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[0.22] Universe Replacer v4.0


Tingle

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I think the top-down shadows look really awesome!

If that's what you think you should install low res textures (like 400x200). You will still see the mountains but framerate/loading times will be better.

Changing textures to high res ones is not about game changing, it's about eye candy and details.

You could also argue that the higher resolution makes it easier to find landing sites on mountainous terrain. In the comparisons, you can easily see slopes better with the 8k textures.

XD79CUw.png

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Well that's the hook isn't it... nasa composite also has height to the clouds, and water vapor looks very different than dust storms.

Xtu9Nr7l.jpg

Not sure this would look good.

I see what you mean. I echo what The--Bean just said, sparse cloud cover would look better on Duna.

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That's probably whats needed for duna cloud coverage to look good anyway. When doing this with detailed clouds I always have the problem that even with the slight shadows the clouds look pasted on, vs when bump is active the clouds look like mountains or valleys (Something merging the heightmap won't fix).

Even if we could layer clouds, I think we are just threading in place with this. Soft clouds like these above would be barely noticeable or noticeable blur the areas where there would be bump (or when using the hack, removing all bump, which looks slightly smoother but still fake)

Anyhow, making the cloud composite from nasa transparent is a very error prone thing I find.... With lots of "trace" transparency around.

I don't like the clouds myself much ;) For Duna anyway.. soft and smooth would be better I think. But I am more focused on remaking (and finding) the ground textures for the Mun now ;p Planets just give me jittery hands.

I was also surprised that the slight* blur of the duna ground is actually *very* noticeable when viewed in game.

Ps.: I am going to upload the (massive 400mb) PSD for Duna with transparency enabled Nasa clouds and saik0's truecomposite ground layer so someone who feels like it could use that to do a pack for Duna easily. I really don't feel like fiddling with planets anymore. I really like the "hack" Kerbin + cloud, and a cloud-less 4k version of everything else...

Basically, I echo what someone else said before. It's silly to further mess with planet textures, when there is something else, and much more visual important to fix. 1) More variation in kerbal suits and 2) The ground textures, or at least selected ones... and 3) the GUI greyness (I don't like it)

That's what I am going to focus on.

So yeah, once that is uploaded (3 hours or more) I post the duna psd here for everyone to fiddle around with.

Edited by eRe4s3r
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ok i need help. Im trying to make my own kerbal flight suit, blue and white, but i cannot even find a texture map of a kerbal, and none are included in UniverseReplacer can anyone help? am i looking in the wrong place?

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So here it is as promised

Wonder what this is for, check the images in that...

-> http://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer-v3-0?p=586850&viewfull=1#post586850

....

400mb PSD file,

Aligned DUNA 8k texture with clouds

#NasaComposite cloud Layer 2* with 180° rotation and edits - with transparency instead of black

#Ground Blur where clouds are (layer)

#Saik0's DUNA 8k Ground Texture (base layer)

http://filesmelt.com/dl/DunaClouds.zip

Can be used by anyone for anything etc. pp. No license nonsense. It's a pure modder resource.

This download is NOT for users, it is for people who want to make their own duna variation and experiment with the various layers and methods.

The ground was made by saik0 and is the same source as the composite image he offers for download, the cloud layer is from NASA composite. So basically I am just given you this as a packaged deal (And you can exchange the clouds with Kerbin if you so choose, but requires some editing skills)

Also an (mostly useless) Alpha channel.

Edited by eRe4s3r
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ok i need help. Im trying to make my own kerbal flight suit, blue and white, but i cannot even find a texture map of a kerbal, and none are included in UniverseReplacer can anyone help? am i looking in the wrong place?

How to get the textures

Btw, use this for converting file formats if your image editing software can't handle .dds files :D

Edited by Polar Bear
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Would it be possible to add different suits to certain kerbals?

Now this would be awesome - I'd like to be able to make all my Kerbals wear the orange jumpsuit in IVA, rather than only Jeb/Bob/Bill.

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Now this would be awesome - I'd like to be able to make all my Kerbals wear the orange jumpsuit in IVA, rather than only Jeb/Bob/Bill.

I would like to put Jeb/Bob/Bill with the orange and everyone else in the new blue suits for the recruits but I can't find those files.

Edit: Found them

Edited by tygoo7
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eRe4s3r's Suit Retextures and assorted stuff

##################################################################

Black and Red + Black Helmet

KpCpiwJ.jpg

Download

http://filesmelt.com/dl/BlackRedKerbalSuit.zip

##################################################################

Black and Yellow + Slightly Yellow Helmet

4fIgtpI.jpg

Download

http://filesmelt.com/dl/BlackYellowKerbalSuit.zip

##################################################################

Black and Blue + Black Helmet

H901D0o.jpg

Download

http://filesmelt.com/dl/Black_and_Blue_Suit_with_Blue_Jetpack_and_Black_Helmet.zip

##################################################################

Instructions

the assorted textures go into your universal replacer/textures/ folder.

If you want randomly assigned helmets and suits, number them incremental. Ie, EvaSuit1 EvaSuit2 .

Colored Jetpacks are included, and helmets can be interchanged. These are optional if you don't want colored jetpacks, delete the jetpack texture. If you want other helmets, replace them from other sources or my own ;)

##################################################################

Optional You see that white panel at the back of the jetpack, it's where I am planning to put my flag.. But here is the Yellow jetpack with a dark panel in case you just want it gone ;p

4TRWLix.jpg

Yellow Jetpack with Dark Panel

http://filesmelt.com/dl/YellowJetpackWithDarkPanel.zip

Red Jetpack with Dark Panel

http://filesmelt.com/dl/RedJetpackWithDarkPanel.zip

##################################################################

Other hacks by me (Links to posts)

Sunflare replacement (requires manual asset editing)

http://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer?p=577857&viewfull=1#post577857

1px Kerbin2 that disables bump ONLY for the 8k matte kerbin planet texture with clouds by AncientGammoner.

http://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer-v3-2?p=582560&viewfull=1#post582560

Edited by eRe4s3r
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Would it be possible to add different suits to certain kerbals?
Special Features

Additionally to the core purpose of replacing textures, this plugin currently offers a variety feature for Kerbal Heads.

Meaning if you add more than one head texture, it will randomly assign them to each Kerbal. Out of technical reasons, it is not possible to uniquely assign faces to Kerbals - the process is random.

Taken from the front page, read the info I give you guys...

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So I made something really silly.. bit ago I said I wanted red kerbals with black helmets.. and jetpacks matching the color (red) so while doing that I also figured why not try what an alpha channel does in the kerbal.png's.. turns out the same thing as with planets, it cuts off specular nicely, turning the GLOSSY suits and helmets and jetpacks, into matte suits and helmets and jetpacks ;p (They are still glossy in certain places!)

If you wonder.. jetpacks? Then yes,

Add this line to the UniverseReplacer.cfg


EVAjetpack = Textures/Kerbals/EVAJetpack

Black and Red - Helmet all black

KpCpiwJ.jpg

Download

http://filesmelt.com/dl/BlackRedKerbalSuit.zip

goes into UniverseReplacer\Textures

You can also use this as template to know how the 3 textures (Helmet, Suit and Jetpack) have to look/be-aligned

Anyhow, just a silly retexture ;p

Also Black and Yellow - Helmet slight yellow tint ;p

(you can get helmet from black red pack and replace this one if you want white lights)

4fIgtpI.jpg

Download

http://filesmelt.com/dl/BlackYellowKerbalSuit.zip

Optional You see that white panel at the back of the jetpack, it's where I am planning to put my flag.. But here is the Yellow jetpack with a dark panel in case you just want it gone ;p

4TRWLix.jpg

Yellow Jetpack with Dark Panel

http://filesmelt.com/dl/YellowJetpackWithDarkPanel.zip

Red Jetpack with Dark Panel

http://filesmelt.com/dl/RedJetpackWithDarkPanel.zip

Either way... next up, ground textures ;p

out of curiosity: could you do a Kerbal texture of blue with a white helmet and trim?

I've tried creating my own, to no avail. but I'll understand if you're busy with other things.

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out of curiosity: could you do a Kerbal texture of blue with a white helmet and trim?

I've tried creating my own, to no avail. but I'll understand if you're busy with other things.

You are going to need to be a bit more precise in your description there. Blue and white helmet and trim? What exactly do you mean? Do you have photo example of something like it?)

anyhow, my first tests with replacing ground textures produced awesome looking glitches (Kerbals suit texture was used as ground heightmap) even though I think I correctly reproduced the original texture settings...

I also noticed that the weirdly looking height maps are essentially normal maps Green of a normal map is flipped vertically and goes into R+G+B of KSP Ground texture height map, while RED of the normal map goes into Alpha. Apparently with a completely different color "range" too.

But I am at a loss why changing the textures via plugin essentially breaks the mun texture entirely (completely) and utterly.

Edited by eRe4s3r
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You are going to need to be a bit more precise in your description there. Blue and white helmet and trim? What exactly do you mean? Do you have photo example of something like it?)

anyhow, my first tests with replacing ground textures produced awesome looking glitches (Kerbals suit texture was used as ground heightmap) even though I think I correctly reproduced the original texture settings...

I also noticed that the weirdly looking height maps are essentially normal maps Green of a normal map is flipped vertically and goes into R+G+B of KSP Ground texture height map, while RED of the normal map goes into Alpha. Apparently with a completely different color "range" too.

But I am at a loss why changing the textures via plugin essentially breaks the mun texture entirely (completely) and utterly.

Recruit blue trim (where the red is) on the helmet and recruit blue for the suit I think. I'd leave the jetpack white, because it would look better imo/

Edited by Gojira
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