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HumanStuff (Slightly More) Realistic Spacesuits, Heads & Staff For KSP v1.8.1


HumanStuff TR Texture Pack POLL   

5 members have voted

  1. 1. HumanStuff TR Texture Pack POLL: Next addition/Improvement

    • Celestial Bodies textures, etc: AT 16K STOCK alike (ie Kerbin/Mun NOT Earth/Moon) as good as you can give us
      1
    • Mascots: 2 of them, 1 a "Humanized Kerbal" the other a "Kerbalized Human". Fiver or Community supplied project (because I'm not that good)
      2
    • SOLVE THE BC6H SF16/UF16, HDR & BC7 ISSUE: Issue being, they are good images but to ksp its "NO GO > NO SHOW > REPLACES WITH STOCK IMAGE > LOG SPAM!"
      1
    • Get the Packs for different resolutions done: 1K to 16K, and try not to drag your feet....
      2

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  • Poll closed on 10/12/2020 at 10:30 PM

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HumanStuff

5UFs3mP.png?1

 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 OverhaulRealSolarSystem, & RP-1 Realistic Progression One Mod Families, Will work with just TextureReplacer

Note: Suit files should work: KSP 1.5+, Heads: KSP 0.23.5+ (location depending on TR version). Works with current KSP version supported by TR Reason >> KSP v1.5 "Changes: [.] New suits, EVA and IVA [.]." I will support directly KSP v1.7.3 & up in main release

 Note #1KSP v1.4.5 (Making History available oddly under "beta's" on STEAM) , Released 26th July, 2018 is the last version that will run on a 32bit OS. HumanStuff HAS BEEN TESTED TO WORK with following "minimal requirement":

  • Spoiler

     

    • KSP v1.3.1 & v1.4.5: Windows 2000* (*Requires BlackWingCat Extended Kernel AND DirectX 9.0C)& Windows XP SP3 32Bit with TextureReplacer v3.2
    • Tested on: AMD Athlon 64 FX-57 CPU, Radeon HD 2600XT 1GB GPU  & 4GB Ram running Windows 2000 with additions listed, all unused textures "PRUNED" (ask me)
    • ** DDS LOADER and Active Texture Management. Removed with no noticeable "ill effects" so ..not needed it seems
    • Please PM me for cfg's & how to Prune readme (no longer required on 64bit)
    • I will also support KSP v1.3.1 for RO, RSS and/or RP1 users (last RP1 for 32bit uses KSP v1.3.1)
    • KSP v1.3.1 IS IT, no requests for earlier versions please! Mod for 1.3.1 & 1.4.5 will have separate zips in folder "soon"

     

HumanStuff Wiki

Everyone Should Read (they are short and have pretty pics)

 

 

CKAN Indexed badgeCKAN: SUPPORTED & LIVE, SOURCE: GITHUB, MIRROR: SPACEDOCK(Current: v1.3.1)
Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License. (Retroactively applied to all releases!)
tTbyLUQ.png

 

ADDON DEV THREAD is here:

 

 Version Change Log:

Spoiler

# Change Log # //HumanStuff//

## 1.3.1
- BigPack "texture library" removed from main pack. Still working out what to do  
## 1.2.5
- Fix pass to all flags, all correct DXT5-BC3 now
## 1.2.4
- Fix pass to all default textures, kust incase...measure 2x, cut 1x lol 
## 1.2.3
- Fixed Skybox for users without DX11+ GPU (test system oversight) 
## 1.2.2
- Fixed skybox
## 1.2.1
- Fixed staff and minor items
## 1.1.1
- Fixed small error in structure stopping splash screen for ckan users also
## 1.1.0.1
- Fixed small error in structure stopping splash screen
## 1.1.0.0
 - Finalized default file structure
 - Tested to work with any mod set, same note about RP-0 as before:
 - NOTE: RP-0 screen changer will take priority
 - Note Fix: rename RP-0's "PluginData\Screens" folder
## 1.0.5.4
 - Removed old DLL, re-wrote as new DDL
 - Screen Changer not functions
 - NOTE: RP-0 screen changer will take priority
 - Note Fix: rename RP-0's "PluginData\Screens" folder
## 1.0.5.3
 - Removed KSP pre-v1.5 files to optional DL
 - creating resolution packs, default is packaged
 - should be about 50% the size now 
## 1.0.5.2
 - RE-Fixed upload, left extras UNzipped. 
 - Reason: Need to find better zip compression CKAN accepts
## 1.0.5.1
 - Fixed upload, left extras unzipped in v1.0.5
 - **Added 1st _Famous_ _Face_**
 - **7zip** suggested to unzip **_"INTERNAL"_** folders in **BigPack** 
 - **Irfanview (also Xnview or XnConvert)** suggested to convert **_WebP_** to non-DXT encoded formats 
 - **Official support to RP1 mod min requirments and-or active version (currently its KSP v1.7.3)**
 - **Now With TRI-OS Support (Windows, Mac OS, Linux)**
***
**Unofficial** _support_ to RP1 mod LAST versions for KSP v1.4.5 and KSP v1.3.1 for **BOTH 64bit And 32bit** 
***
 ### 32Bit systems: 3Gb ram, DX9C GPU (iGPU is fine), DX9: SM3 512MB VRAM, PIXEL SHADER 3, VERTEX SHADER 3. DX10+: SM4 1GB VRAM, PIXEL SHADER 4, VERTEX SHADER 4
 - **KSP v1.3.1 & v1.4.5**: _Windows_ _2000_* (* **Requires BlackWingCat Extended Kernel AND DirectX 9.0C**)& Windows XP SP3 32Bit with **TextureReplacer v3.2**
 - **Tested on**: AMD Athlon 64 FX-57 CPU, Radeon HD 2600XT 1GB GPU  & 4GB Ram running Windows 2000 with additions listed, all unused textures "PRUNED" (ask me)
***
### Please PM me for versions CGF's for KSP older than 1.7.3 & how to Prune readme (Purning NOT required on 64bit)
***
### 1.0.5
 - **after release note**, never uploaded to spacedock
 - Added more templates
 - updated recovered GSI pack
 - addd many more textures
 ### All PNG files are now WebP, far better size and quality
* 1.0.4 note
 - Using an AVC version file now for CKAN, SpaceDock only 
* 1.0.4
 - Using an AVC version file now for CKAN 
 - Files & Folder names/structure finalized for future updates until further notice
 - Skybox now 6K BC7 format by default with EnvMaps of 512K, "BigPack" include other resolutions and optional skyboxes
 - Wiki is now live
 - Docs and links are being added daily
 - 1st template uploads will be over the period of 2020-09-18 to 2020-10-01, to master
 - I will attempt release weekly until v1.1 on Fridays/Saturdays/Sundays, schedule allowing (no promises)
* 1.0.3
  - Added more "Do it yourself" suit and head templates
  - HUGE CHANGES, TO MANY TO LIST
  - DELETE any older versions of "HumanStuff" files and test your install. Then re-install HumanStuff from this release
* 1.0.2
  - Added "Do it yourself" suit and head templates
  - Added more faces/heads to least represented skin tones
* 1.0.1
  - EnvMaps folder was "missed" in dds pass. Got it this time.
  - Added more faces/heads
  - Added Vostok Programme SK-1 EIVA Suit (IVA as IVA and EVA) by @Chubby_Hampster
  - Added Apollo Programme A7L EVA suits (With generation appropriate IVA suit to be added, NO IVA ADDED YET) by @Chubby_Hampster
* 1.0.0
  - Initial non pre-release version tested with Kerbal Space Program v.1.8.1 & TextureReplacer v.4.1.3
  - For KSP 1.8.1 (untested un other versions to this date)
  - First full release suitable for use by people other than dev.
  - Navy Model IV IEVA suit and all included files suitable for in game use by community
* 0.9.0
  - all textures optimally resized, again, .DDS optimization pass.
  - Initial IVA & EVA suit textures fully replaced, Suit re-shade on "closer" to "American aluminin" than "Tinfoil" colour key.  
  - Gene Kermin = Fix partial only but improved (no longer "red streaks" on green head, now albino but only in mission control, "pop-up" scene Gene is fine)
* 0.1.0
  - Unreleased "proof of final concept" build with all desired 1st release "default" textures
  - Image files for skybox textures, EnvMap and visor reflection textures replaced, attempted darkening (credit to Oinker "Skybox_2.0_Brighter_4-2.0_brighter")
  - Image files for heads edited and/or header fixed, sharpened, blended and converted to 1024x1024 16M .DDS files
  - Image files for suits edited, sharpened, blended and converted to 4096x4096 16M .DDS files
  - HumanStuff.cfg edits
  - Boot tread and buckle, idea originals credited to Chubby_Hamster, employed on suit
  - Gene Kermin = Fix partial only
* 0.0.1
  - Initial version tested with Kerbal Space Program v.1.8.1 & TextureReplacer v.4.1.3
  - Kerbal Head's file structure fixed, suit textures replaced (original credit to Gregroxmun)
  - Broken header Gene Kermin file discovered in depricated/unsupported mod. Fix partial only, Image is still green, but with "streaks of red"
  - Baseline (defalut head for male/female with 2nd head, 1 "uncoloured" & 1 "Tie-died coloured" EVA suit texture, 1 member of staff/ground crew)  
  - This pack inhereits all "TextureReplacer" dependancies
 

______________________________________________________________________________________

A Kerbal Space Program mod to add more realistic visuals for:

  • Recreations of "Human" face/hair features (All are 1024x1024 16M .dds files)
  • Recreations of real life equipment, flags, patches & logo's (All IRL flags/mission & other patches & any "logo's/symbols" I use are public use and allow "open" use/redistribution
  • Recreations flight suits, IVA, EIVA, IVA space suites. (All are 4096x4096 16M .dds files), "standard/base" suit's only currently, not vintage or futuristic
  • I will be adding "mostly" American/NASA & Russian/CCCP recreations, "mostly" chronologically in order.
  • Starting with "Pre-existing" & "In service" 1951 equip, Thats RP-1's (Realistic Progression One) Career Start date, moving towards "current" equipment, over time. 
  • European Space Agency (ESA) equipment & China National Space Administration (CNSA) equipment are planned inclusions. Once I reach the 1983 and 2003 eras, respectfully
  • Plus "KSC Staff & Ground Crew" with attempts to skin tone diversify. Maybe Add Famous Faces To These

Plus to add additional "EASE", "LOW EFFORT" & "SPEED" to making GREAT LOOKING TR VISUALS, on suits/heads,

YOURSELF!

With the the Do it Yourself "Easy Head & Suit Builder/Layered Components Workshop (or LCW)

For use with TextureReplacer, perhaps files will work with other texture replacement mods, But thats still untested.

FOUND HERE NOW:

 

_____________________________________________________________________________________

INSTALL NOTE: DO NOT UNZIP/EXTRACT IN KSP FOLDER!

Extract and copy the "gamedata" folder to your KSP install directory (example: "C:\Program Files (x86)\my games\Kerbal Space Program")

The "BigPack" is a massive library of optional GalaxyTex & EnvMaps; texture "components" for heads & suits; plus various other additional 

CKAN users can find extras in ckan download folder or at the "SpaceDock" and/or "GitHub" links

_____________________________________________________________________________________

 

Major News, See Add-On Dev Thread For All "WIP" Updates:

  • Created "colorMap & NRM's" for alot,  GalaxyTex upto 16K & EvnMaps upto 2K, head and head asset upto 4K
  • Created some original "component layers" Do It Yourself textures for: ALL HAVE TEXT LABELED GUIDE! 
    Kerbal head (male & female, plus NRM's), Visors (plus NRM's) and  Parachute canopies (no NRM yet): 512x512 to 4096x4096
    Suits: 1024x1024 to 8196x8196 
  • Got EYES! (only 256x256 & 512x512 currently)
  • Got artists Jetpack NRM's & Cargopack NRM's (BUT only 1024x1024 or 1K), to test
  • Updates to master have swelled mod in size over 3x (about 3Gb now)
  • Small issue with "albino" Gene, but only in Mission Control scene, and same issue with ground crew scientists & "signal lights people". THOUGHTS PEOPLE?
  • I NEED EXAMPLES OF "NRM's" (OR PROVIDE ONES YOU MADE) FOR THE PARACHUTE PACKS, EVA JETPACKS, & CARGO BACKPACKS I"D BE GRATEFUL. 
  • I FOUND ALL STAFF SUIT, HEAD, ARM/HANDS AND EVEN BACKDROP TEXTURE NAMES/LOCATIONS!! I CAN MAKE MY OWN & THEY "should" WORK!!

Currently a WORK IN PROGRESS! I aim for constant improvement.

  • These are "standard" suit, not vintage (.V) or futuristic (.F), so as many people can enjoy them as possible & because neither looks very "realistic" compared to the standard suit.

> This is my 1st mod, and 1st GitHub project, if I did something wrong please tell me. Read note below for credit where credit is due <

______________________________________________________________________________________

Gallaries (WIP)

OUTRAGEOUSLY LONG GALLERY AND RUN ON "BLAH-BLAH" BY ME, WILL EDIT TO CLEAN-UP! (BIG Spoiler used to hind my craziness)

 

Spoiler

 

Larger Suit Images of Mercury EIVA Navy Model IV (Loaded as both IVA & EVA Suit, loads from "Default" TR folder), worn by Asian Skin Tone "Human" Male:

Spoiler

rqNBtTC.png1PS4QJw.pngugoqVjG.pngU0DPI3j.pngfZ3BUyU.png

Bottoms of boot soles (as KSC "map" scaling in RSS/RO/RP1 makes the bottom of feet hard to see):

Spoiler

7ENqxK5.png

A few real suit designs, "claimed" to be pictured in chronological order:

Spoiler

paojku4c7umr0j1bcdon.jpg

______________________________________________________________________________________

INSTALL NOTE: DO NOT UNZIP/EXTRACT IN KSP FOLDER!

Extract and copy the "gamedata" folder to your KSP install directory (example: "C:\Program Files (x86)\my games\Kerbal Space Program")

______________________________________________________________________________________

Including both a HumanStuff.cfg & DLL, for Texture Replacer allowing OPTIMAL RESULTS!

CUSTOM LOADING SCREENS & Splash, after copyright splashes, ALL IN DDS!

 

Included Skybox/Reflectionsfor Texture Replacer (in both Default & Env folders)

THE TRUE TO LIFE VIEW OF THE MILKY WAY IN HDR 16K, in "steps" down to 1K

 

Included Suits for Texture Replacer (in both Default & Suits folders, no ranking, but veteran versions)

 

Two suit "starter" textures, 1 as WebP & 1 as DDS, that have a text labeled "component/suit part map", You can use to try your suit making skills with

- Mercury Programme Navy Mark IV (EIVA Suit, as IVA and EVA), with A. Shepard name badge, Mercury Programme Mission Patch and USA Flag (Currently set as Default Suit)

- Vostok Programme SK-1 EIVA Suit (IVA as IVA and EVA) by @Chubby_Hamster

- Apollo Programme A7L EVA suit (No IVA suit yet, suit one of the EIVA suits can strand in or you may use the stock one for now, sorry)  by @Chubby_Hamster

- F-86 Sabre & MiG-15 pressurized high altitude flight suits (IVA as IVA and EVA).

- Next sets

 

- G4C & Berkut EVA suits (With generation appropriate IVA suit)

- Yastreb EVA suit (With generation appropriate IVA suit)

- EMU & Orlan EVA suits (With generation appropriate IVA suit)

- Generation appropriate IVA suits: IVA Sokol's 1st to '80's & G5C to '80's "pumpkin" IVA suits

- Plans for adding matching to suits/era: parachute packs, parachute canopy's, EVA cargo packs and RCS jetpacks.

 

 

 

______________________________________________________________________________________

Create "component/part" template files to "build" custom Suits with from the library!

:wub::) - Many more features to come, have a CCCP/NASA era look alike? Ask, submit and I'll add it. :wink::wub:

Included Heads in Default Folder for TextureReplacer (also a copy of each in skins folder)

Spoiler

 

White Male Head (default kerbalHead)

White Female Head (default kerbalGirl_06_BaseColor)

White Male Head with Blond Hair (Gene Kerman)

Old Black Male Head (Mortimer Kerman)

White Male Head with Moustache (Wernher von Kerman)

White Male White-Blond Hair with Goatee (Walt Kerman and WhiteGuyBlond)

Next:

- Fix "Gene Kermin" files (If you know how or have suggestions, PLEASE message me!)

Included Head/Face/Hair, in skins folder for Texture Replacer

Spoiler

 

AsianGirl1 (medium, yellowish skin tone)

AsianGirl2 (medium, yellowish skin tone, "fancy hair") By @Chubby_Hamster as "KSP2" look a like, recoloured by me. Will re-colour 1 for each 4 skin tones.

AsianGuy1 (medium yellowish skin tone, "fancy hair") By @Chubby_Hamster as "KSP2" look a like, recoloured by me. Will re-colour 1 for each 4 skin tones.  

AsianGuy2 (medium yellowish skin tone,)

AsianGuyOld (Older face medium yellowish skin tone)

BlackGirl1 (dark skin tone)

BlackGirl2 (darker skin tone)

BlackGirl3 (darker darker sin tone with greyish fuzzy hair)

BlackGuy1 (dark skin tone, military hair cut.)

BlackGuy2 (dark skin tone, goatee)

BlackGuy3 (slightly less dark skin tone, moustache)

BlackGuyOld (Older face dark skin tone, graying hair)

HispanicGirl1 (light brown-tan-beige sort of skin color)

HispanicGirl2 (light brown-tan-beige sort of skin color)

HispanicGuy1 (light brown-tan-beige sort of skin color)

HispanicGuy2 (light brown-tan-beige sort of skin color, alternate hair)

HispanicGuyOld (Older face light brown-tan-beige sort of skin color, graying hair)

WhiteGirlBlackhair (White skin with apparently wavy hair)

WhiteGirlBlonde (White skin with straight white-blonde hair)

WhiteGirlBrunette1 (White skin with wavy brown hair)

WhiteGirlBrunette2 (White skin with straight brown hair)

WhiteGirlDarkRed (White skin with wavy red-orange hair)

WhiteGirlGinger (Pale white skin with straight red-orange hair)

WhiteGuy1 (White skin with black military hair cut)

WhiteGuy2 (White skin with black military hair cut and a moustache)

WhiteGuy3 (White skin with parted black hair)

WhiteGuyBlond (White skin with parted blonde hair and a goatee)

WhiteGuyOld (Older face light brown-tan-beige sort of skin color, graying hair)

Many MANY MORE

 

 

- Identical male hair & facial hair options, plus "old hair" for all skin tones currently present.

- For females faces: 3 faces and hair style options for each skin tone present, attempt 1 "old hair" for each

- Have each "head/face" have "old" counterpart 

- Create "component/part" template files to "build" custom Faces with

Including Historic Craft & FACES in Historic folder of HumanStuff

- Plus more!

____________________________________________________________

For use with TextureReplacer, perhaps files will work with other texture replacement mods, But thats still untested.

SOURCE/DOWNLOAD: GitHub (Current v1.3.1)

HAVE AN ISSUE OR IDEA OR REALLY COMPLEX POST? IT GOES HERE:

Real Humans by Clifton Marien is licensed under a Creative Commons Attribution 4.0 International License.

^- This is HumanStuff's "Great Grand Daddy" legacy: Original thread/files lost to the monsters that lurk at the edges of the web

Credits - Had to spoiler due to length, PLEASE FORGIVE: 

Spoiler

 

Original Head/Face/Hair Textures credited to @Hotaru (sorry @Hotaru),  @GregroxMun (Human Colored Faces) & @Errol (Human colored Heads Recolored)
Special thanks to @hemeac (great posts on this subject), @Chubby_Hamster (boot textures) & @Jiraiyah (seeing Green Skull Revived come back gave me this idea) for being able to see how their work was done to make my own. @Oinker's reflections, EvnMap reflections and GalaxyTex skybox (super "light touched" darkened, resized/DDS optimized) used with a few touches (mostly not to the art other than trying my hand at darkening them). If I forgot to credit you (or was rude and didnt talk with you/get reply from you 1st) please let me know. My "Maps"/"Templates" for suits/visors and hair are created using @Chubby_Hamster's KSP2 SpaceSuit & Male/Female KSP2 Kerbal recreations as examples, the ones for heads are made using Real Humans by Clifton Marien as an example.

THE @linuxgurugamer (busy-bee) for sampling the "LoadingScreenManager" code,  The original author of the LoadingScreenmanager is , @paulprogart, . To @sarbian & @pap1723, plus the whole "Kerbal Space Program - Realism Overhaul" team for sampling the "DDSloader" & "Loadingscreenchanger". 

And many others! Everything used is CC0 to CC4-BY-SA Licenses, BUT 1 is MIT, but labeled "Feel free to use my KSP images in anythiing, with or without credit. They're free for anyone to use for anything." which is @Oinker's reflections, EvnMap reflections and GalaxyTex skybox. I am willing to replace this skybox/ect is required due to it being "MIT", if it applies regardless of the authors express permission

@Poodmund's "Milky Way Skybox" used as optional for those that mentioned it. @Galenmacil's "RSS Correct Cubic UHD Galaxy Background Skybox" 6000x6000 skybox used as basis for my 1024x1024 (32x32 to 1024x1024) EnvMaps & 4096x4096 (1536x1536 to 8192x8192).

@themaster401's "AVP 8K Milky Way Skybox" used as "non-rss correct" 8K alternate of Milky Way

@Green Skull's GSI Mega Pack v0.38b & GSI Skybox collection (the last versions uploaded? all links to files downloads dead) recovered from my (KSP v1.1.x?) gamedata folder in my personal archives. I believe its 100% complete...but who knows with internet monsters haven eating the files. It was pre KSP v1.5 changes so heads are "tiny res", the "OLD suits/Helmets" dont work at all... not sure about NRM's for jetpacks with the old textures. Skyboxes and EnvMaps seem fine.

DDS4KSP v1.05605 by @Telanor's "exclusions fie" attempted continued additions (for mbm files to dds ONLY) as it seems ideal for mbm to dds still

 

 

Anyone may reuse, edit or redistribute these files, as per terms of very forgiving "CC 4 by SA" licence (& its "art" I dont sell or make issues of "ownership" on) .I only want to be credited, as I did for others. 

______________________________________________________________________________________

PLEASE MAKE MORE STUFF, ASK AND SUBMIT IT & I'LL TO ADD IT THE TOO MOD

CKAN: SUPPORTED & LIVE, SOURCE: GITHUB, MIRROR: SPACEDOCK

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Edited by Aazard
spelling, pics, added plans, change log, additions to mod < repeat lol, moved main image up
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On 9/7/2020 at 9:05 AM, hemeac said:

Congrats on the release, looks great!

Thank you @hemeac@Chubby_Hamster, @Jiraiyah & of course @GregroxMun.... You guys basically taught me, you just didnt know.

Spoiler

 

NOTE: @pap1723 how would I go about begging for inclusion in RP1... I'm willing to make a few of these (F-86 Sabre/MiG-15 pressure suit > Model 4/SK-1 > G4C/Berkut > A1C/Yastreb > & EMU/Orlan, Plus IVA Sokol's 1st to '80's to /G5C to '80's "pumpkin")

I can match parachute canopies, but not any backpacks until i create my own "normal map" template (starting with a "box" I see examples of these "map" things)

My real area of skill is not unity, XnConvert and/or paint.net lol (I fix consumer "smart device" electronics, IoT/Mobiles to desktops/servers, at the PEBKAC level to component level for a living)

I'm a Canadian and about to be 40... if you want to hear tales of the days of "When CP/m was the Windows 10/Ubuntu of its era".... I could tell them 1st hand lol (as a child PC user or "wiz-kid" ppl said, due to a stupid short run early '80's TV show). 

On 9/7/2020 at 8:51 AM, Chubby_Hamster said:

Wow

 

Wow to your work too, your B&W "KSP2" suit... along with a few other posts motivated me, esp @Jiraiyah with the green skull revived (but with no historic packs yet sadly, but the GREEN & BLACK IS BACK! ITS ALL THE RAGE STYLE THEY SAY, lol)

Thank you, your boots and straps were genius! Thanks for the idea and example "IRL".

 

 

Edited by Aazard
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ummm YIKES.... in the name of the space knacken... WHO/WHAT, file image & name  does "Linus Kermin" use... :o

I honestly just truly "noticed him" ("I see you" Linus) in my own patch-work title image!

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ps: is this correct?? "HumanStuff.cfg"

Spoiler


// Default configuration for HumanStuff Texture Replacer pack.
TextureReplacer
{
  isAtmSuitEnabled = true
  atmSuitPressure = 0.6
  CustomKerbals
  {
    Jebediah Kerman  = HumanStuff\JebediahKerman.mx
    Bill Kerman      = HumanStuff\BillKerman.mx
    Bob Kerman       = HumanStuff\BobKerman.mx
    Valentina Kerman = HumanStuff\ValentinaKerman.fx          
  }
}
  1. isAtmSuitEnabled = true ..... is this what will cause "helmetless" suit spawn in a "breathable atmosphere" (can I force earth only, below the "Armstrong limit" altitude or in atmospheres past "tenths" decimal point?)
  2. atmSuitPressure = 0.6 ..... is this what will cause IVA suit spawn in a "breathable atmosphere" (can I force earth only, below the "Armstrong limit" altitude or in atmospheres past "tenths" decimal point?)
  3. Can i force "@modulecommand" with a "has" looking for "un/not pressurized" or "pressurised to/at XYX altitude", to force "high altitude flight suits" to be worn in "airplane cockpits" (specifically a "for use in RSS, RO, and/or RP1 question)

 

And then these questions: 

Spoiler

 

HumanStuff PortraitStats & KolonizationClassSuits cfg (MM_Portrait_Stats_PATCH.cfg), but I doubt its useful for my needs, or is it? being for: Realistic rank insignia

Plus: colour match for HumanStuff (MM_SUIT_COLOR_PATCH.cfg) .. 95% sure its useful for my needs, or is it? being for: Realistic very slight "amber'ish" and/or "red'ish" tint to EVA suit light (to prevent blinding others in darkness IRL)

I also saw "KiwiSuitsPortraitStats.cfg" [KiwiAerospace] looks neat, but Im not sure if its useful for my needs, or is it? being for: Nation/Agency insignia & Flags (or name plates??)

 

 

Edited by Aazard
questions, spoiler to shorten
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44 minutes ago, Chubby_Hamster said:

;)

check messages, I'd like to make 2 small changes...unless you say no lol...I'll still add them and credit you.

PS: The "KSP2" heads you made, recolour to be "AsianGuy2 & AsianGirl2"... That skin tone is least represented and the hair is ideal for that combination (I may need to, well want to, darken female hair a shade also)

I took the liberity of matching file format to all dds and matching image files to be 1024x1024 16M for heads and 4096x4096 16M fot suits.

Think you can help me fix albino Gene (only issue Mission Control scene, not "pop windows") and "scientist/flag person crew" (but only issue in SPH/VAB)?

^This one confuses me:blush:

Edited by Aazard
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1 hour ago, Aazard said:

check messages, I'd like to make 2 small changes...unless you say no lol...I'll still add them and credit you.

PS: The "KSP2" heads you made, recolour to be "AsianGuy2 & AsianGirl2"... That skin tone is least represented and the hair is ideal for that combination (I may need to, well want to, darken female hair a shade also)

I took the liberity of matching file format to all dds and matching image files to be 1024x1024 16M for heads and 4096x4096 16M fot suits.

Think you can help me fix albino Gene (only issue Mission Control scene, not "pop windows") and "scientist/flag person crew" (but only issue in SPH/VAB)?

^This one confuses me:blush:

unfortunately I do not know how to fix this problem((

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This is very cool.  I would like to ask if it were possible to have the VAB workers not all monotone though, but it looks like there are only two models?

Also the hands in for the staff...  lol.  It is a feature, not a bug!

I'm going to use this.

Peace.

 

Edited by theJesuit
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HumanStuff v1.0.1 "Freedom/Vostok One" 

Released!

Added/Changed:

* v1.0.1 "Freedom/Vostok One"

  - EnvMaps folder was "missed" in dds pass. Got it this time.
  - Added more faces/heads
  - Added Vostok Programme SK-1 EIVA Suit (IVA as IVA and EVA) by @Chubby_Hampster
  - Added Apollo Programme A7L EVA suits (With generation appropriate IVA suit to be added, NO IVA ADDED YET) by @Chubby_Hampster
 

https://github.com/aazard/HumanStuff/releases/tag/v1.0.1

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42 minutes ago, Aazard said:

HumanStuff v1.0.1 "Freedom/Vostok One" 

Released!

Added/Changed:

* v1.0.1 "Freedom/Vostok One"

  - EnvMaps folder was "missed" in dds pass. Got it this time.
  - Added more faces/heads
  - Added Vostok Programme SK-1 EIVA Suit (IVA as IVA and EVA) by @Chubby_Hampster
  - Added Apollo Programme A7L EVA suits (With generation appropriate IVA suit to be added, NO IVA ADDED YET) by @Chubby_Hampster
 

https://github.com/aazard/HumanStuff/releases/tag/v1.0.1

IVA Apollo like this?apollo_iv_and_ev_suits_irwin_and_bull_s68-18701.jpg

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On 9/7/2020 at 2:50 PM, theJesuit said:

This is very cool.  I would like to ask if it were possible to have the VAB workers not all monotone though, but it looks like there are only two models?

Also the hands in for the staff...  lol.  It is a feature, not a bug!

I'm going to use this.

Peace.

 

I believe that crew is:

"Lab coat" & "Signal lights" guys use Gene's model (as they are albino also)

"Grey" and "Yellow" hard hat guys seem to use same "head" as Linus Kermin's model (I'll check with trial and error)Your request is to make them more skin tone inclusive? I can see what I can find, I'm basically learning on this mod.....sorry

Spoiler


On 9/7/2020 at 4:17 PM, Chubby_Hamster said:

IVA Apollo like this?apollo_iv_and_ev_suits_irwin_and_bull_s68-18701.jpg

Yes, but Wiki claims "Exactly" this (when was Wikipedia ever wrong?)

320px-S71-24537-A7L_without_outerlayer.jCMP-A7L.png


 

But we only have the materials we have to make a look a like, so "close enough" is better than "nothing"

 

You see my Mecury Navy Mark IV EIVA suit, its not "really close 90% correct".. but its alot closer than the stock suit. Plus waiting on others to make them might happen never. Thats why I released the mod.... its almost "not being worked on" by many ppl (realism on the kerbals visuals), if any...... So I did it to help out

 

ummm... "medical injection flap"... yeah the idea of my spit boiling in my mouth, at just 16km to 18km, didnt freak me out enough... "Get your suborbital hop injections here!"

Edited by Aazard
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2 hours ago, theJesuit said:

This is very cool.  I would like to ask if it were possible to have the VAB workers not all monotone though, but it looks like there are only two models?

Also the hands in for the staff...  lol.  It is a feature, not a bug!

I'm going to use this.

Peace.

 

I can maybe change the faces, but hands are "in data file assets" they are off limits due to TOS/EULA and forum rules I'm 90% sure.

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7 hours ago, Aazard said:

I believe that crew is:

"Lab coat" & "Signal lights" guys use Gene's model (as they are albino also)

"Grey" and "Yellow" hard hat guys seem to use same "head" as Linus Kermin's model (I'll check with trial and error)

Your request is to make them more skin tone inclusive? I can see what I can find, I'm basically learning on this mod.....sorry

Yes, but Wiki claims "Exactly" this (when was Wikipedia ever wrong?)

320px-S71-24537-A7L_without_outerlayer.jCMP-A7L.png

But we only have the materials we have to make a look a like, so "close enough" is better than "nothing"

 

You see my Mecury Navy Mark IV EIVA suit, its not "really close 90% correct".. but its alot closer than the stock suit. Plus waiting on others to make them might happen never. Thats why I released the mod.... its almost "not being worked on" by many ppl (realism on the kerbals visuals), if any...... So I did it to help out

 

ummm... "medical injection flap"... yeah the idea of my spit boiling in my mouth, at just 16km to 18km, didnt freak me out enough... "Get your suborbital hop injections here!"

Well I'll try to make a suit like this

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Soon (TM):

PS how do I blend and dither colors properly? My method is ineffective, when I'm making a "soft material look" It doesn't get a "being worn fabric" look result... you can see the results I get in my 1st screen shot below . PS: Color tones arent "off", Gerald Ruiz has an Asian skin tone male head (not white skin tone)

Pressure Suit, Mark IV, Model 3, U.S.N, "IEVA" Suit boots Naval Aviator shade for (?) 1953+, not USAF (NASA & U.S. Navy worked closely in early days) 

Not quite done yet (cause I'm envious of @Chubby_Hamster's work lol). Plus I'm messy I need to do some 3 pixel brush work to clean up "boarders"/random pixels. DONE
NOTE: Some assets (zippers/stitching etc, also used for shapes/location mapping < thank goodness) are @GregroxMun's work (and man he is GOOD!)

Spoiler

8Ltu1Do.png

Pressure Suit, High Altitude - as above but CCCP MiG-15 Pilot variant

Spoiler

46pPnfH.png

Realreal: (Mark IV, Model 3, U.S.N pictured)

Spoiler

usnavymk2.jpg

SK-1 IEVA Suit: New and improved revision, by @Chubby_Hamster

Spoiler

unknown.png?width=623&height=350

real:

Spoiler

File:Sk-1 spacesuit taken at the Memorial Museum of Space Exploration.jpg -  Wikimedia Commons

Apollo A7L, "Inner Layer" Pressure Garment (IVA Suit): by @Chubby_Hamster, as companion Apolo A7L EVA suit

 

Spoiler

unknown.png?width=623&height=350 <---- DO YOU SEE THAT HAIR!

Real: Blue (left) = inner pressurized garment (IVA), White (right) = Outer protective garment (EVA)

Spoiler

Apollo Space Suits | Huntsville Alabama | Raymond Cunningham | Flickr

NOTES:

Spoiler

 

  1. Yes I am continuing to work on "kbGeneKerman_head" file in default folder, I can not see the issue, I will attempt to make new head from a transparent canvas and see it that helps.
  2. I will attempt to racially diversify KSC ground crew as requested, I'm sorry as the common answer goes "I didnt notice until you mentioned it". I believe there are 3 or 4 "heads" used, all male.. I will attempt to add a female as well (but that might just not be possible).
  3. Cfg file edits are underway to see what I can do for "realism" of "suit spawn" in given situations: NOTE: Not sure if I can specify a temp range

- IVA/No helmet: Survivable temp range. breathable atmo, pressure over 0.6ATM

- IVA/helmet: Survivable temp range. breathable atmo, pressure NOT over 0.6ATM

- EVA/helmet: Not a Survivable temp range. breathable atmo, pressure not over 0.6ATM

- so on, so on... I wont list them all... we all know when we cant breath the gas around us, if we need protective clothes, we notice when our spit BOILS IN OUR MOUTHS AT ROOM TEMP! (why? omg why?!?) All "common sense" settings

 

 

I will be making to make edits to my local copy, then to the master repo.. to be doing a release after each successful "its not screwed up" test.

I will make a new release version when I have these ready IVA & EVA suits to use:

Suits:

Spoiler

 

- Navy Mark IV YF-86D Variant IEVA (Not an MR series suit, it was used by test pilots & in some X-plane projects though) DONE

- CCCP MiG Pilot Variant of High Altitude Suit (I-330 test pilot, Proto MiG 17)  DONE

 Navy Mark IV Mercury MR3/MR4 Variant IEVA (MR3 had gloves zippered to suit, and apparently that sucked) DONE

- SK-1 IEVA (Vostok Programme, female suit, but otherwise identical is called "SK-2"),  @Chubby_Hamster submission (Not done, Stand in suit present)

- Apollo A7L suits, outer = EVA, Inner = IVA, @Chubby_Hamster submission (Not done, BUT outer "EVA" suit is done & in pack already)

 

Heads/Faces:

Spoiler

 

- Add male and female head/face templates "do it yourself" , 2 each: 1 as DDS & 1 as PNG, base "white" skin tone used with NO HAIR (making drop in hair easy) DONE

- Add 4 "head hairstyle templates" (for both male & female) as "drop in" layers, for face/head templates

- Add 1, of each style, "Facial Hair Templates", I'll try for 1 each of hair colour, as drop in" layers, for face/head templates

- Add "old female heads" plus old female hair template,

- Age range: make 1 "aging" drop-in "layer addition" for both male and female, to make 3 age ranges. (Normal face = Young Adult, young face + greying hair = mid age, Add aged layer to = "old age"

- Fix "kbGeneKerman_head" file (its effecting ground crews) and attempt to "diversify" races/genders of ground crew (I may not ever be able to make them female, unsure ATM)

 

Cfg overhaul:

Spoiler

 

- Add in most possible (but unaltered options) not being used currently by pack (future proofing), DONE

- Clean formatting & rename "ZZ-HumanStuff.cfg" Now supersedes "TR.cfg" and contains same info as "@Default.cfg" (both could not be present, pack still functions) DONE

- Explore addition functions possible with cfg's for TR

 

Almost there for next release

WARNING NOTE: Delete old version 1st, there have been file structure changes

Edited by Aazard
note about why reddish boots, not black - U.S.N., chubby_hampster additions, grammer
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HumanStuff v1.0.2 "Freedom/Vostok One - Go For Launch"

Is Live! WARNING NOTE: Delete old version 1st, there have been file structure changes

HumanStuff v1.0.2
  - Added "Do it yourself" suit and head templates (both as correctly oriented PNG/DDS, Heads 1024x1024 16M, Suits 4096x4096 16M)
  - Added more faces/heads to least represented skin tones
  - Now using GitHub has a desktop app

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

My personal featured addition: YF-86-D Test Pilot High Altitude Pressure Flight Suit

Spoiler

8Ltu1Do.png

NOTES:

Spoiler

 

  1. Yes I am continuing to work on "kbGeneKerman_head" file in default folder, I can not see the issue, I will attempt to make new head from a transparent canvas and see it that helps.
  2. I will attempt to racially diversify KSC ground crew as requested, I'm sorry as the common answer goes "I didnt notice until you mentioned it". I believe there are 3 or 4 "heads" used, all male.. I will attempt to add a female as well (but that might just not be possible).
  3. Cfg file edits are underway to see what I can do for "realism" of "suit spawn" in given situations: NOTE: Not sure if I can specify a temp range

- IVA/No helmet: Survivable temp range. breathable atmo, pressure over 0.6ATM, DONE/SET (other than temp) under testing (these are only 2 "lines" total, so far)

- IVA/helmet: Survivable temp range. breathable atmo, pressure NOT over 0.6ATM, DONE/SET (other than temp) under testing

- EVA/helmet: Not a Survivable temp range. NOT breathable atmo AND/OR pressure NOT over 0.6ATM, DONE/SET (other than temp) under testing

- so on, so on... I wont list them all... we all roughly know when/where is reasonable for what

 

 

* I will be making to make edits to my local copy, then to the master repo.. to be doing a release after each successful "its not screwed up" test.

I will release newer version when I have added:

Suits:

Spoiler

 

- SK-1 IEVA (Vostok Programme, female suit, but otherwise identical is called "SK-2"),  @Chubby_Hamster submission (Not done, Stand in suit present)

- Apollo A7L suits, outer = EVA, Inner = IVA, @Chubby_Hamster submission (Not done, BUT outer "EVA" suit is done & in pack already)

- Break "Do it yourself" Suit template into separate "component/section" templates, for every independent component:
To allow editing/saving of custom "assets/parts" to build custom suits (I cant find anything like this, so I will do it myself and release it with mod pack, same for faces.

 

Heads/Faces:

Spoiler

 

- Add 4 "head hairstyle templates" (for both male & female) as "drop in" layers, for the face/head templates

- Add 1, of each style, "Facial Hair Templates", I'll try for 1 each of hair colour, as drop in" layers, for the face/head templates

- Add "old female heads" to each skin tone, plus old female hair & features template, as drop in" layers, for the face/head templates

- Age range: make 1 each "aging" drop-in "layer addition", for both male and female, to make 3 age ranges.
Normal face = A face + Non-grey(ing) hair.
Mid Aged Face: A face + Grey(ing) hair AND/OR Aging
Old Face= A face, + Grey(ing) hair + Aging"

- Fix "kbGeneKerman_head" file (its effecting ground crews) and attempt to "diversify" races/genders of ground crew (I may not ever be able to make them female, unsure ATM)

 

Cfg overhaul:

Spoiler

- Explore what "useful" (imho, to this pack) addition functions possible with cfg's for TR

Enjoy! PS I cant believe I can even pull this off

WARNING NOTE: Delete old version 1st, there have been file structure changes

Edited by Aazard
expanded info, used spoilers to shorted size on page
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