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Everything posted by Electrocutor
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What determines if a science experiment is seen by these contracts or not? For example, RoverDude's PackRat Camera is seen and used in the science contracts, but the 4 Sounding Rockets experiments are not.
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- contract configurator
- contract pack
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I repackaged GreenSkull's original textures into a TRR-compatible archive. https://drive.google.com/open?id=0B_LTOcS7EtOycEgya0FYOERZY2s Note that I only spent the time to convert the actual different textures and not the hundreds of duplicates with different decals. This means: KSP, GreenSkullInc, and SteamPunk.
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I fixed up and repackaged the KSPRC texture replacer stuff into a TRR-compatible archive. Just extract it into the KSPRC folder. https://drive.google.com/open?id=0B_LTOcS7EtOyaXppdmVDeVpWUTA Hopefully, Proot will return with some new texture goodness before too long. [Update] Someone has informed me that the 'NoDerivatives' portion of the license used for KSPRC disallows me from even renaming the textures for compatibility, even though the file contents have not changed. Does anyone know if this is true? If so, I'll remove this link.
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- renaissance compilation
- visual enhancements
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Electrocutor replied to Thomas P.'s topic in KSP1 Mod Releases
Okay... next issue. My goal is to allow the Shores area around KSC to have a single tiling texture with normal map without being tinted. @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @PQS { %materialType = AtmosphericExtra %Material { %lowTex = MyTerrain/Textures/White } } } } The problem: This makes the shores so dark-green that it's almost black and seems to completely disregard the colors in my texture. Even when the texture is 100% solid white, it's still shows up as an almost black dark-green. Any help? [Partially Solved] powerFar blends the color of the LandClass into whatever texture you have for the terrain. Unfortunately, you cannot edit any values that are applied via Templates. Even after setting powerNear = 1 and powerFar = 0, it still has a pea-green hue that gets blended in, so this is coming from somewhere else. tintColor is completely ignored by the AtmosphericExtra materialType. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Electrocutor replied to Thomas P.'s topic in KSP1 Mod Releases
I'm very confused. The first thing I am trying to do seems to be the simplest, but yields no change whatsoever, does anyone know what is wrong with this? @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @ScaledVersion { Material { texture = MyTerrain/Textures/Kerbin_ScaledVersion normals = MyTerrain/Textures/Kerbin_ScaledVersion_n } } } } [Solved] Kopernicus requires the ModularFlightIntegrator mod that is not included in the Plugins directory. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Electrocutor replied to Thomas P.'s topic in KSP1 Mod Releases
I have a question. I am just trying to do a very basic change: remove the texture on Kerbin Shores. @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @PQS { @Material { @lowTex = } } } } As I understand it, lowTex should be the one that it uses, but doing this has no effect at all, neither does setting it to blank.dds (a solid 127,127,127,255 texture I made). Any help? This also doesn't work: @Kopernicus:AFTER[Kopernicus] { @Body[Kerbin] { @ScaledVersion { Material { texture = MyTerrain/Textures/Kerbin_ScaledVersion.dds normals = MyTerrain/Textures/Kerbin_ScaledVersion_n.dds mainTex = MyTerrain/Textures/Kerbin_ScaledVersion.dds bumpMap = MyTerrain/Textures/Kerbin_ScaledVersion_n.dds } } } } -
[1.3.1]TextureReplacerReplaced v0.5.4
Electrocutor replied to HaArLiNsH's topic in KSP1 Mod Releases
I forgot that the specular is on its own map; my bad. DXT1 for diffuse, DXT5nm for normal. -
[1.3.1]TextureReplacerReplaced v0.5.4
Electrocutor replied to HaArLiNsH's topic in KSP1 Mod Releases
Okay... for future reference and anyone with a similar question, here are the steps. 1. Create a directory for your mod under \GameData\ 2. Create a text file in this directory name <Mod Name>.cfg where <Mod Name> is whatever you want it to be 3. Create empty folders in this directory named 'Default', 'EnvMap', 'Heads', and 'Suits' 4. Open your .cfg file and enter the following text where 'MyTextures' is the name of the directory you created in step 1: TextureReplacerReplaced { Folders { Default = MyTextures/Default/ EnvMap = MyTextures/EnvMap/ Heads = MyTextures/Heads/ Suits = MyTextures/Suits/ } } 4b. There are a whole bunch of extra .cfg options for heads and suits if you wish to make use of them, otherwise any heads or suits you add will be chosen at random. 5. Put any textures you wished to be replaced within the 'Default' directory using the same name as the textures that KSP uses for them 5b. The game now uses DDS textures, so it is highly recommended that you do as well. Although JPG and PNG will still work in many cases, using DDS is far superior for performance and include mipmaps. (See the DDS section below) Heads 1. The 'Heads' directory requires two sub-directories: 'Male' and 'Female' 2. Each head requires that you make a directory for it under the 'Male' or 'Female' directory. The name of the directory will be the name of the head. 3. The diffuse texture must be named HeadTexture0.dds; if you want to have different versions of the head as the Kerbal levels up, add additional textures with the number being 1, 2, 3, 4, or 5 instead. 4. The normal texture must be name HeadTextureNRM0.dds; the same rule applies for levels on this file as well. Suits 1. The rules and configurations for suits is rather complicated, so please look at the TRR_Guide mod download and read the full instructions. DDS 1. DDS diffuse textures are mirrored vertically compared to their original JPG or PNG images. 2. DDS diffuse textures should be saved as DXT1. 3. DDS Normal textures are also mirrored vertically compared to their JPG or PNG counterparts. 4. DDS Normal textures should be saved as DXT5nm. (DXT5nm normals usually look pink, while image normals usually look blue) 5. You should include generated mipmaps for both diffuse and normal textures because not only will doing so require less work during run-time, but also most mipmap generators in graphics programs are superior in quality to on-the-fly ones. 6. Other image formats can be converted to DDS using various means, including GIMP with the DDS plugin as well as conversion websites like https://online-converting.com/image/convert2dds/ -
[1.3.1]TextureReplacerReplaced v0.5.4
Electrocutor replied to HaArLiNsH's topic in KSP1 Mod Releases
GIMP and the DDS plugin is what I use. You can also you website tools like https://online-converting.com/image/convert2dds/ Use DXT5 format for now. -
[1.3.1]TextureReplacerReplaced v0.5.4
Electrocutor replied to HaArLiNsH's topic in KSP1 Mod Releases
First, try converting them to dds. -
[1.3.1]TextureReplacerReplaced v0.5.4
Electrocutor replied to HaArLiNsH's topic in KSP1 Mod Releases
It depends which textures you are talking about. KSPRC uses them in Eve, Scatterer, Kopernicus, and TextureReplacer. -
Is the KSC somewhere in PQS or is the whole thing an object somewhere else? I'm looking to replace the grass, runway, launch pad, etc textures and normals.
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Electrocutor replied to Waz's topic in KSP1 Mod Releases
Don't the unity particle shaders have built-in integration with the lighting/shadows systems and what not for indirect light, ssao/ssdo, etc? -
If possible, I'd like to be able to use textures found on the internet to build a mod. Is this a viable option as long as I link to the original source, or do all the artists need to own the game and give express permission?
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[1.8] EnvironmentalVisualEnhancements [1.8.0-2]
Electrocutor replied to Waz's topic in KSP1 Mod Releases
If you're willing to put in the time to update Eve into modern Unity shaders, I think there'd be an awful lot of happy folks. A good place to start is to find out what SQUAD current has buried inside: ... although I'm certain this will change dramatically after they update to 2017.1, so perhaps it'd be better to wait until that drops? -
3 Levels of EVA/IVA with Class Variant & Heads
Electrocutor replied to Scart91's topic in KSP1 Mod Releases
Quick change to be TRR compatible: https://drive.google.com/open?id=0B_LTOcS7EtOyRmJMWnhTU1oyM0k Contents 12 Male Heads 5 Female Heads General Old EVA, IVA, Helmet, Jetpack Suit General Used EVA, IVA, Helmet Suit General New EVA, IVA, Helmet Suit General Alternative New EVA, IVA, Helmet Suit Pilot Old EVA, IVA, Helmet, Jetpack Suit Pilot Used EVA, IVA, Helmet Suit Pilot New EVA, IVA, Helmet Suit Pilot Alternative New EVA, IVA, Helmet Suit Engineer Old EVA, IVA, Helmet, Jetpack Suit Engineer Used EVA, IVA, Helmet Suit Engineer New EVA, IVA, Helmet Suit Engineer Alternative New EVA, IVA, Helmet Suit Science Old EVA, IVA, Helmet, Jetpack Suit Science Used EVA, IVA, Helmet Suit Science New EVA, IVA, Helmet Suit Science Alternative New EVA, IVA, Helmet Suit I'll eventually create class and level specific directories and cfg, but this will allow people to at least use it for now. -
[1.3.1]TextureReplacerReplaced v0.5.4
Electrocutor replied to HaArLiNsH's topic in KSP1 Mod Releases
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Scart, are you open to small requests? Link to release thread since it's not on the OP:
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[1.3.1]TextureReplacerReplaced v0.5.4
Electrocutor replied to HaArLiNsH's topic in KSP1 Mod Releases
I'd like to make an enhancement request for the customized Kerbals. Allow the ability to define which textures to use within the cfg file instead of by filename, this will save a dramatic amount of storage space and vram when creating many different suit variations using the same textures (instead of having to copy/paste and change the filename of hundreds of identical textures). Also, allow a randomized selection of suit configurations. Possible Example: -
[1.3.1]TextureReplacerReplaced v0.5.4
Electrocutor replied to HaArLiNsH's topic in KSP1 Mod Releases
If you want to have more than one cfg file play nice with each other, you'll need to utilize the more advanced syntax of ModManager (https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax) Example cfg utilizing classes: Example Directory: I realized after posting that the conventions have completely changed between TR and TRR, which basically invalidate this post; sorry. -
[1.3.1]TextureReplacerReplaced v0.5.4
Electrocutor replied to HaArLiNsH's topic in KSP1 Mod Releases
-force-d3d12 also works, but both dx11 and dx12 have an issue with Kopernicus replacing terrain textures on Kerbin. I think it might have to do with LODs. Also, for your sanity's sake, I highly suggest changing reflectionInterval = 2. If you're running 60fps, then your game is having to refresh the reflection texture 30 times per second: which is rather silly and the process blocks the physics tick. I run mine at 300 usually.