Lilleman
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[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
With the default exceptions, the program shouldn't convert this folder in the first place... Is the resource overview icon working? -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
I'll take a closer look ASAP. Can you PM me the log file the converter made for this folder? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Lilleman replied to shaw's topic in KSP1 Mod Releases
Sorry, I'm bringing bad news again, this time helmet's reflections are not working and NullReferenceException is spammed in the log, directly in the main menu. Still on x86 KSP, no other mods. Here are the logs for this one. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Lilleman replied to shaw's topic in KSP1 Mod Releases
Yep, just the v1.9.0 zip from Curse or KerbalStuff, out of the box. -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
I just made a quick test with the last version of Karbonite and it seems to be working (by "nodes", you mean those huge orange spheres, right? In the last version, the closest spot is behind the mountains near the KSC). The folder containing the node texture and Karbonite maps should be skipped during conversion to avoid this problem, so the exceptions list has a line for the "CommunityResourcePack" folder. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Lilleman replied to shaw's topic in KSP1 Mod Releases
I'm having the same problem. As soon as I switch to a flight scene (runway or launchpad), logs get filled with some sort of "divideByZero" errors. I tried to isolate the problem, but no luck: it's happening on a vanilla install (ModuleManager + TextureReplacer only, x86 KSP), and I really can't tell where this come from. I also got a few memory related crash, with the same setup, really quickly (after reverting from one or two flights, it's kind of random). Errors spamming stops as soon as I leave the flight scene. Version 1.8.1 is running just fine on the same install, so I'll stick with this version for the time being. Here are the logs for a quick game session (it didn't crashed, I just quit the game with alt+f4). The error don't give much informations, I don't know if it'll be very useful... -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
That's weird, it should be working with the current exceptions. At least, I didn't noticed anything particular on my setup (if you don't set exceptions however, they will be rendered as grey squares)... Nothing weird in the log? Anyone else noticed this? I've updated the exceptions list a few posts ago, be sure to get the last version in OP or here. Also, I saw MoarDV's post in DOE's thread about how planets flares texture should be converted into a format with alpha channel, and this is the case here (only textures with no alpha (24bpp), and not detected as normalmap are saved to DXT1 format). -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Someone suggest the argument "-force-d3d11-no-singlethreaded" on DDSLoader's thread, to avoid those glitches (the pink textures during reentry and black textures in SPH are the most noticeable). I gave it a try quickly and it seems to work, but I didn't get these glitches every time, so that need to be confirmed. -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Thanks, I've updated the OP to include some icons I missed with Infernal Robotics. For NearFutureElectrical and RealChute, they should be ignored, since the exceptions list has a generic line for any "PluginData" folder. The new list can be found here, if you already have the last version. -
[Spoiler] Easter Egg Stocktake 1.1.3 Done
Lilleman replied to MalfunctionM1Ke's topic in KSP1 Discussion
And the toolbar easter egg also has a 1/40 chance... I wasn't sure about the castle rate. I guess that makes it a 1/1600 chance to occur? -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Thanks! I've updated the link in OP. If you've got the last version already, you can grab the new exceptions here. I'll take a look at ProbeControlRoom. I have some exceptions setted for RPM, but maybe I missed one or two... (Also, I need a "Download all mods" button on KerbalStuff...). Edit: updated to include Haystack. -
[Spoiler] Easter Egg Stocktake 1.1.3 Done
Lilleman replied to MalfunctionM1Ke's topic in KSP1 Discussion
Nothing new (and only half-stock), but I'm wondering: what were the odds to have those two at the same time? -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Yep, it's a problem with DX, the executable in OP is compiled for x86 too. So, the new version is out, I tried to test every mods listed above. Some exceptions has been added, some removed. I still have doubts about some, I'll test those a bit furhter tonight. Let me know if you see anything wrong. Also a quick bug fix: it should stop throwing exceptions when it tries to replace an existing file: if you're doing a conversion, "ddsified" files are replaced, and if you revert from a backup, it let you decide what to do. @Telanor: This release is still in VB, but I'll go with your code for the next one (it's WAY cleaner than mine, to say the least). I'll PM you the changes. @JohnFX: I tested FAR and DRE, but the pink textures sounds like one of DX11's problem. Is this happening with OpenGL or DX9? @Lennie: Any particular Texture pack? I tested EVE with Better Atmosphere (now the whole "Clouds" folder is skipped during conversion), but it's possible that it comes from a mod I didn't test yet. -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Sorry I didn't had time yesterday. I'll do all this today. @NathanKell: For now, I've only encountered textures in a PluginData folder with NavUtilities, so it's the only mod so far to have an exception for this. I'll add a generic exception to the list to avoid them, just in case. Thanks everyone! -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Those last two are converted properly now, so their exceptions have been removed, I'll download the last version of USI pack to check if there's anything new to add (apart from this moved folder), and I'll update the OP later today. -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
I have to learn a few things about Github before being added as a collaborator (I never used it), so for the time being I'll go with forking, but I'll let you know if there's any change. For now the main problem is indexed image formats (L8, P8, etc...), so I guess the flipping function won't stay, and the normal detection needs to be rewritten as well (it kind of works, but I'll check Shaw's converter sources to see how he does it). Thanks again! -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Damn, now everyone can see all the dumb comments I put in my code:D. The only change I've made with this last release was the folder dialog, so if you used Ooki you shouldn't have to rewrite anything. I've just updated ModsExceptions this afternoon, so feel free to share the new one as well. Can I use this as a base for future releases? Edit: Thank you! -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Up(date): v0.1.6 is out, with a proper folder browser dialog. This part comes from a bunch of code from here. This small part of the program actually have a different license from mine (GPL GNU v2 vs v3), so it comes in an external dll, and sources are separated. As it's mostly a copy-pasta, all credit for this should go to the original author. -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Thanks! I've updated the link in OP to include the new exceptions (I've also added one for Interstellar). If you already have downloaded the v0.1.5, you can just copy-paste this into your ModsExceptions.txt. I'll try to implement the new folder browser dialog for the next release. Also, Sarbian is looking for a way to improve compatibility with mods (loading some textures as "read/write", instead of "read-only"), so hopefully some exceptions will be removed soon. -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Thanks for the reports! I've found a "bug" with icons (okay it was my fault, sorry). Saving 24BPP icons to uncompressed (RGB24 in this case) format turned them into a grey mess. Now they're saved to ARGB32 format to avoid this. I've also included exceptions for AVC, and for Stage Recovery. Thanks to the fix Final Frontier, Contracts Window and ScanSat don't need them. I also removed the one for USI Kolonization System, since they are converted properly now. Edit: I realized I forgot to mention it, but Kerbal Konstructs icons should be fine too, now. -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
Sure. I'm on it, I'll update the link later today. Sorry about VB, I'm just used to code with it. I suppose I should rewrite this in C# for everyone's convinience, That might take some times, though. Update: The backup option is here! It would have been better if I could have them stored in an archive, to spare some disk space, but it would have required an external library (I should really consider using those). For now, it just add the ".ddsified" suffix (at first I wanted to use a suffix like ".bak" or something more formal, but at least I'm sure this one will not be taken by another program), to original files, and allow to revert a folder to it's original state. -
[WIN] KSP to DDS texture converter
Lilleman replied to Lilleman's topic in KSP1 Tools and Applications
@lincourtl: If you don't use the rescaling option, memory usage should be about the same. Maybe a little less since TGA textures seems to cause memory issues. But for PNG and MBM files, it should not make any difference. Except loading times, of course. It's not compatible with ATM and thats why I've implemented a rescaling option, this will have a noticeable impact on memory usage. @dreadicon: DX11 seems to have his own glitches, some textures are turning black, others pink... I would recommend to stick with DX9 or OpenGL, but if you have memory issues with a vanilla install, you should consider the rescaling option. For a vanilla install, I got everything converted properly, icons included. Can you tell me what's broken with tanks and engines? Or post a screenshot? To avoid blurry icons, all images with a resolution lower than 64*64 are saved in an uncompressed format, that should keep them free from compression artifacts. I'll test PartCatalog, and see what exceptions needs to be added. Any other particular mod that add an icon to the toolbar? Thanks for the feedbacks! Edit: PartCatalog seems to be looking for png files directly from the code. I've updated the link in OP, but if you've already downloaded it, you can just add those two lines to ModsExceptions.txt, so it'll skip the mod during a conversion: //PartCatalog is looking for png, hard-coded PartCatalog Edit2: I forgot to mention: This tool will convert only mods/part textures, and will make them incompatible with ATM. But ATM still compress a lots more textures that this tool can't reach. So it's not totally incompatible. It just let less textures available for ATM to compress. I have some test to run, with ATM, LOD and this, to see if they work together. Normally, they should. -
@JohnFX: I took a look but I weren't able to reproduce a crash with mods listed in your log. I see you used EVE, do you have a particular texture pack that comes with it? @Telanor: NavyFish's mod is looking for png, and once again, it seems to be hard-coded... I just added an exception for it. I looked into a new folder opening dialog, but the snippet I've found is quite large and I don't want to just make a copypasta, so I need a bit more time to add it properly. @Slumpie: I...Kinda forgot about the "Icons" things... I'll add a checkbox for the next release, for now you'll have to add a new line to ModsExceptions.txt, sorry. Anyway, this program now have his own thread, keep an eye on it for updates!
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Hi everyone! As you might know, Sarbian came up with a quite nice plugin after the release of KSP 0.25, allowing the game to load DDS files, instead of standard TGA and PNG files. The main benefits is a faster loading time. REALLY faster. Twice as fast on certain setups... It should also avoid some memory issues due to TGA loading (that need confirmation, but I have good reasons to think this comes from DX9, and not from Unity). The only "problem" with this plugin is, you have to convert all textures manually, using an external program, like nvdxt or Crunch (it's not a problem with the plugin actually, it works quite well). And having all textures converted properly can be quite tedious. So, to allow more people to enjoy this, I'd like to share a tool to convert all those textures automatically. The main reason I've made a new thread in this section of the forum is to keep Sarbian's thread clean from this development. There's too much exceptions to be added, and maybe too much bugs to be crushed, to keep it in the same thread as another plugin. The principle is almost the same as Active Texture Management (who am I kidding? It's the exact same thing...), except textures are converted once and for all, instead of being converted every time you launch KSP. So, like ATM, it needs some exceptions to be defined in an external text file. As it's still a WIP, I didn't had time to test every popular mod and check if everything looks right. So it might need some updates for this tool to convert all mods properly. And, most of all, I need some feedbacks to update it and make it as complete as possible. For now, only RGB8/ARGB8/XRGB8 textures are converted, into DXT1/DXT5(nm) formats. As those are usually the heaviest textures, it should already have a huge impact on loading time. I tried to make this tool user-friendly, and I think you won't need any documentation to use it, but I still expect you to know what you are doing with it. Don't convert any folder or file unless you've made a backup. And keep an eye on the KSP's logs after converting a mod folder, to check if everything is loaded properly. It use the .NET Framework (3.5), and DirectX9, so for now it's a tool for Windows only. If there's demand for it, I'll re-write it to use open-source, cross-platforms libraries. You'll need DDSLoader to use converted textures in KSP, and some DirectX components, if the program crash at startup (as those components are required by some DX9 games, hopefully you won't have to download them). DOWNLOAD. (Executable+sources) Any feedback (positive or negative) will be appreciated, if you have any suggestion or new exception to add to the list, please let me know about it, and I'll update it.
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I thought I got Karbonite pack working... I'll download the last version and test this again. I'll also test mods listed in JohnFX's log and see if everything is converted correctly. Thanks for your patience, guys! Edit-update (no need to up this thread for nothing): Rewriting the arguments part and cleaning the code took me much more time that I excpected, and I don't have enough time to test all mods for today. I'm also writing proper readme and license files, and I've found a snippet of code that would allow to have a proper folder browser dialog without having to use an external library. I'll probaly start a new thread in the "Tools/applications" sub-forum, as I would like to keep Sarbian's thread clean from my errors.