Jump to content

MainSailor

Members
  • Posts

    469
  • Joined

  • Last visited

Everything posted by MainSailor

  1. Also, make sure that your mod textures are all converted over to DDS format. The older mods uses TGA, PNG, MBM, etc, which take time to convert on load. DDS uses DXT compression which can be written to memory directly without conversion. Using this tool: https://github.com/Telanor/DDS4KSP/releases
  2. Hmm unusual. Let me look through your video and see if anything stands out. By any chance do you have Dynamic Texture Loader installed (I have had issues with that loading them in the past.) OK it doesn't look like it. And you don't have issues with the other Procedural Parts textures either, so it's something specific to this pack. I haven't tried these in OpenGL mode as I typically use DX11, but I will try them with OpenGL. I don't suspect an issue there as other textures in the game are DDS and don't have issues loading either. Edit: OK no, you do have them in the correct location. Right in the main GameData folder. Can you please do me a favor and show me a screenshot of what files are in the Essentials folder? All of the configs currently pull from a common 'end' texture and while I can't see that causing an issue, that's the one that is common between all the other 'sub-folders'.
  3. I'm in. It will be at least Friday before I will get to play though. The range is clear before then. I will have to make sure my save is totally stock Can you still target the center of mass of the asteroid once parts have been attached to it? It's been a while since I've played any ARM or asteroid missions.
  4. Nah just do it like GTA and have you crash into an object that hasn't actually rendered yet
  5. I'll have to double check, but I'm 99 percent sure I did, because I remember writing over that block.
  6. That's disappointing if that's the case. DX11 performs flawlessly for me under Win 7 (I've never had severe rendering issues or graphical bugs, at least.) That's the downside of DXT and fixed compression. PNG's can be compressed rather well (in my experience, not as far down as a JPEG unless you use hardcore tools like PNGGauntlet), but any of that compression is shot when converting to DDS. If I recall correctly, DDS4KSP doesn't use DXT1, which some textures can take advantage of (those that have no alpha or specular layers). I've used the tool previously to convert old mods that still had MBM files, but most others I will convert manually using the Nvidia DDS plugin for Photoshop. DDS textures do speed up loading, as you noticed, because Unity doesn't have to convert the file, it writes the DXT format directly into memory.
  7. Does anyone have a config for Scatterer that works without using RVE? I can't use RVE because the effects are far too CPU intensive for my machine at the moment. I tried installing Scatterer using the advice from the first post there (renaming the folders for Earth & Mars) but I just get a black sky and no effects. Scatterer works fine without RSS, so I know it's not a GPU issue.
  8. This is correct if you're using DXT compressed textures (DDS files.) PNG, TGA, MBM which KSP can still read and use get compressed by the engine into DXT during load, which can sometimes make them larger than the original file (DXT has fixed compression.) If I had to guess, this is probably something that is only due to the pre-release nature of 1.1. I'm guessing this is fixed before full release (I think someone had mentioned it on the subreddit.) Exactly as @stibbons said, Unity preloads textures into memory. However, mods exist that allow you to save a little bit of ram by unloading dynamically:
  9. The roundel could be replaced with the silhouette of a Kerbal's head. The half rounds would be like the top half?
  10. Depends on what you call fossils, I still listen to Boards. My flag is my avatar: Which is inspired by the original NASA Ares logo: ...but with Kerbalized planets and moons (Jool, Duna, Eve in the background, with the path thru Mun and Minimus.)
  11. Now added to SpaceDock: http://www.spacedock.info/mod/487/MainSailor%27s%20Textures%20%28for%20Procedural%20Parts%29 This also means that official CKAN support is coming (thanks to @politas) Updated Europa with speculars is coming soon, I messed around with Enceos's psd file today and already learned a bunch.
  12. I looked at that, however a helpful user already submitted metadata and I didn't want to add another one (and make a duplicate entry.) I didn't see anything about editing existing entries. I'll check in with the NetKan folks though, thanks! Well I suppose the thing about the texture packs is they work as long as pParts does. There's nothing version-specific about them. If I upload to Spacedock, I know there's a CKAN button there, but would it overwrite the CKAN metadata that already exists? I don't want to break user's installs. Edit: The CKAN link currently points to my Dropbox download which I keep updated. So any new users are already getting the updated files. I just need to update the metadata to tell CKAN that the version is new I think.
  13. OK...completely CKAN newb question: how do update the version number for a mod that someone else submitted metadata for? I'm asking because someone helpfully submitted metadata for my texture pack, but I have no idea how to indicate it's been updated (and hence have CKAN update the pack for users.)
  14. The 2.0 release contained an updated Europa, with an improved (but still not 'it' texture), for those that at least want to start using it. I'm getting closer on the shiny gradient. Thanks to @Enceos however, who recommended a process for specular maps, I will be revamping that texture to make it look even more like real metal. When I get time where I can actually use Photoshop for something other than work, I'll be trying out some of his tips.
  15. I want to say that nixonshead (that did CGI models for ETS) was involved in that project as well. I think I have a link to his Flickr album here somewhere...
  16. cough cough (updates) cough If you're coming from one of the beta packs, everything should work the same with the exception of the Ceres which has just been renamed to Saturn Multibody. All other textures & shapes should still work (they are just moved into the brand new folder structure.) I'd completely delete your existing MainSailor folder and drop this one in.
  17. I figured there was some kind of elfin magic going on, I just haven't dug way down into it enough to look at it. I'm a graphic designer by trade, but most of my work goes to press/web so I don't often deal with stuff like game textures. DDS was a steep learning curve for me. I do use Photoshop, that'd be excellent! Awesome! Thanks man!
  18. There's two ways of doing it. You can define the default scale, and if it's common, TweakScale will automatically provide the steps (i.e, if the part is 2.5m, it will automatically provide 1.25m, and 5m steps.); or you can define the range of scales as percentages of the original size. The second is useful for non-stacking (surface attach parts.) The first is useful for stackable items like decouplers, fuel tanks, etc. So the config for the second one would look like: SCALETYPE { name = TweakScale freeScale = false scaleFactors = 0.25, 0.35, 0.5, 0.7, 1.0, 1.4, 2.0, 2.8, 4.0 scaleNames = 25%, 35%, 50%, 70%, 100%, 140%, 200%, 280%, 400% defaultScale = 1.0 } You could add patches by MM by; @PART[PartNameHere]!MODULE[TweakScale] { MODULE { name = TweakScale type = TweakScale defaultScale = 1 } } By default, TweakScale doesn't modify things that can't easily be quantified (science altitude/range or points) only things that are numerically defined in a cfg (battery charge, fuel levels, reaction wheel force, etc.)
×
×
  • Create New...