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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)


shaw

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I'm having an issue creating a skybox... I exported a lovely skybox from Space Engine, spent ages making sure I'd named them all correctly, blah blah, anyway TL/DR, five of the six sides are fine, and one of them is wrong :s

I've tried flipping it; makes no difference, I thought maybe it was a brightness issue but it doesn't seem to be.

Would some beautiful person take a look at it and see if you can't figure out where I'm going wrong please?

Much apreesh, cheers.

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I'm trying to give Jeb sunglasses by using the no eye feature. I have one bug though. When I launch he has eyes but the eyes don't go away until I EVA then it's normal. Is there a way to make the eyes never show on the certain head or did I miss something?

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I've fixed my skybox! Not sure what was wrong but it's gone now :)

DOWNLOAD HERE

This is the best picture I could get; for some reason my game won't not reduce the skybox textures... Looks much nicer in its full 4k glory, I promise :D

SS_04-19-2014_22-10-31.png

If you're interested it's the view from the surface of a star in the Andromeda galaxy, and as a bonus, if you look in the right place you can see the Milky Way :)

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Hi,

I am new to modding and am trying to write a config file to allow me to replace textures, mainly the _normal.mbm and _diff.mbm, of a stock part with a custom texture. I currently use TextureReplacer and understand that by placing them inside the folder will use them over the stock. What I am trying to do is have a folder dedicated to my textures so I can keep them from being overridden when an update occurs or if I need to reinstall TR. This is the cfg I have put together atm. ( I am also asking in ModuleManager forum but since TR already does what I am trying to do I figured I'd get more luck here. )

Be kind, my coding skills are ... lacking at best.


@PART[engineLargeSkipper]
{
!mesh
MODEL
{
model = Squad/Parts/Engine/engineLargeSkipper/model.mu
scale = 1.0, 1.0, 1.0
texture = SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_diff.mbm
texture = SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_normal.mbm
}
}

Any help would be appreciated.

Cheers!

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First of all: Love the mod, and all the texture packs the community has made, everything looks amazing all thanks to a number of very talented people!

Second of all: I'm having an issue with Kerbal-specific suits, no matter the suit, they all look very off-shaded and don't look good.

I got 2 pictures, both times with me facing directly towards the sun.

UdyvQlU.png

JBpwhG4.png

If it helps, I'm using the KSPRC mod [You know, the renethingy compilation one].

And as I said, it's only for kerbal-specific EVA suits. They look fine in IVA, and if I put them in the default folder, they look fine, the problem comes when I make them kerbal specific.

Any help would be appreciated.

Keep up the good work!

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you have the correct normal map for the suit? add the correct one for my suit into the specific suit folder. A complete guide is written in my read me file as to which suit has what.

Edited by Green Skull
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you have the correct normal map for the suit? add the correct one for my suit into the specific suit folder. A complete guide is written in my read me file as to which suit has what.

Yes, I read the whole thing.

[Thanks, by the way, it was quite helpful for other things.]

Even putting the correct normal maps and textures doesn't do anything, it still has the odd look.

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It's down to the ATM config that comes with the pack then

open the ATM config for texture replacer - in boulder co folder

find this part and change...

TextureReplacer/Suits/.*

{

compress = true

mipmaps = true

scale = 1

max_size = 0

make_not_readable = true

compress_normals = false

mipmaps_normals = false

scale_normals = 2 ------------------ change to 1

max_size_normals = 0

Edited by Green Skull
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It's down to the ATM config that comes with the pack then

open the ATM config for texture replacer - in boulder co folder

find this part and change...

TextureReplacer/Suits/.*

{

compress = true

mipmaps = true

scale = 1

max_size = 0

make_not_readable = true

compress_normals = false

mipmaps_normals = false

scale_normals = 2 ------------------ change to 1

max_size_normals = 0

Although that specific change didn't work, disabling the texture replacer module for ATM did!

Thank you very much! Without your help, I probably wouldn't have found any fix.

By the way, I love your suits, and look forward to your future projects.

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I'm trying to give Jeb sunglasses by using the no eye feature. I have one bug though. When I launch he has eyes but the eyes don't go away until I EVA then it's normal. Is there a way to make the eyes never show on the certain head or did I miss something?

You're doing everything right. It's a bug. Thanks for reporting.

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