shaw

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About shaw

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  1. Could you upload your logs? Do you have any additional config files and textures in TR directory?
  2. @VoidSquid I don't think there could be any difference. First, twitching is caused by oscillating FPS caused by rendering reflections and this probably cannot be fixed in shader. Second, @Tentei Venser just recompiled my shader for a newer version of Unity without changing it, as far as I can see from his posts, so I'm pretty certain switching shader cannot possibly fix twitching.
  3. Try this: https://www.dropbox.com/s/5z7b2gm2klacbgj/TextureReplacer.dll?dl=0 TR crashed during loading because it tried to access EVA models from Making Histroy or Breaking Ground and you don't have at least one of these DLCs.
  4. @caipi what installation of AVP are you using? I just unpacked 2K textures from AVP to my GameData and it worked. Installation via CKAN also works for me.
  5. Do you use Windows + OpenGL? Try these shaders. If they don't work, I'm out of ideas how to build Windows OpenGL shaders in Unity. There is no config file for skybox. And it works just fine, probably you don't have it in the correct directory or textures are not named correctly. Set head to Generic/Unset in GUI to use randomisation.
  6. Some settings from config files are only applied to the newly created games. Use GUI in Space Centre screen to change per-Kerbal and class suit assignments in existing scenarios. Looks like TR is crashing during personalisation. It would be great if I could reproduce this bug. Could you upload a minimal test case to trigger it? I.e. contents of TR folder (suits, skins and configuration), logs would also be appreciated. I wasn't aware of EVAjetpackEmissive texture. I could try to implement that. TR doesn't perform any emissive texture replacements. Only diffuse (albedo) and normal maps. I can look into it if it can be implemented. I actually didn't test head normal maps, so it's no surprise if they don't work correctly. What you're describing also worked in TR ... once.
  7. Another update: TextureReplacer.dll update for KSP 1.8.x add support for "future" (Breaking Ground) suits add suit directory suffixes: directories containing vintage or future suits must have ".vintage" or ".future" suffix, respectively rename `hideParachuteBackpack` setting to `hideBackpack` as it hides both parachute and cargo backpacks now re-add normal map support for heads fix default vintage IVA suits fix default texture fallbacks on models with vintage suits code cleanup and reorganisation
  8. You probably don't have Making History or Breaking Ground, right? I forgot to add a check if kerbal models from these DLC are missing.
  9. There've been quite a lot of changes and code refactoring, so probably a lot of new bugs. Feel free to test it and report issues. TextureReplacer.dll - update for KSP 1.8.x - add support for "future" (Breaking Ground) suits - add suit directory suffixes: directories containing vintage or future suits must have ".vintage" or ".future" suffix, respectively - re-add normal map support for heads - fix default vintage IVA suits - fix default texture fallbacks on models with vintage suits - code cleanup and reorganisation
  10. - vintage suits have to be enabled per-Kerbal. It's a property of ProtoCrewMember (see ROSTER section in peristent.sfs). It would certainly be possible to extend config format to force Kerbals to switch to vintage suit when a vintage suit i selected ... however, how do you know if a texture belongs to a vintage suits? This cannot be derived from texture names most of the time. Maybin adding ".vintage" suffix to directories containing vintage suits? - never occurred to me. Could you upload a minimal test case, i.e. contents of TR directory, preferably with as small number of textures and as simple configuration as possible still triggering the issue? - does changing reflectionInterval help? (not all reflections are really turned off, only visor reflections) - ok, in the next version - ok, in the next version
  11. You have to change it in the game, not in global settings (isVisorReflectionEnabled is only initial setting for new games, it gets overridden by game setting later which you can change from GUI in Space Centre screen). As I experimented, I only got shaking at reflectionInterval >= 3. On some values (I think 2) there were glitches in ragdoll physics ... The only way to completely avoid al reflection-related issues is to disable them.
  12. C'mon is does nobody look a page or two back the thread? Now, I'm really tired of explaining it why it happens and how to fix it (no, there's no way to fix it without other adverse effects).
  13. They had to be extracted through GPU (rendered into a FBO and exported as a PNG). Yes, they were changed because of a new model and collar removal. Because of the latter, I recommend you to base suit textures for the standard suit on the EVA texture, since Squad only fixed EVA texture to work with hidden collar. There are some artefacts around neck if you hide collar on the standard IVA suits (orange and light-blue ones).
  14. https://www.dropbox.com/s/lwtzqv484r57j64/builtin-suits.zip?dl=0