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Quicktex Available on Github License: LGPL Quicktex is a python library and command line tool for encoding and decoding DDS files. It is based on the RGBCX encoder, which is currently one of the highest quality S3TC encoders available. Quicktex has a python front end, but the encoding and decoding is all done in C++ for speed comparable to the original library. While it is not only useful for KSP, KSP is what I initially made it for, so I think it can go here for support and visibility. It should have higher quality than NVTT or DDS4KSP, while still being reasonably fast, as we
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HumanStuff This OP "reads poorly" & "looks scary", needs update.... Basically if a version "Texture Replacer" works on your KSP version SO WILL THIS, its easy/simple to use...but I have an "info over-provide" issue, I will edit it to a CLEAN/SHORT OP soon NOW 337MB from 1.4GB (see change log, namely @ v1.3.1) A (Slightly More) Realistic Spacesuits, Heads & Staff. For KSP v1.7.3 & UP (should work KSP v1.5+, see note) NEEDS (as a "Dependency") TextureReplacer Intended & Suggested For The Realism Overhaul, RealSolarSystem, & RP-1 Realistic Progression O
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- thread of the year 2020
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Here are some screenshots for comparison: I am using KSP version 1.3.1 I'm not able to upload images here, So please refer this link: https://imgur.com/a/nQ0FJ2T, Not only those planets but moons as well, textures in the map mode looks fine but when in game mode it looks pixelated blurred and not clear. This problem persists in both the texture packs 4k and 2k. I tried with 4k first, but same problem, then I replaced it with 2k thinking my laptop is not supporting 4k, again same problem. The hardware is compatible. So what is the issue? Also before installing all the oth
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- ksp 1.3.1
- astronomers visual pack
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Planet Texturing Guide Repository This thread will aim to deliver a range of guides and tutorials to cater for those who wish to create planetary textures using a variety of methods, software and mod plugins. Please feel free to contribute any material you think would be suitable to list within this archive and I will endeavor to keep it up to date. ------------------------------------------------------------------------------------ Celestial Body Creation Theory World Generation - by Tyge Sjöstrand Atmosphere Calculators - by OhioBob ------------------------
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I have a texture bug after installing scatterer on 1.8.1. U have to zoom in or be very close to the ground for any texture to appear (on all planets). A link with a screenshoot: https://imgur.com/a/kIn58Ey
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HumanStuff Easy Builder Workshop & Texture Library Warning: This thread is also a "build diary" for the pack, some posts are...long-winded *>Version 2.0.1 "Vector" Promo Video<* - v.4.0.1 "Intro & Install Tutorial" Video is being made, LIVE on Youtube & Peertube, 2020-12-24 *Note: Anything installed by "Ninite"'s FREE & 100% SAFE web service CAN BE UPDATED ALL AT ONCE: MAIN NINITE-UPDATER-HERE & NINITE AV-UPDATER-HERE Full "OFFLINE INSTALLER" is 1.91gb or DVD or "USB/SD/Etc Drive" Sized HumanStuff_Byte4Byte_Pak_Stand_Alone.exe Link 126mb
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- texture pack
- suits
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MainSailor's Procedural Textures (for Procedural Parts) *Requires* Procdural Parts to work. (Obviously.) Imgur links (since apparently that's broken since the last time I've been here): Download from SpaceDock DOWNLOAD (Dropbox - Alternate) Beta Build (Most current build of textures) 2.0 now includes all of the beta files. Currently eight thirteen a bunch of tank textures included: Gamma Series: LongCore - Designed for tall prime booster tanks. Designed to work with the IUS and Gamma styles. It works well at 3.75 x 13 or 2.5 x 10. IUS - U
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HumanStuff -Add-On Develpoment Thread MOST CURRENT UPDATE: We have a HumanStuff Wiki NOW ! MASSIVE changes to mods file structure. I did not realize how "involved" I would become in making sure I got the added realism "just right", in 1 day the mod had tripled (3x) in size from 900Mb to 2.7Gb. But I got a 6000x6000px (6K) Skybox thats "cubic correct to the plane of the solar elliptic" from @Galenmacil's work, very bright method, I think I can use this method to create a 8K and 16K RSS correct GalaxyTex (skybox) and 1K (1024x1024) EnvMaps (I already made the 512x512 EnvMaps &
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Hi, we received a redundant pull request to add another copy of this mod to CKAN. https://github.com/KSP-CKAN/NetKAN/pull/8148 You don't need to do that, everything works fine if you upload new releases to the original mod. https://spacedock.info/mod/2524/HumanStuff This extra copy should probably be deleted: https://spacedock.info/mod/2529
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I need some outside the box thinking Have tried almost everything and I do mean everything 8, 9 or 10 have not had any textures works fine otherwise and I've installed no mods. please help please please please help!!! https://imgur.com/a/A5hJeHh https://www.dropbox.com/sh/2lkfnpltzuysexv/AABtDkX84gedBCdbaUpBsrmHa?dl=0 [config] build id = 02917 2020.06.29 at 15:18:37 PDT Branch: master language = en-us distribution name = Steam
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Hello there, I was wondering if it would be possible to implement cubemap support for planets into an update at some point. I really would love to see this, since the DDS format (a texture format used by most if not all unity games) has a max resolution of just 16k. This works fine if your planets are kerbin sized, but when you have bigger planets it can look somewhat stretched. With cubemaps in theory you could have textures up to 64k in resolution in addition to having no stretching at the poles. this would allow for much greater quality and clarity in the textures of larger planets. T
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2.0 coming soon 1.4 Media 2.0 License
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Hello, I am looking for help from anyone with the necessary knowledge of software to help me make cubemaps out of files equal to or in excess of 65,536 x 32,768 resolution. I would like to find a program that would allow me to distort the geometry of an equirectangular scan (2:1 resolution similar to what stock ksp uses) into a cubemap. I have found software that can do the later, but not at the resolutions present. Currently my plan is to export textures as separate color channels as seen above. This means that instead of 5-6GB exports I can get away with 1-2GB ones. From here I
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1.8.1 Custom IVA visor texture
NotNumberOne posted a question in Technical Support (PC, modded installs)
Hi guys, I've set my custom EVA visor texture, but I also want it to be applied when I'm in IVA mode. How can I do it? Game version - 1.8.1 -
KSC Extended, Missing Textures
TheZenGuy posted a question in Technical Support (PC, modded installs)
So, I've been having a problem with some of the textures in KSC Extended (and it's dependencies I suppose). Namely, they've gone black. I've installed the latest versions of the listed dependencies on the 1.8.1 version of KSP with both DLC expansions. I'm unable to pin down the cause and I am also running my KSP in OpenGL, if that may be the problem. If someone can find a solution, that would be well appreciated!- 2 replies
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- extension
- kerbalkonstruct
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SSTU Color Presets The following config file is intended to replace the stock SSTU list of colors for the recoloring option that can be used on any SSTU part to give it custom colors. This is a list of colors I use in my game-play and should give a large variety of gloss, metallic and matte color options. You can always add your own colors ofcourse by editting the cfg file for colors. Notice I mention colors a lot? Colors... SSTU Color Presets Spacedock [v1.7.0-001 25-05-2019] Works for SSTU release 0.10.46.158 or later. To install: Unzip the archive and move the co
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My kerbals don't wear their helmets in IVA, and I wonder if there is a way to fix that.
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I'm playing KSP 2 years already and I always thought that only stock KSP can load faster then 5 minutes. My modpack was loading 15 minutes until yesterday. Now it loads in 5 minutes. The same modpack. What changed? I shrinked almost all addon textures in half! I had some issues and need to take a look at addon resourses and I was shocked. People, are you serious? 2k textures??? I mean, it's not Star Sitizen! 2k textures even for a tiny parts!!! That's beyond good and evil. I'm in 3D modelling for games since 2001 and I'm always asking myself "how large will be an object on the screen
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Disclaimer: I am not an expert on this, the following is just what I have discovered. Some of this information is deduced based on empirical observation of KSP / Unity behavior. There's only fragmented info out there re: how to set up UI textures. Hopefully by organizing this information together will help put an end to blurry fuzzy UI woes and nasty hacky workarounds. Plugin authors: This will hopefully explain why your buttons/icons/etc are a horrible mess and what you should do to avoid it. Part modders: This does not really affect textures you use in models, but may be
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Procedural Parts and its supporting texture packs include a number of interesting textures that are unique in color or styling, or are simply different enough from the others that it can be difficult to use them seamlessly on your craft designs. This texture pack attempts to build sets of related textures around the unique ones, or fill in some gaps in the existing sets. Have you ever wished for more dark red textures to go with the default Mu texture? Or how about the set of assorted black & white blocks and stripes, except in navy blue and white, or soyuz green and white instead?
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Problem with a material while rendering!
R0CK3T posted a topic in Modelling and Texturing Discussion
So I´ve downloaded this material here: https://www.blendswap.com/blends/view/68707 and I tried to apply it to a project I’m making, I am a beginner on blender, and the material is not even close to what it is supposed to look like. at first, everytimei rendered it just showed up brown with no texture on, then i read on a forum to activate UV maping, and so i did, there wasn’t anything there so i clicked the plus button to create one and now it stays like this: http://prntscr.com/n2b90h I dont know what to dooo ;-; Help! -
Very glitchy textures
EliteBurgundyWaffle posted a question in Technical Support (PC, unmodded installs)
So, I've been playing ksp for some time and one day most of the textures decided to glitch and stretch out for miles and I wanted to know if this was a fixable problem or common and if it might be my graphics card thats too old to run ksp properly. -
Dear Reader, Please could you advise me how or where to change the settings for kerbal helmets. It is just that I want to make them wear their IVA helmets during launch or decent. Kind Regards, Rover 6428
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Diverse Kerbal Heads Diversify your Kerbals with unique faces and hairstyles! Original work by @Sylith, @shaw, @IOI-655362, and @Cosmic_Farmer. v1.1.1 Reconverted male head png textures into dds for better results. Moved pre-1.0 female kerbal heads into a zip file to prevent textures loading into ram. Dependencies Texture Replacer Replaced Downloads SpaceDock License CC BY 4.0 Looking for Diverse Kerbal Heads 1.0 for Texture Replacer 2.4.13? Find it here on Curse!
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