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Cetera

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Posts posted by Cetera

  1. On 3/15/2023 at 7:32 PM, Brigadier said:

    Do you install manually or via CKAN?

    All via CKAN.  That's the issue with CKAN.  It just tempts you to install everything.  Scrolling through, you're like "oh, that looks good, and that looks good, and oh, I need that too!

    You are correct on the OneDrive thing.  I must have grabbed the wrong link when I was mucking about with it.  Can you edit your quote post to remove it please?

     

  2. It has been years since I've actively played KSP, and the most recent version I'm familiar with is 1.3.1.  I'm trying to get back into it, and get mods configured and working again, and I am having no luck with Trajectories.

    The Trajectories mod does not seem to activate.  No red line and X appears in map view with an atmospheric entry.

    I can't even get the button to show up on the default stock toolbar, nor Blizzy's toolbar.  It does not show up as an option to move between toolbars either.  It is like it isn't installed, but it is definitely there.  

    Log file:  [edit removed]

  3. 17 minutes ago, KarlosGeek said:

    Will this suit pack ever be updated to 1.6.1 and TR 3.7? I haven't played in a while, and this is the only mod I can't get to work with 1.6 due to TRR being discontinued.

    I'm sure they probably could be adapted, but I don't know the requirements for Texture Replacer anymore.  The main suit files can probably be renamed, but I doubt the visors will work, and there isn't as much support for the standard vs. elite vs. badass that @HaArLiNsH had in TRR.  

    I'm certain these textures will not work at all with the new suit that Squad has released.  They would have to be entirely redone and wouldn't be able to have the class logos on the rear of the helmets like I did here.  The helmet textures are mirrored down the middle, so the left hemisphere has to equal the right.  

    Feel free to reverse engineer my old packs and adapt them as possible to TR and the new game version.  You certainly have my blessing if you want to take the time to figure it out.  I can give you all my template files too if needed.  The license allows for anyone to make their own modifications, as long as the license is kept the same.

  4. I honestly don't know, @Deckard.  I haven't played anything past 1.3.1.  I'm sure they probably could be adapted, but I don't know the requirements for Texture Replacer anymore.  The main suit files can probably be renamed, but I doubt the visors will work, and there isn't as much support for the standard vs. elite vs. badass that @HaArLiNsH had in TRR.  

    I'm certain these textures will not work at all with the new suit that Squad has released.  They would have to be entirely redone and wouldn't be able to have the class logos on the rear of the helmets like I did here.  The helmet textures are mirrored down the middle, so the left hemisphere has to equal the right.  

     

    I actually fired up KSP for the first time in a long while just this weekend, and went back to my 1.3.1 install.  I like TRR and my suits too much to give them up.  I wish HaArLiNsH was still working on his.  I loved the visor customization he managed.

    Feel free to reverse engineer my old packs and adapt them as possible to TR and the new game version.  You certainly have my blessing if you want to take the time to figure it out.  I can give you all my template files too if needed.  The license allows for anyone to make their own modifications, as long as the license is kept the same.

  5. 1 hour ago, Gordon Dry said:

    @Cetera A simple question:

    because in GameData\TRR-Cetera\CeteraSuits.cfg it says

    
    	Folders
    	{
    		Default = TRR-Cetera/Default/
    		Suits = TRR-Cetera/Suits/
    	}

    is it still okay to place skybox files into the default folder GameData\TextureReplacerReplaced\Default\ or do they also have to go to GameData\TRR-Cetera\Default\ ?

     

    Edit:

    So yep, it doesn't matter - I just didn't recognize that it says "Default", not "@Default", so it's just an addition.

    That's honestly a better question for the TRR thread.  I'm pretty sure they shouldn't go in the TRR folder.  @HaArLiNsH designed it to have each pack have its own folder structure, and be implemented by MM configs.  

    If you put the skyboxes in my folder structure, just add the line to the MM config too.  If you keep the naming convention the same, it should be:

    EnvMap = TRR-Cetera/EnvMap/

  6. @CaribeanSoul Yeah, that has to be something different or not functioning properly in the unofficial 1.4 version of TRR.  We'll need @HaArLiNsH and a full release to fix that, I think.  My screenshot is from the 1.3.x, and seems to be working identically to your 1.3 screenshot.

    I don't currently have a 1.4 install going, so I don't have anything to test with.  I can send you one of my flags, though.  They are at 2560x1600, and you can put it in your install and see what happens to them.  It'd be a good way to test.

     

  7. 40 minutes ago, CaribeanSoul said:

    All (or at least the vast majority) of mine are 256x160

    What happens if you replace them with higher-res flags?  Maybe just find a few higher-res flags online and put them in your folder, to experiment with.  I'm curious, too, what would happen if you just doubled the resolution of the current flags.  There wouldn't be any more info in them but if they are getting resized and compressed, they might end up with something approximating their original info.

    Do you have screenshots of before and after?

  8. 23 minutes ago, CaribeanSoul said:

    I've confirmed TRR was the culprit for the pixelated flags.  I removed it and the flags are back to normal.  For now I'll have to choose between my precious flag collection and my diverse kerbal heads/suits.  Decisions, decisions...

    There's something else going on with this, then, 'cause I have no issues.  My flags are all in .png format, not .dds.

    3f2h.png

     

  9. 9 minutes ago, Jesusthebird said:

    I see. What if we use textures unlimited?? I know that mod provides reflecions too. So im wondering if there is a compatibility issue. Or if i happen to install both TU and TRR. which mod will provide the reflections??

    You might have to ask on the TU thread.  I'm barely familiar with TU, but it seems like it provides functionality for other modders to use, and doesn't do anything itself. 

    If you are using Windowshine to provide the window reflections and emissives, then you need to use TRR.  It is built for and requires TRR.

     

  10. 1 hour ago, Jesusthebird said:

    I'm curious, Does this do the same stuff as TR or is it just...different, or improved? I'm trying to decide to wait for this to be updated or use TR for now for 1.4+. Was this plugin made to continue TR in case support ceased for it? I think I remember TR being a version behind at one point, but I could be wrong..

    Largely the same stuff as TR.  TR's primary author left for a few years, and TR was getting some community updates to keep it functional.  @HaArLiNsH wanted to add a lot of features for the suit pack he was making, and with some collaboration with @RangeMachine and @Ger_space they fixed reflections and window emissives too, and the project grew from there.  It started as a way to update TR and get it space-worthy again, and suffered terribly from scope creep, as most projects eventually do.  :P

    At this point, I far prefer TRR for what it allows us to do, and I LOVE the reflections and window emissives it makes possible.  It is much, much more complicated to set up, though.  The complexity of output requires complexity of input.  

    If you are trying to install my suit pack, you have to have TRR.  If you want to use other suit packs made for TR, then you need to use TR.  They aren't compatible.  Pick whichever allows you to use the assets you're looking for.  By themselves, there isn't much point to either TRR or TR without the modded assets.

  11. 11 minutes ago, soifua said:

    Love this mod, so much thanks for making it.

    I had used it back with the old TR. Hadn't fired up KSP for a long time, now on 1.4.2. Have TRR installed. Everything is working great except the visors are all pink. Anything I can do to fix it? thanks!

     

    https://imgur.com/a/QBh4203

    Thanks for the kind words!

    TRR hasn't been updated for 1.4x yet.  @HaArLiNsH is working on that.  There is a recompiled shader available for it in the TRR thread that fixes the visor thing for now.

  12. 58 minutes ago, jack gamer said:

    oh whoops, I didn't know I was only supposed to use TRR instead of Texture replacer.

    No problem.  It happens.  TRR was developed because TextureReplacer's modder had been absent for a really long time.  It was being supported by the community, but it was having issues.  @HaArLiNsH decided to create a new mod based on it, and in so doing was able to add a shader to it that allowed for reflections (visor, Windowshine mod) as well as also allow cockpit lights.  Before with TR, it was always only one or the other.  @HaArLiNsH also had some really big ideas for more complicated suit replacement textures, allowing for a lot more customization.  I really liked what he was doing, so I upgraded my pack to work with it.

    If you are using TR for a particular reason and don't want to change to TRR, you can download the old version of my suit pack that is for TR:

    https://spacedock.info/mod/282/Cetera's Suit Mod

    I don't know if there are any issues with it and the recent release of the updated TR or not.  I believe there were some folder structure changes.  All the files should be named appropriately, though, for levels for the base classes.  It should be pretty easy to figure out what changes are necessary, if any.  I've kept the old version up in case anyone needs it for older versions of KSP, but have no plans on making a separate version of my suit pack for TR.  Even though TRR requires a lot more setup, the reflections are superior to TR and Sigma Replacements, and there is a lot more customization possible.

  13. Episode 7:

    AEIOU 3 is sent on a voyage to our nearest celestial neighbor.  It's mission is to perform a flyby, and escape to a solar orbit.  It will be the first craft to leave Kerbin's gravitational influence.

     

    1FyPW7L.png

     

     

  14. 2 hours ago, ksp_colin said:

    Sorry if this has been asked earlier.. Can anyone confirm if the transparency can be adjusted? The pink visor fix works great and now have the default semi transparent golden space visor with 1.4.2. I was wondering if I could reduce the transparency, so it was just golden visor (kerbal faces hidden behind golden mirror)? Thanks

    Edit:

    also tuning the RGB components of the visor in the TRR advanced windows helps, but the visors are still very transparent. I seem to only be able to tune the gold aspect  GameData\TextureReplacerReplaced\Default, but have not achieved a full mirror yet.

    You have to create a texture to be the visor.  The more transparent the texture is, the more transparent the visor, and the more opaque the texture, the more opaque.  In my suit pack, I use a flat gray texture to allow it to be tinted by the TRR options.  You can use my suit pack, or copy and modify my visor texture, or just use it as a template to make your own.

     

  15. Episode 6

    KSC launches two probes.  The first is to attempt a powered landing near the KSC TMA.  The other is the second Automated Exploration and Investigation Observational Unit (AEIOU) sent in a polar orbit.  

    AEIOU 2 is to gather scientific data and safely return to Kerbin.  It is powered by two small solar panels, differentiating it from AEIOU 1.

    1gF9L4b.png

     

     

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