr TRR called "000_TRR_Config" ? If not , uninstall TRR and reinstall it. I had problem with the distribution on CKAN
  10. The problem comes from the fact that they use the same name. In the past I have lost several time different textures when updating TR by CKAN. I totally agree with that for the experienced user, but the non experienced could have problems when trying things. Off course this can even be avoided if you put "conflicts" settings to avoid multiple skyboxes. I still believe its easier to see what mod you have if you name them properly in the Gamedata folder. If it was my skyboxes, I would make one custom folder for each, just for human readability. And wouldn't be better for your pride to have your own named folder ? I don't think TR will ever be updated, you don't really need cross compatibility. I just suggest, nothing is imposed as I tried made TRR as open as possible. The custom folder system is great but you need to know that there are some problem that can occur if you make some configurations and folder name choice. After that, you can do what you want and I really appreciate the feedback, never stop learning things.
  11. OMFG http://nooooooooooooooo.com/ The folder can still be named TRR_ but not the identifier if I understand that well? TRR-Guide as identifier will work ? So does people can use the identifier with the name they want (Cetera, PoodMund, Etc) and still use a folder named "TRR_TheNameyouWant" ? Or the "TRR_" prefix idea is just a bad idea ? I don't want to impose anything , people can use the name they want but this is really safer (and sometimes critical) that the name goes after TextureReplacerReplaced. This is not by me, this is how Unity load the folders in GameData. Or do you know a trick to use the folder name you want and impose a loading order to unity ?
  12. Your idea of using TextureReplacer as custom folder is good but you should NOT do that. I'm pretty sure you WILL have problem with updates on CKAN. If another modder use that name and push an update, it will screw yours (or you could screw his). The custom folder was made to allow you to have your OWN folder that you can update SAFELY as you want independently of the others textures mods, with the only (newly discovered) limitation that it should load after TextureReplacerReplaced to avoid any conflict in texture loading order (that's why I suggest the folder name "TRR_TheNameYouWant", you could use "TRR_PoodMund"). You didn't noticed this problem probably because you are, as far as I know, the only one using TextureReplacer as custom folder I strongly advice you to change that. I don't want to impose you a brand "TRR" or something, you can name it "ZPoodmund" it will work, it just has to load after TextureReplacerReplaced and have a name different from the others mods. The "TRR_" is just here to help the unknowing user to know the relation between your mod and TRR and help regroup the differents texture pack. Edit : I though of an example, WindowShine replace the default pod textures, if it was named aWindowShine, the default textures in the Squad folder would load after his and thus replace them. Same rules for everyone make the system safe, name it alphabetically AFTER TextureReplacerReplaced with a unique name
  13. New version of TRR released V0.5.3 This one should solve the last CKAN installation problem. No update on the reflections yet. @Cetera : I think the safest way to allow people to still use your old version for TR is to make another mod release on space dock. You could call it "Cetera's Suit Mod for TRR" or something that indicate that this is the TRR's version. It will differentiate it from the TR 's version and will preserve it. I can make your netkan pull request if you want (I just made 3 of them so its fresh for me). Or you can gently ask @linuxgurugamer (I will ask him to check the PR if I make it anyway). edit : ps: if the imgur album don't work natively, Link one image (the best one) that should appear normally on the page, and give another link with the album. This way, even if the system don't goes well, people see at least one good picture.
  14. Thank you for the report, I was wondering if CKAN updated correctly
  15. EDIT : removed because too tired and quoted an old thing
  16. You can't update TextureReplacer (TR) by TextureReplacerReplaced (TRR) , they are different beasts Uninstal TR and simply instal TRR .
  17. @Cetera : I'm working on your pack today, didn't had the time last days. I'll PM it tonight or tomorrow depending of how it goes
  18. Hmm, well I didn't though about this one I'll try this, one folder is indeed better for me. EDIT : forget that idea, I noticed the problem of this too, TRR MUST be named after the SQUAD folder, otherwise, it can't replace the texture that are loaded in the Squad's folder ..
  19. @Cetera and @Doxel : I've noticed the alphabetical problem yesterday, don't worry about it, I fixed the problem for the TRR 0.5.2, I've added a 000_TRR folder with the old @Defaul.cfg moved inside. No more problem with any name modder could use (well .. dont use something that goes before 000_) Also Cetera, your cfg file is indeed totally broken, but don't worry, I make it right and I'll send it back to you tomorrow if all goes well and I can PM your Suit pack back
  20. I looked at the compression & mipmap generation code, and I was wrong and I mixed some old souvenirs together. It was Active Texture Management that converted the .png in .dds. Since KSP 1.XX, it seems that Unity does it by itself. I think its time to change some things, since we can (and all should) play in 64bits, I wont bother with that I tested the pack you PM'd me and I tried different settings : The helmet in middle is the .dds (DXT5) , the rest are in .png As we can see, the quality is better better on the .png (the left one on the second picture) AND the colour is different on the .dds ! you can clearly see that on the first picture, the grey is more white, only you can tell us witch one is the closest to your creation I seems that KSP still convert and compress the .png but I don't know the compression method Finally I tried with adding the generateMipmaps = ^Cetera/ in your .cfg, and I must say this is HORRIBLE for the .png ! The .dds does a better job because it already has them. All these tests where done with the setting isCompressionEnabled = never Well I think its time for the default settings to change, I will disable by default the compression and mipmap generation. I see that there are multiple mods that seems to be using these mipmap generation but I think this is from an old and ugly time where compromise had to be made. For example I see UmbraSpaceIndustries inside by default and I can confirm that it convert a number of texture. In all honestly, I can't let TRR degrade hard works like that just to save a tiny amount of RAM space when we can have so much space now. So for now, I think I'll suggest to make them in .png compressed. This is the best middle ground. TRR's Unloader can handle the freeing of space needed for the .png I tried .tga but the result where poorer than .png. @RoverDude : Maybe you can help us a bit on the question : I see you have your UmbraSpaceIndustries folder that was included with TR for the mipmap generation. I see that some of your textures are in .png and others in .dds. Can you explain me why ? Is it because of time or better results for some textures ? Also , are the mipmaps really obligatory ? I don't really see the differences when I use them or not on a Kerbal, is there a way to see when/why they are a needed? Lastly, Do you mind if I remove I disable the mipmap generation for your mod in TRR or do you want to keep it ? I think I will disable it by default and if people need it, they still can put the setting in their config. (I'm not talking about the unloading, witch need to stay)
  21. @Cetera : I wont have the time to do the TRR's release today, if you want to test it anyway, you can download the 0.5.2 branch on github: To install it : delete your old TRR folder and copy both folder from the GameData folder you will find in the .zip, respectively "000_TRR_Config" and "TextureReplacerReplaced" 000_TRR_Config/ is the new place for the (renamed now) @Default.cfg The female badass jetpack is also fixed and some button label have been changed to be more understandable. I will also make a new version fo the TRR_guide, I saw that I forgot to put the informations in the .cfg for the suits (that's why you could only find these in the @Default.cfg)
  22. OMFG , yeah its horrible in .dds hmm Ok let me figure out a good solution for this. I'm still not familiar with the compression/conversion things in TR/TRR (didn't had the time to look yet). I'll look at that asap because I'm sure I have the same problem with the texture bundled with TRR (and in my future texture pack, I did not noticed it yet because I'm still at the .png/development phase) Meanwhile, I've fixed the .cfg setting problem and even improved it : you can now also override the DEFAULT_SUIT in your .cfg. (useful for the Tourist class) I'll now "fix" your texture pack (name, settings) and propose you how I saw the veteran (and even badass) for your suit pack. It should be "trivial" to do And also get the new version of TRR released ...
  23. I did NOT changed anything on the conversion side and what you are showing is the "crappy" DXT1 with BC1 compression that seems to be what TRR/KSP does when converting. Better convert it on your side first, KSP load slower and TRR need to purge nearly 1Go of RAM after it has converted and unloaded (it save RAM yes, but you still need to have have this free space on them so the conversion can be done.. so it wont work well on lower machine) I found the problem of the .cfg file ! I need to change how I look for the cfg when there is more than 1 cfg (typically when you have multiple texture pack , so TRR + a texture pack = 2 cfg). Right now, it load correctly the cfg but when he read another cfg without the cfg for your suit (so for example the default.cfg) , it change the loaded config with the default one (as it suposed to do when there a no cfg). I'll fix that EDIT: more search has showed me the real problem (I didn't saw that when testing), TRR loads the cfg file with the same alphabetical order of the folder in gamedata, I did not noticed that because my test folder is named TRR_Guide and so the .cfg is loaded after the one from TextureReplacerReplaced. With a folder named Cetera, it load before (so it does Cetera -> TextureReplacerReplaced -> TRR_Guide). Off course, I wont oblige you to name your folder with a naming convention , I'll find a solution
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