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Everything posted by Cetera
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LOL, OK @HaArLiNsH, no worries. I love what you're doing with this mod, so I'll just be patient. My suit packs probably aren't ever going to be the most amazing thing out there. They provide some differentiation and some color, and that's pretty much all I was going for. If anyone wants to collaborate or even rework my stuff, I'm happy to help and support them in doing so. I don't have a lot of ego in this. I'm doing it to learn, as a hobby, and for fun, to enhance my own stuff. If others like it, great! If they want to make it even better, heck yeah!
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@HaArLiNsH I think you're confused on which one is which. Paint.Net actually does a better job of converting the file than does the nVidia DDS conversion tool, with fewer artifacts. I take your point, though, about the root cause being the original texture. Unfortunately, that's life. I didn't create any of these logos. I used existing ones to match what was already being done elsewhere. The original wrench and beaker logos were being used in the PortraitStats mod. I found versions online to use. I didn't care for the cursor-looking style icon for pilots, so I found a free icon online to use instead, and did the same for the gear icon. That's one of the main reasons I'm not going to redo everything in a 4k texture, as I have no technical artistic ability, other than manipulating and recoloring and minor touchups of existing texture files. I have no idea how to create them myself. If you can point me to a good tutorial on using gimp to create vector-based logos, I might eventually get around to trying it out, but that'll largely be a project for another day. At least for now, my suit pack will "ship" more-or-less as-is.
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This is what I get manually converting them: It is better, not perfect. It is certainly preferable to the other using the DDS converter tool. Interestingly enough, the DDS file is 683 KB, while the PNG file is 185 KB. It does have mipmaps, which I'm led to believe increases the file size by about 30%, but it seems strange to me that converting to DDS results in a file almost 4x the size of the original in PNG. If I were to keep the files in PNG format in the pack, they still get converted to DDS anyway in-game, correct? Is that something that happens by TRR, or the Unity engine?
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This is what the DDS conversion tool does, with a significant drop in quality and clarity to the texture: Original in .PNG Converted in DDS Now, if I was using 4k textures, those fine details might all come out in the wash and you wouldn't be able to notice, as you couldn't get zoomed in far enough to see the loss of data in them. But I'm not, and won't ever be. It was noticeable to me when the modding community started moving everything to DDS to save on RAM (pre-64-bit days, obviously) and that's how I did mine too, to conserve on everyone's available RAM. It even alters the actual color somewhat! Do all textures get converted from PNG to DDS now in KSP, no matter what? Is there no way to have native PNG textures anymore? If not, I'll see if I can manually convert my texture files, and see if I can't ramp up the quality a bit with less compression in the conversion using Paint.Net.
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OK, I'll see what I can do. I use Paint.Net for my texture editing (I'm just editing the flat texture files, not doing anything in Unity.) It can save as .DDS, and generate mipmaps. I want to save as a DXT1 DDS file, correct? Yes, this is exactly what I'm intending. I'll check out the naming conventions as you get things locked down. I am looking forward to it!
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All my textures will be in .png format, and staying the same size as before. I don't have the skill or ability to redo them at higher resolution, particularly since so much of them has been borrowed from other previous suit packs. I'm using .png format to preserve finer details that get kinds messed with the .dds compression. I think that means I should have it generate Mipmaps, correct? I also set the flag to not compress my textures. I've puttered with the EVA ground state, trying to make the reflections work. When all is done, I'll probably have a clear ground EVA visor, and the more opaque or even fully opaque colored visor for use outside the atmosphere. I'm not going to have different EVA suits, though. One EVA suit that has six different helmets (levels) and four different suit bodies (levels) and one IVA suit that does not level, for all the MKS and stock classes. I also have custom icons ready for the Portrait Stats mod, that are ready to be integrated when using my suit pack. I'm not doing separate badass suits, but I will have a Command suit version for each of the stock classes, and one special one for Valentina just because, in case someone wants her to be different. All told, I have 240 completed files at this point, ready to go. There may be minor changes and additions as you continue to work on TRR, but the bulk of my pack is done and ready. I need to test, and I need to get new screenshots for everything, which will take a while. If anyone wants to test it out, I can throw it on dropbox or something, if you promise to let me know of any inconsistencies or issues you find. Just send me a PM.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Cetera replied to DMagic's topic in KSP1 Mod Releases
@DMagic, I've been working on my suit pack, and wanted to integrate matching icons for the Portrait Stats mod. I'm noticing a slight bit of vertical distortion with the icons on the in-flight portraits. It seems to be happening with both the default and the custom icons. I'm wondering if you might know what is causing it, or if I've done something that might be messing things up. Each of the custom icons I'm using is 61x61 pixels. I tried adjusting each to be about 61x50, but it didn't change the aspect ratio at all. I'm guessing the aspect of the icons may be hard coded somewhere. Here's an album of examples and the icons I'm using: https://imgur.com/a/Q9xqv -
@Aelfhe1m, for some reason the config you helped me edit works perfectly, except for the CustomKerbals section. The suits are all allocated properly by class, but the command crew of Jeb, Bill, Bob, and Val all get standard class suits as defined in the ClassSuits section. I've confirmed that the proper folders exist, and everything is spelled correctly. I can assign the suits manually via the GUI, but they never show up by default with a new save. Any ideas? // define your suit pack TextureReplacerReplaced { Folders { Default = Cetera/Default/ Suits = Cetera/Suits/ } } // override only the default values that you need to change @TextureReplacerReplaced:AFTER[TextureReplacerReplaced] { // each value to be overridden starts with an @ @isCompressionEnabled = never // added values don't have an @ at the start of the line generateMipmaps = /Cetera // just omit any lines from @Default that you don't want to change visorReflectionColour = // updating a node so start with an @ @CustomKerbals { // another mod may have added the gang of four already so // start each line with % which means "add or edit" %Jebediah Kerman = M DEFAULT OrangePilot %Bill Kerman = M GENERIC OrangeEng %Bob Kerman = M GENERIC OrangeScience %Valentina Kerman = F GENERIC PurplePilot } // see above @ClassSuits { %Pilot = RedPilot %Engineer = YellowEngineer %Scientist = BlueScience %Kolonist = Kolonist %Miner = Miner %Technician = Technician %Mechanic = Mechanic %Biologist = GreenBiologist %Geologist = PinkGeologist %Farmer = BrownFarmer %Medic = RedMedic %Quartermaster = Quartermaster %Scout = Scout %Tourist = DEFAULT } }
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Oh, man, thank you so much. This all makes a LOT more sense now. I couldn't understand what a node was before, as I couldn't find a definition that made sense (or at least that I understood) in this thread, the wiki, and lots of searching. Your comments seriously make all the difference. I sincerely appreciate the time and guidance you've given me.
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I'm pulling my hair out trying to figure out MM formatting, and need some help. I don't understand the vernacular at all. I think I need/want to modify existing .cfg files for two different mods, as part of my suit pack. I want to modify mods TextureReplacerReplaced, and CommunityTraitIcons. I have built a bunch of suits and have a config that works for TexutreReplacerReplacer, but I need my config to overwrite the TextureReplacerReplacer default config, and at the same time not screw up anyone else's TRR config for any pack they distribute. My suit pack will be in folder "Cetera" with subfolders "Suits" and "Default" (GameData/Cetera/Suits, GameData/Cetera/Default) TRR's default config example is here. It is in the GameData/TextureReplacerReplaced folder. My Config file so far is here. My config file is named CeteraSuits.cfg, and is in the GameData/Cetera/ directory. As part of my suit pack, I want to integrate matching icons into the PortraitStats/CommunityTraitIcons mods. I have created new icons to be used. They are in folder GameData/Cetera/Icons. I have created a new config file, CeteraIcons.cfg, example here. It is in the GameData/Cetera directory. My config needs to overwrite/modify the CTI config here. This config is in the GameData/CommunityTraitIcons directory. If I copy and paste the contents of my icons folder and config into the CTI folder and remove the CTI files, everything works. I can't get anything to work from my own mod folder, however. I believe I specifically need help with the @ commands in MM, and the AFTER: commands, and how to name my configs something that MM then knows. None of my patches apply to a part, though, and I've not found an example of something like what I'm trying to do, nor have I been able to figure this out after a great many attempts via trial and error. Would anyone have time to be able to guide me through this step by step?
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Hmmm.... Following up on my 4 questions above, I think 2-4 all have the same root. No matter what texture I put as EVAvisor or EVAgroundVisor, and no matter what values I have for visorReflectionColour, the visor always comes out the same shade of yellow. By adjusting the visorReflectionColour I can make the reflection very shiny, or very dull, and I can give the yellow the merest hint of a different color (1.0 0.0 0.0, for instance, gives it just a bit of red that kinda turns the edges slightly orange, for example). It doesn't seem to matter if I have the EVAvisor texture in the default folder, or in the individual suit folder. It all just seems to come out that same not-quite-gold yellow. Any ideas? I'm getting this: Instead of this: I really want the semi-transparent, burnished bronze/copper look of my old suit pack, and I am not sure how to achieve that any longer.
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@HaArLiNsH I'm testing my suit pack (its almost done!) and trying to get the config file correct, and I've got some questions. These questions may be related to module manager, I'm not sure. How does one force a refresh of the suit selection by config file? I had two typos in my config folder structure that blanked out two suits. I've corrected the typos, but TRR won't pick up the changes, even after deleting the module manager cache. In a new save, the changes show up properly, but in a current save, the only way to make TRR see the fix is to manually select the suits via the GUI option. Is this intentional, or even fixable? Any change I make to the color multiplier for reflection overlay in my config seems to be completely ignored, unless I delete the @Default.cfg in the main TRR folder (or simply comment out the visorReflectionColour). Is there a way to force a config to have priority over another that I need to be using? Can an opacity level be specified if using the visorReflectionColour? Even with the /Suits/ folder properly mapped via config, the /Default/ folder is not being mapped properly via config. Is this being overwritten somewhere by the @Default.cfg? Here's my config file I'm using: TextureReplacerReplaced { Folders { Default = Cetera/Default/ Suits = Cetera/Suits/ } isCompressionEnabled = never isMipmapGenEnabled = auto generateMipmaps = /Cetera isUnloadingEnabled = auto skinningQuality = auto logTextures = false logReflectiveMeshes = false isGUIEnabled = true reflectionType = real reflectionResolution = 128 reflectionInterval = 2 isVisorReflectionEnabled = true isHelmetRemovalEnabled = true isAtmSuitEnabled = true atmSuitPressure = 50 isNewSuitStateEnabled = false isAutomaticSuitSwitchEnabled = true atmSuitBodies = Kerbin Erin Sanctum Laythe forceLegacyFemales = false CustomKerbals { Jebediah Kerman = M DEFAULT OrangePilot Bill Kerman = M GENERIC OrangeEng Bob Kerman = M GENERIC OrangeScience Valentina Kerman = F GENERIC PurplePilot } ClassSuits { Pilot = RedPilot Engineer = YellowEngineer Scientist = BlueScience Kolonist = Kolonist Miner = Miner Technician = Technician Mechanic = Mechanic Biologist = GreenBiologist Geologist = PinkGeologist Farmer = BrownFarmer Medic = RedMedic Quartermaster = Quartermaster Scout = Scout Tourist = DEFAULT } }
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I'm working on finishing my suit pack for the TextureReplacerReplaced, and I'm doing a suit for each class in MKS. The icons i'm putting on the suits aren't the same as what Portrait Stats/CTI uses. I wanted to have a custom option to make them match with what I'm putting on the suits, and that necessitates futzing about and making my own icons, too. I'm not certain that all of mine will work very well, but I'll give it a try. I am also not using the same colors selected for the icons, so I need to modify those too.
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I'm eventually going to redo my pack. I'm expanding the number of suits, making a variant for all of @RoverDude's different kerbal roles in MKS. I'd like to also make corresponding Portrait Stats configs and icons. The caveat to all of this, however, is personal time. I've got very little of it. I started doing working on the pack when TRR was first announed. I'm not all that much further along. As things progress into autumn, it should be easier to make progress, but we might also be moving. If so, it may be closer to Thanksgiving/Christmas before I get it all done.
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Be advised that @GregroxMun made that pack for the original texturereplacer. Once TRR is completed, that pack will need to be updated to work with the new configs that are being required for TRR. You may be able to make it work yourself, building your own config, or use it with the 1.3 compatible community release of texture replacer.
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https://spacedock.info/mod/117/GregroxMun's TOS-Colored Space Suits Pack gallery for it here: http://imgur.com/a/C9fJ2
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Yeah, I have to make 13 textures for each class. It takes time, even with the process I've learned now. With the MKS suits, that 169 textures, plus I'm redoing my legacy command suits for good measure too. However, I'm keeping them at all the 1k resolution, not 4k textures. I don't have the artistic ability to recreate the base textures I'm tweaking at the higher resolution. Thanks to the sample textures, I've discovered an issue that I have to fix in all of my helmet textures, that are already done. I would have discovered the issue in testing anyway, but I noticed it and verified thanks to the sample textures. Kudos for them! Anyway, it is going to be a while before my pack is out.
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Just took a look, and those are really nice. They would have been most helpful when I started this years ago. Instead, I kinda did it by hand, trial-and-error. But for the most part, I was just modifying others' textures (mostly Bentley's), so I didn't have to create anything from scratch.
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Haven't even downloaded or done anything with TRR yet. Once I get the graphical editing done on my pack, then I will, to get the config file settings figured out.
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Add "-force-d3d11" to the target line in your Windows shortcut, or add it as a special parameter in Steam. I have issues with DX11, however, getting strange lines across terrain, almost like interlacing, and lots of moire on textures then. I am not certain as to the cause, but I kinda suspect scatterer, as I think it used to have issues with DX11 once upon a time. I haven't used DX11 since before the Unity upgrade and KSP became 64-bit by default.
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Nice, I'm looking forward to it! Very interested to see what you've done. I'm about half-way through my redo of my pack, maybe a little less. I've had to almost completely start over from before, but it is going much better this time. Last time I did so much by hand and manually editing everything. This time, I've built myself templates with layers, and am able to move through a LOT faster. I learned a lot doing it last time, and that's what it was for, and now I've progressed beyond where I was then. Building up the process and "infrastructure" took a bit of work, but now I'm able to get things done, and make corrections when needed, without too much issue. Of course, I'm not really making any "new" textures, just adding colors and shapes to stuff that's already there.
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While I've only just recently become active again in the KSP community, and started playing again, I did try to keep up on everything I was interested in for future reference when I came back... LOL.