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shaw

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Posts posted by shaw

  1. On 11/17/2021 at 8:51 PM, miklkit said:

    I recently installed Kerbalized Suits and it works well.  This made me look for Kerbalized Heads and I ended up here.  Installed Texture Replacer and it works very well.  The game not only looks better but runs better too.  &)  

    The base four Kerbals had corrupted textures until I changed their suits, and all was well after that.  Until the next time I ran this game.  Jeb went to a different suit with corrupted textures.  I change the suit and he changes back at every restart, while the others are all fine.  Any ideas on how to make him stay consistent?

    I noticed it too, maybe I'll look into it next week. Just change suit type in the stock menu (texture doesn't matter, just the suit type).

  2. 17 hours ago, mitsvan said:

    Where can I find the vintage suit textures: TextureReplacer/Suits/TR/Blue.V, TextureReplacer/Suits/TR/Gold.V and TextureReplacer/Suits/TR/Orange.V?

    I want to make some edits for personal use but I can't find them.

    https://www.dropbox.com/s/lwtzqv484r57j64/builtin-suits.zip?dl=0

    You can also rip them yourself from the game, just type in texture names at the bottom field in TR GUI. The texture names can be found by dumping Kerbal hierarchy to the log (you can enable it in a configuration file).

  3. On 10/23/2021 at 3:56 AM, Kapitalizing Every Word said:

    Hello I use this mod and I'd like to disable visor reflections (because they look weird due to the bug above this post) and custom kerbal textures since I use it just to change the skybox sooo
    How do I do that?

    No, it's not possible to disable reflections (any more). Strange that tiny bug annoys you so much, considering how buggy KSP is :P

  4. 16 hours ago, Esme said:

    Hi folks!

    I'm wanting to copy some of the Kerbals from my previous game to the new one I'm about to start. Sure I can recreate them manually in-game but I was hoping that it might be possible to simply copy data across , name, profession, suit type.. - it's looking to me as though  it's all buried in the .sfs file for a game save, and that it'd probably be easier to just recreate them manually at game start. Is that correct? Or have I missed something?

    I think it should work just fine if you copy them between .sfs files (they are at the end). Just make sure the destination .sfs scenario is fresh, with no missions ever started. If you also want to preserve TR head/suit assignments also copy TRScenario section.

    On 8/10/2021 at 8:55 PM, Bombaatu said:

    I'm having a strange issue with Texture Replacer since 1.12. The suit selection for the 4 starters get 'corrupted', in that it shows parts of all the various textures.  I have unselected the personalized suits option in TR and have set the suits in the Astro. Complex, SPH & VAB - all to no avail.  If I do a selection then launch, it looks fine. If I restart the game or reload the craft - bang. Doesn't happen with non-starter Kerbals.

    Any ideas?

    If you use suit personalisation, you should assign suits in the TR UI, not in the stock suit selector UI.  Try to first select the suits and then make additional scene switch (e.g. go to VAB and again to space centre view) before launching. Reverting the flight shouldn't reset the suits now.

  5. On 1/28/2020 at 7:58 PM, Poodmund said:

    I say this in the most genuine way possible, but it seems a bit of a shame that TR does not allow for interaction with loaded assets via Module Manager whereas similar mods such as Sigma Replacements, DiRT and even TRR when it was around all required folder paths/file URLs to be specified within their config nodes to load the textures in question i.e.

    
    SigmaReplacements
    {
        Texture
        {
            Folders
            {
                path = asset/path
            }
        }
    }
    
    DiRT_Config
    {
    	TextureFolder = asset/path
    }
    
    TextureReplacerReplaced
    {
    	Folders
    	{
    		Default = asset/path
    	}
    }

    This allows modders and users to then interact with config nodes that can resolve compatibility and interopability issues between mods. For example, if a user installed a visual pack that uses TR to override the stock planetary body texture assets but then also wanted to install a mod that uses TR to override Jool's texture with a very specific texture, the end user is at the whim of the naming of the folders as to which texture would be used from the two options. The desired result would be that the user ends up with the specific Jool texture. This could be achieved by having the mod devs specifying the asset URLs/asset folders in a config for TR to pick up on game load and utilize, then the mod dev of the specific Jool texture could include a config in their mod to say something like:

    
    @TextureReplacer:FINAL
    {
    	@Textures
    	{
    		!path:HAS[*stockJoolAssetName] {}
    		path = newAsset/path
    	}
    }

    This patch would delete any preexisting entries for that specific texture and then add in the patch to insert the inclusion for their Jool texture only.

    ----------------

    On a personal note, the trigger for raising this is due to a handful of planet packs including their own skybox with their mod but a decent number of users want to use a different skybox. When they use SR:Skybox/Textures or DiRT you can make allowances for this and patch accordingly with a "catch-all" patch to ensure that the "after-maket" skybox they download is the one that is used but if they currently use TR, then as previously said, they are at the which of the mod folder alphabet order as to what they end up with.

    I hope that you can appreciate the concern... I also appreciate that it would be a lot of work.

    Check this release: https://github.com/ducakar/TextureReplacer/releases/tag/v4.4-alpha.1

    I added TextureMap node in config (see @Default.cfg) where you can map textures. I hope this suffices to achieve what you described.

  6. 1 hour ago, TheRealMK245 said:

    Can i change the texture of the visor in 1.11?

    i mean the gold visor that you get when you press “lower visor” in a kerbals right click menu

    Right now when i create a evavisor file in the default folder, it changes the texture of both the transparent visor and the new gold visor

    thanks 

    No. I must update the reflective visor shader to support shaded/gold visor. Currently, you either have reflections and textured visor or the shaded visor working (if you disable reflections), but not both.

  7. 1 hour ago, Bombaatu said:

    Is there any way to disable the suit-replacing function of TextureReplacer? I like the stock 1.10.x suit picker and TR tends to fight with that by reverting suits back to the TR selection. But I also like diverse Kerbal heads - it just isn't Jeb without the gray handlebar mustache that makes him look like the wild-man he is.

    Yes, at the bottom of the GUI.

  8. 3 hours ago, Saybur Stuff said:

    If users just avoid the clothes hanger and only use TR that should avoid any conflicts right?

    Not really, there are still 2 scene reloads necessary when you change suit type in TR. I don't know why and how to fix it, but KSP picks us the new model only after the second scene load. The clothes hanger obviously uses some other trick to switch suits.

  9. On 7/2/2020 at 4:04 AM, Bombaatu said:

    FYI, there is a bug with version 1.10.0 in that it won't remember the choice for the new Suit Picker. After going IVA, the EVA suit will revert to default. This only happens with Texture Replacer installed.

     

    Actually, it's an old bug. Both clothes hanger and TR change can suit type and it can lead to conflicts. It's listed first under Known Issues.

  10. 19 hours ago, nubeees said:

    Can this be used to modify ground textures? I've been really enjoying the new ground textures introduced in 1.9 and would like to, if possible, try to create some high quality ground textures for the moons the developers haven't gotten to yet such as Laythe.

    I searched in the documentation but couldn't find any reference to ground textures specifically.

    No. I think Kopernicus can do it.

  11. On 2/13/2020 at 2:10 PM, Jiraiyah said:

    @shaw

    Hi

    Who is maintaining the git hub?

    https://github.com/ducakar/TextureReplacer/issues/17

    The issue was closed indicating that 1.4.1 will be out, but i think it may be forgotten?

    I forgot to release/publish it. Fixed.

    On 2/14/2020 at 4:03 PM, Araym said:

    Nevermind. I found the solution, keeping adjusting my cfg file:

    I added initially the code:

    CustomKerbals
      {
        Jebediah Kerman  = DEFAULT DEFAULT
        Bill Kerman      = DEFAULT DEFAULT
        Bob Kerman       = DEFAULT DEFAULT
        Valentina Kerman = DEFAULT DEFAULT
      }

    to let the "original 4" keep the default appearance, following the explanation in the original TT config: "[...] `skinDir` is a subdirectory inside `Skins/` containing skin textures, `DEFAULT` or `GENERIC` (= unset). [...]"

    BUT actually, to work properly, the code MUST be:

     CustomKerbals
      {
        Jebediah Kerman  = DEFAULT.m DEFAULT
        Bill Kerman      = DEFAULT.m DEFAULT
        Bob Kerman       = DEFAULT.m DEFAULT
        Valentina Kerman = DEFAULT.f DEFAULT
      }

    ... with the added "sex" of the kerbal, otherwise it seems that TT fails to read the config itself, but, even more, stops to keep reading even the rest (just after that coding I placed the one for the kerbal traits "ClassSuits", but as I'm testing diffrent skins, TT assumed to go also "random" in suit assignment :P )

    @shaw: keep an eye on this behaviour,. to eventually update the explanation in the cfg/TextureReplacement guide ;)

    Fixed in TR 4.1.2.

    On 2/20/2020 at 8:39 AM, Stormeh said:

    I have the mod installed and I click the "reset to defaults" button in the Texture Replacer GUI, which seems to apply random looks to my kerbals which is what I want the mod for, but how do I save these settings? The custom looks of the kerbals does not seem to persist between saves/reloads and game restarts.

    I'm fixing it.

  12. On 2/7/2020 at 4:26 AM, Gabriel B said:

    Hi guys :D  I have a question, i don't know if it is my impression, but i noticed again a bug in texture replacer, that i thought that have been already fixed, because have months that i don't see it happening in the game, but i happened again, it the the classic issue of the face/mounth of the Kerbal glitching when the reflections are actived, i am using the latest version of KSP ( Steam ) and of TR. So does this have a fix already ? ( Without turning off the reflections, or have been fixed yet and i made something wrong while i was modifying KSP and TR archives ?

    Jaw jitter "should" be fixed in TR 4.1.

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