Jump to content

[1.8-1.11] TextureReplacer 4.4 (4.4.2020)


Recommended Posts

It isn't that new actually :) Default determines the actual skybox and Envmap (used with much smaller images) is used to create a "fake" skybox reflections on visors, which is much better performance wise than having real ones.

Link to post
Share on other sites
Guys, are there any planet textures that would work with 1.0.2?

Yep! You can download the endraxial DDS planet conversions on the first page. search Endraxial and download the DDS link.

Link to post
Share on other sites
I've been using Oinkers skybox for a while, but always just put them in /default. I notice his new release has different formats in /default and /Envmap. What's the diff, and why?
It isn't that new actually :) Default determines the actual skybox and Envmap (used with much smaller images) is used to create a "fake" skybox reflections on visors, which is much better performance wise than having real ones.

Yeah. What he said ^^^. You should really switch to the TextureReplacer reflection plugin. Make sure you copy the optional MM_ReflectionPluginWrapper.cfg to TR's root folder to enable it (or anywhere in GameData). Then grab a copy of Oinker's EVA Visor. The real-time reflection has almost no impact on frame rate.

Link to post
Share on other sites

I got some sort of problem:

VguYUBk.png

Converted both, the model000.dds and model001.dds to png, edited the 001 with gimp, opend the 000 aswell, saved both with 0 copression or whatsoever, converted them back to dds and put them in Gamedata\textureReplacer\Default\Squad\Parts\Utility\parachuteMk1 and ended up like this:(

Link to post
Share on other sites
I got some sort of problem:

http://i.imgur.com/VguYUBk.png

Converted both, the model000.dds and model001.dds to png, edited the 001 with gimp, opend the 000 aswell, saved both with 0 copression or whatsoever, converted them back to dds and put them in Gamedata\textureReplacer\Default\Squad\Parts\Utility\parachuteMk1 and ended up like this:(

Did you flip the image vertically? When you cross convert from a DDS or PNG you need to flip the image vertically. I have no clue why but you need to. :P

EDIT: I'll give a speedy report as to if TR is compatible with 1.0.3 in a bit.

Link to post
Share on other sites
The female kerbals are missing their visors, unmodified texturereplacer.

You mean in the main menu? That's stock bug, I tried to fix it but it breaks IVA visor.

I got some sort of problem:

http://i.imgur.com/VguYUBk.png

Converted both, the model000.dds and model001.dds to png, edited the 001 with gimp, opend the 000 aswell, saved both with 0 copression or whatsoever, converted them back to dds and put them in Gamedata\textureReplacer\Default\Squad\Parts\Utility\parachuteMk1 and ended up like this:(

Unlike DDSLoader, KSP cannot load uncompressed DDS's.

Link to post
Share on other sites

Das was saying on his stream that the Mk1 inline had a texture pass and it looks like they made a change to the way the texture is laid out because now it is wrapped wrong. Not sure if it is a Window Shine problem or TR problem, but likely somewhere around there.

Link to post
Share on other sites
Das was saying on his stream that the Mk1 inline had a texture pass and it looks like they made a change to the way the texture is laid out because now it is wrapped wrong. Not sure if it is a Window Shine problem or TR problem, but likely somewhere around there.

Yeah I had to Update the Mk1 inline texture in WindowShine. It wasn't a big problem though.

Link to post
Share on other sites

Couple things:

First, I love this mod with all my heart, and I can't thank you enough for it.

Second, can you change the Normal textures based on kerbal level just like you can the graphical texture?

Third, it looks like the level system is an all-or-nothing thing. If you define a texture for level 3 but not level 5, your level 5 kerbals won't get the level 0 texture or the level 3 texture, but whatever is default for them. This is fine for my current application, but is it possible to set it up so that the texture is based on the highest level the kerbal matches, or is that too much work? For example, if you define a level 0 and a level 3 texture, then kerbals level 0-2 get the level 0 texture and kerbals level 3-5 get the level 3 texture.

Link to post
Share on other sites
Couple things:

First, I love this mod with all my heart, and I can't thank you enough for it.

Second, can you change the Normal textures based on kerbal level just like you can the graphical texture?

Third, it looks like the level system is an all-or-nothing thing. If you define a texture for level 3 but not level 5, your level 5 kerbals won't get the level 0 texture or the level 3 texture, but whatever is default for them. This is fine for my current application, but is it possible to set it up so that the texture is based on the highest level the kerbal matches, or is that too much work? For example, if you define a level 0 and a level 3 texture, then kerbals level 0-2 get the level 0 texture and kerbals level 3-5 get the level 3 texture.

I can implement inheritance of levels as you said. Currently you can't assign a normal maps for each level, because I assumed levels will differ only in some emblem, so one normal map would fit all.

I was the default texture (sky box mostly) but there's nothing in the default folder. Help :(

What do you mean by that? You need to download textures separately.

Link to post
Share on other sites
I can implement inheritance of levels as you said. Currently you can't assign a normal maps for each level, because I assumed levels will differ only in some emblem, so one normal map would fit all.

That's a fair assumption, though if the emblems themselves need some extra bits in the normal map it's a bit restrictive. I'll leave it to you to decide whether it's worth the effort to put that in there.

Link to post
Share on other sites

I just downloaded this to add a skybox...I placed the TextureReplacer folder into my KSP gamedata folder, and added Rareden's skybox (https://www.dropbox.com/s/739s4103fyf027v/jpg_25MB_RaredensReal_And_AstronomerInterstellar_Mixed2.zip?dl=0) images into the Default folder, however my game crashes during loadup as soon as it reaches "TextureReplacer/Default/GalaxyTex_NegativeX". Can anyone help???

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...