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Ph34rb0t

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Everything posted by Ph34rb0t

  1. I CAN'T KEEP UP WITH YOUR RELEASE CYCLES! Just kidding, keep at it!
  2. I've just skimmed over it, TBH. I thought DXT5nm was just a switch supported by the newer TextureTools, so I initially disregarded it. I've updated the scripts on page 7 for DXT5nm. Thanks. That might explain why some normalmaps by some add-on authors for FSX don't work properly as they've merely exported it in DXT5 from Photoshop. I've always suggested converting normalmaps from the source file with Imagetool and the appropriate -RedInAlpha parameter. Never knew until now that this actually produces a DXT5nm bitmap (that can be directly exported from GIMP). So thanks again. And to be perfectly honest, a lot of posts in this thread are rather philosophical and overly technical to me (no offense), instead of providing practical, concise and workable solutions. That's why my interest in digging through everything isn't really profound. (If I had more time, though...)
  3. In my previous post, I've said that I had to ditch ATM after conversion to make everything work. Okay. I've removed it from the post containing my script. I'm not really familiar with NVidia's tools, only with Imagetool that comes with Flight Simulator X' SDK. To generate a valid FSX bump map in DDS format with it, you use its -RedInAlpha switch and simply I assumed that -n4 was something similar. My first attempt at a conversion actually was with Imagetool, but it's awfully picky regarding input format and outright refused to read the second .tga it had to process. Umm... http://i.imgur.com/Boyl3qF.jpg RPM 18.3, EVE 9-2, KSOS 4.08...all textures in .dds (except maybe two or three). Even FinalFrontier's ribbons show up fine.
  4. Thanks for your batch template, by the way! I've expanded it a bit to catch both .png and .tga files in their _NRM and regular state. I don't know if the conversion options are optimal, but so far, I did not see any visual glitches. (I don't have an eye for details though.) The converter crashed on me twice or three times during the process, but this didn't have any readily perceivable consequences so far. Anyway, here's my expanded batch code (meant to be run from KSP's root folder): :: Initialization of environment states and variables. SETLOCAL ENABLEDELAYEDEXPANSION SET localdir=%CD%\GameData SET DDSTool="J:\DDS Utilities\nvdxt.exe" FOR /R "%localdir%" %%F IN ("*_NRM.png") DO ( CALL %DDSTool% -dxt5nm -outsamedir -quality_highest -nomipmap -flip -file "%%F" IF EXIST "%%~dpnF.dds" ( del "%%F" ) ) pause FOR /R "%localdir%" %%F IN ("*_NRM.tga") DO ( CALL %DDSTool% -dxt5nm -outsamedir -quality_highest -nomipmap -flip -file "%%F" IF EXIST "%%~dpnF.dds" ( del "%%F" ) ) pause FOR /R "%localdir%" %%F IN ("*.png") DO ( CALL %DDSTool% -dxt5 -outsamedir -quality_highest -flip -file "%%F" IF EXIST "%%~dpnF.dds" ( del "%%F" ) ) pause FOR /R "%localdir%" %%F IN ("*.tga") DO ( CALL %DDSTool% -dxt5 -outsamedir -quality_highest -flip -file "%%F" IF EXIST "%%~dpnF.dds" ( del "%%F" ) ) pause - Edit: Removed -n4 switch, which was inappropriate for the conversion. - Edit²: Implemented -DXT5nm switch for normal/bump maps. - Edit³: Script updated with -quality_highest for the best conversion results.
  5. KSP 0.25 funnily enough does not throw a compatibility error message about the km_Gimbal_2.0.dll. So no rush needed.
  6. Transitions between vessels or scenes are really quite a bit faster. Neat!
  7. Converted my entire GameData folder, including addons to .dds in one go. I ran special conversion parameters (-n4) on every file with a "_NRM" in its name. Started up KSP and my space center was gone, lol. Threw out ActiveTextureManagement and everything loaded up fine now. Even mod icons seem to work. RAM usage with OpenGL is at 2.2 GB at the moment. - E: If you need to make a backup of all your .png and .tga textures, save this code as a batch file in your KSP root directory and run it. It will create a backup directory in the parent directory of KSP's root directory. set local=%cd% cd.. mkdir KSPbackup set backup=%cd%\KSPbackup cd %local%\GameData pause robocopy /S "%local%\GameData" "%backup%" *.tga robocopy /S "%local%\GameData" "%backup%" *.png pause
  8. The link to 1.1 doesn't work. Replacing 1.1 in the URL with 1.0 still correctly points to the old version though. (Might want to make Jenkins work faster.)
  9. If you click the launchpad and select a crewed rocket design, you can manually assign your crews. This is default game behaviour. Knowing which one of your kerbals is Jeb #2 is merely a task of memorizing names from the FinalFrontier roster.
  10. Found the culprit: ActiveTextureManagement 3-7. Removed the ATM folder from KSP and got the ADI page and navball back. Nothing to do here anymore. Awaaaaaaaaay!
  11. Uninstalled, reinstalled, disassembled computer, reassembled computer, still no navball/ADI page.
  12. Audio Muffler works in 0.25, but it also muffles Chatterer and/or RPM. http://forum.kerbalspaceprogram.com/threads/49722-WIP-Audio-Muffler - Edit: Meh, ASE is definitely broken in 0.25.
  13. RPM 18.3 with KSOS 4.08 Pack1 in KSP 0.25. Happened after starting KSP and loading a savegame. Can't remember if I updated RPM from 18.2 or 18.3 between initial launch of the KSO and savegame load. The console doesn't show anything suspicious and it seems to be limited to attitude indicators. The RPM ADI screen page doesn't show any attitude indication and the analog attitude indicator is gone. Other vessels and capsules aren't affected (HGR Soy-Juice, default Mk1-2), so it seems to be KSOS-specific. Is this a known bug? ID10T error? Any output logs I can send? Should I rather bug the KSOS people about this? - Edit: Thought that this might have been related to ActiveTextureManagement and lacking a .cfg for KSOS, but it wasn't. Meh.
  14. Bad news: http://forum.kerbalspaceprogram.com/threads/84224-DISCONTINUED-Klockheed-Martian-Special-Parts-V2-1-1-23-Aug-Dev-Thread?p=1471447&viewfull=1#post1471447
  15. Here's a config file for ActiveTextureManagement. ACTIVE_TEXTURE_MANAGER_CONFIG { folder = Hot_Beverage_Inc enabled = true } Just paste into an empty text file, save as "HotBeverageIncSucks.cfg" or so (no quotation marks) and put the .cfg into "GameData\BoulderCo\BoulderCo\ActiveTextureManagerConfigs".
  16. Is this the same bug that is addressed for the stock parts with this mod? http://forum.kerbalspaceprogram.com/threads/96339-0-25-StockScalingBugFix-V2-MM-Update-fixed-some-mishaps
  17. Link to the proper thread: http://forum.kerbalspaceprogram.com/threads/76793-0-23-5-ScienceAlert-Experiment-availability-feedback Link to the interim fix: http://forum.kerbalspaceprogram.com/threads/76793-0-24-1-ScienceAlert-1-7-1-Experiment-availability-feedback-%28July-22%29?p=1463343&viewfull=1#post1463343
  18. Build a rocket, start a flight. If you see clouds in the sky, it's working. If not, try the version from the second link. If that still isn't working, I'm out of ideas.
  19. I'm using an older download from somewhere in this thread, but you can use this (Click "view raw"): https://github.com/rbray89/EnvironmentalVisualEnhancements/blob/Overhaul/x86-Release.zip - Edit: Found my version (9-2): https://github.com/rbray89/EnvironmentalVisualEnhancements/archive/OVERHAUL-9-2.zip
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