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shaw

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Everything posted by shaw

  1. KSPRC Since you obviously understand the source code, you could create a patch, right?
  2. It probably uses some special shaders, since it has to generate/tile texture depending on the size of a fairing. TR's texture replacement is done for a general case, and usually breaks when some "magic" is done with that texture.
  3. Python is only needed to run conversion on the whole GameData directory. You can also run `img2dds` from the command line to convert a single image like: img2dds -vcm path/to/image Run `img2dds` without parameters for description of all options.
  4. Dimensions are not powers of 2. Should be 4096 x 2048. And what texture compression are you using? Only DXT1 and DXT5 are supported by KSP. Uncompressed textures are not supported. What's not compatible? All texture packs except some very ancient ones (I think the structure for texture packs last changed in TR 1.4). There are also some issues with TGA images from KSP 0.24 or 0.25 on, so if you find TGA textures in a pack convert them to DDS (normal maps need special treatment so you best use some texture conversion tool specialised for KSP, e.g. https://github.com/ducakar/img2dds).
  5. Maybe that's when reflections are being generated. Does changing `reflectionInterval` make a difference? Removing which CFG file? Removing `@Default.cfg` shouldn't have direct effect on reflections, it usually contains the default settings that don't change anything. Unless something else is the problem, e.g. some issues with texture compression and unloading. Check the log if there are any errors.
  6. Probably, some time. I currently don't play KSP nor have time to develop TR, so don't expect anything except critical fixes from my side for a at least a few months from now. Luckily for you, @RangeMachine is currently working on fixing visor reflections. If I remember correctly, reflection shaders (from Unity) use alpha channel as reflection intensity. If this doesn't work try to tweak reflection colour in TRReflection module. Probably yes, you must just find out names of textures you want to replace and put images with same names into `GameData/TextureReplacer/Default/` directory. Set `logTextures` to true in @Default.cfg and TR will dump list of replaceable textures (in a scene) to KSP.log on each scene switch.
  7. Have you tried disabling texture compression or mipmap generation in TR? Maybe you need to add directories of those mods to keepLoaded list? Because TR was built for KSP 1.1. I don't think there could be any issues on 1.1.2, it's only a bugfix release. Files containing normal maps should be named the same as the original ones. If the original model doesn't have a normal map, I don't think you can add it without rebuilding the model (model.mu) in Unity editor. @MisterFister Yes, it's squares. Secondly, you can install multiple heads and suit packs in parallel, there should be no problems as long as two packs don't contain a texture with the same name to overwrite each other. Actually I recommend using a separate subdirectory of `Heads/` or `Suits/` for each texture pack to avoid such conflicts. Note that adding new texture packs changes randomisation, so Kerbals with randomly assigned heads and suits will get new ones in most cases.
  8. TR has been updated for KSP 1.1 by me (based on RangeMachine's patch), and it's official version 2.4.13, I just haven't updated the title of this thread yet, because I didn't realise KSP 1.1 is officially out already. You can get it on Course and GitHub, it's tagged as Beta and Pre-release respectively.
  9. Yes, usually you just unzip texture packs and put them into respective folder (in most cases you already have the GameData/TextureReplacer/... folder hierarchy in the texture packs).
  10. ReflectionColor and MeshesToChange. https://github.com/ducakar/TextureReplacer/blob/master/TextureReplacer/TRReflection.cs#L44 As you can (hopefully) see from the code `ReflectionColor` is interpreted as an alias for `colour` and `MeshesToChange` as an alias for `meshes` with the exception that `MeshesToChange = all` means the same as an empty `meshes =`. Everything else is ignored. I don't know. Maybe some changes in the shaders. Maybe Squad added some special parameters to `GalaxyTex` Imaterials now in 1.1 and get reset when replacing the texture ... maybe I'll investigate that during the weekend.
  11. Be patient, be very patient! Timing with 1.1 couldn't be worse. Currently I'm very busy in RL, I'm moving, I'm busy at job, finishing my degree (still), and what's probably the most worrying I don't play KSP any more. Since 1.1 introduced lots of changes that affect TR, I believe it has been very badly broken and it'll likely need the most extensive fixing ever. So, don't expect the update anytime soon. Maybe in a few weeks.
  12. Pimp My Kerbals and old Universe Replacer suits from the last link.
  13. Compression is applied on all textures. Mipmap generation (if enabled) affects all textures covered by "generateMipmaps" RegEx patterns in *.cfg (all config files in GameData/ with TextureReplacer {} root node, e.g. @Default.cfg). All textures except the ones covered by "keepLoaded" patterns get unloaded. If ATM is found all texture management features (isCompressionEnabled, isMipmapGenEnabled, isUnloadingEnabled) are disabled and left for ATM. This is the default behaviour, if set to "auto". "always" enables an option even when ATM is loaded, which might interfere with ATM, and "never" disables the option.
  14. http://forum.kerbalspaceprogram.com/index.php?/topic/55508-broken-090-texturereplacer-212-20122014/&do=findComment&comment=1296830
  15. No, this is not possible with TR. Firespitter has a module for this. You an check configuration files from KSO project, they use texture switching extensively.
  16. Log, please. Probably something's keep crashing. BTW Shouldn't be "nomen" in your nickname in accusative ("nominem")?
  17. That's because spaces are also delimiters between entries in config files. So "Suit 01" is understood as "Suit" while "01" is read as the next setting (ignored in this case since suit is the last entry in per-Kerbal arrays). I won't fix this. Kerbal Name = Sex Head Suit
  18. Probably, for Kerbin the actual terrain is fully replaced by the scaled space model of Kerbin somewhere between 250 and 300 km.
  19. How and where (in your code) you load these textures?
  20. It does compress readable textures. DDSes are not readable, TGAs shouldn't be used because they sometimes crash Unity, PNGs and JPEGs are already compressed when Unity loads them (may be re-compressed again after mipmaps are generated), so that leaves only (deprecated) MBMs as candidates for compression. You don't need to fix @Default.cfg, just add somewhere a .cfg file containing: TextureReplacer { keepLoaded = ^BoulderCo/Textures/ } I may add this to @Defaults.cfg in the next version, so such file could be removed in future releases of EVE. What about "keepLoaded = ^BoulderCo/(Clouds|Atmosphere)/"? Is this still necessary?
  21. Sky is not reflected currently, only (galaxy) skybox. That's why it's black. I only have the minimal set of layers enabled. If I disable the layer containing clouds some other (crucial) thing will also get disabled.
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