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Oinker

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  1. Hi. I would like to have Day-1 mods available for KSP 2 skyboxes. I need to know the supported and preferred formats of the skyboxes in KSP 2. I assume that the home solar system has a set skybox which I would like to replace directly. And there are other (maybe infinite) solar systems with different skyboxes. My plan is create a milky way skybox for the Kerbin system and then generate skyboxes for other systems based upon their proximity to the Kerbin system and each other, thus creating a cohesive galactic sky-map.
  2. This thread is for Modders to get information from the KSP2 game developers and fellow coders to create mods/addons/art/sound to enhance the experience of KSP2.
  3. Hi everybody. @Aazard was concerned that I may have died. I'm old, but not yet in the grave. I'm happy to say that after many years, Oinker's Skybox is still very popular. It was crafted using the 8K (high-res at the time)Tycho Catalog skymap image of our sky from NASA. I adjusted the image to closely resemble what you see when your eyes aren't adjusted for darkness. I then added a few secret gems to it: a visible nebula, a few galaxies nearby ( on edge and other angles), a pulsar. Most of you who use my skybox very quickly notice the nearby galaxy that slides into view nestled between two munar hills in the second start screen. The skybox is available for direct download at Spacedock https://spacedock.info/mod/1131/Oinker's Skybox 2.0 Brighter [4] But the easiest way to install it is with CKAN (this is how I install it). Some years ago a very kind person upped it to the repository with Texture Replacer as a dependency. If you load another texture pack in CKAN that contains a skybox, ensure Oinker's Skybox is loaded last. I use Distant Object Enhancement to tweak the brightness of the skybox (my settings: dynamic dimming off and 72% max brightness). Additionally, don't forget to install EVE as well. I'll be updating it for 8K after KSP 2 is released. I just downloaded the 16K x 8K version of the Tycho Catalog skymap. Feel free to use my KSP images in anything, with or without credit. They're free for anyone to use for anything. Don't be afraid of the dark.
  4. 1.3 update by bssthu here: https://github.com/bssthu/SteamGauges-Fork/releases
  5. I never liked the aesthetics of Docking Alignment Indicator and just went without after the Lazor docking died. But this mod recreated that realistic camera look. Thanks, Denny.
  6. Are these antennae configured for use with RemoteTech? And the parts for CTT?
  7. Hey Oinker :),

    iam searching the hole internet and the forums for your great work. But iam not able to find it. Sadly the links in the "texture replacer forum" are dead.;.;

    Coud you make a reupload? And thanks in advance for your great work! :D

    1. Oinker

      Oinker

      Which one(s) are you looking for? The old kerbin clouds? Mojo clouds? The very popular skyboxes?

      I just checked and saw that dropbox had disabled my links due to too high traffic. I wonder how long that has been going on? I'll work on uploading these to a kerbal-centric server and ckan. I just never got around to it 'cause they're just a few textures.

    2. Oinker

      Oinker

      uploaded skybox 2.0 brighter (the one I use). i'll upload the rest later. time to kill some kerbals.

      http://spacedock.info/mod/1131/Oinker's Skybox 2.0 Brighter [4]

       

  8. Does this work with RPM as well? Will it display the beautiful old-school b&w picture in IVA? Glad to see it back, btw. I couldn't bring myself to switch to DPAI.
  9. TR doesn't come with any textures included. So install it. Then grab a copy of your favorite skybox. The skybox textures (a set of six) go in the \gamedata\texturereplacer\default folder. If the skybox includes envmaps, they go in the envmaps folder, but they won't be seen unless you have real-time reflections turned off. And nobody would turn off real-time reflection.
  10. Hmmm. That's exactly what I was hoping to do with the multi-layered alpha cube I just made. I had a highest elevation cloud layer moving slightly faster and low to high elevation clouds that were supposed to be stacked but they don't rotate in sync.
  11. Hmmm... I just today started rebuilding my Kerbal Oinker-Pack. I had to give it a while after the 1.1 update for most of the mods to be updated. I dropped TR, EVE, and Distant Objects in right away and set the "skybox 2.0 brighter" to 72% max brightness in DO. The skybox is working fine. It's definitely my skybox and is easily identifiable when clicking start and it rolls to the mun screen. There is a nearby galaxy just above the horizon on the right. I dropped my clouds (kerbin1.png) in EVE and Kerbin (KerbinScaledSpace300.dds) from my Endraxial Pack Reduced, into TR Default. But the clouds look like crap and the planet was all pixelated. Alt-N didn't do anything for me either. I'll have to manually edit the config. Anyway, I was back here looking for the latest dev version of TR to try that and see if Kerbin will look better when I saw your post. I'm working on it. I'll probably do a conversion of the clouds to dds since it looks like EVE now supports that. At least the new jool and eve cloud textures are dds. I haven't tried the city lights yet. I figured I'd tackle one thing at a time. BTW, any of my textures and configs are free to use anywhere for anything - with or without a credit. And Alt-N is/was the in-game edit shortcut for the EVE config (clouds). It doesn't have anything to do with TR (skybox, planet surface, heads, suits). ------------------------------------- hours after post above: I looked closer at EVE and it's just ignoring my cloud texture and reading the default textures with the mod. The texture type has been changed to a cube-map with the alpha channels stored in the red/blue/green channels, I guess to put three layers in one cubemap. I've got some converting to do. The kerbin texture looks like 8 bit minecraft blocks in TR.
  12. Anyone have a decent screenshot of Oinker's Skybox for a new banner? Maybe one taken with Kerbin moved around Kerbol far enough so Orion and Pleiades aren't obscured? My banner really sucks. PM it so we don't fill up the forum with random cropped screenshots.
  13. Still having issues? Try the Any idea what causes this weird look when Kerbin is facing away from the sun? Still having issues? Try the Proot City Lights DDS conversion here. Also, a poster implied this was a memory problem (said you should use ATM). I quit using ATM now that KSP supports DDS tex loading stock (they don't eat up RAM just VRAM). I have instead switched to using mods with DDS tex or converted them myself. If you're using Texture Replacer, you could be chewing up a bunch of memory with planet textures. Try one of the Endraxial DDS conversions as well - big one by Joe if you have a video card with VRAM to waste, otherwise, go with the reduced.'>Proot City Lights DDS conversion here. Also, a poster implied this was a memory problem (said you should use ATM). I quit using ATM now that KSP supports DDS tex loading stock (they don't eat up RAM just VRAM). It was giving me grief with 1.04. I have instead switched to using mods with DDS tex or converted them myself. If you're using Texture Replacer, you could be chewing up a bunch of memory with planet textures. Try one of the Endraxial DDS conversions as well - big one by Joe if you have a video card with VRAM to waste, otherwise, go with the reduced. The cloud textures, btw, should be png's and the stock ones should work fine. If you have part mods using png's, try to find DDS conversions of them. Most authors have already converted them.
  14. Sounds like you've got the right idea. My best guess is there is a misspelling in the folders or an extra folder was created during extraction. Verify: Kerbal Space Program\GameData\TextureReplacer\Default\GalaxyTex_PositiveX (...and the rest of the GalaxyTex files. It is case-sensitive) The envmap files are unnecessary unless you want to turn off the TR Reflection module (it's on by default nowadays).
  15. Not currently any skyboxes source images that are heliocentric Z axis, ecliptic X-Y. Mine is of an Earth-centric image so it's 24 degrees out-of-whack from where it should be. If I put things on the right axes before, Polaris should be straight up from Kerbol. I'm guessing it is. I never checked. Try Oinker 2 Brighter for RSS and adjust brightness with Distant Object Enhancement. I'll put it on my 'round-to-it list. I have to go from equirectangular to sphere, rotate the image, export to cube-map, clean up the seams and hope I rotated it to the right spot. Also, the only request / feedback I got was a guy who wanted it darker. So the new ones are darker than the original. - - - Updated - - - Copy that optional reflections config file in the TR zip into your GameData\TextureReplacer folder. And grab a custom visor from one of the packs in the OP. They don't reflect in the startup screens any more and my girl kerbal doesn't even have a visor in those screens. Don't pass judgement until you have tested them in EVA. For the visors, I like a 512x512 dds with mipmaps so you get a nice quality reflection in the visor that has little to no impact on frame rate.
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