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Enriched Uranium

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Everything posted by Enriched Uranium

  1. Ok cool, I didn't think it would take a .jpg.. but I use transparency a lot but not on heads lol
  2. never mind. I think I got it now. It wasn't taking my textures right because I had not saved them right. Now its taking them the way I expected it to. Thank you for helping me understand what you did... This is my Kerbin, I am using a topographic map of Earth and no the colors are not quit right yet. I am making it a future earth, hot and dry and I have not added the ocean yet. Ill have to take out some detail too, I think. (im not changing this anymore tonight lol ) there are a few more pics of it here: http://s245.photobucket.com/user/jhg2007/library/Earth?sort=3&page=1:cool:
  3. IDK I am saving a lot of memory putting these planet textures in default and removing RSS. Plus it loads a lot faster. Ok I have a (grey-scale) normal map, a color map, and a height map. but right now I am just using the height map, and the color map. For example, I do not like the RSS Uranus or Minums so I have taken a topographical map of Uranus and edited it then saved it as NewMunSurfaceMap01.png and put it in default. I took a Hubbel photo of Uranus, edited it, and put it in default as NewMunSurfaceMap00.png. I still have some work to do on the topographic map but this is what i have so far. https://www.facebook.com/media/set/?set=a.828763657166182&type=1&l=43e0e55d1b The RSS Mars looks great but the shadows are a bit sharp in the deep craters. And Id like to find a way to put a ring around Uranus/Minums. I was thinking the 3rd image that RSS uses cleans up the sharp shadows in those deep craters. Im not sure but I think I can get this ring around Uranus if i could do the same kinda thing with a 3rd image. (now keep in mind, I know other coding but I am teaching myself this and I don't know all the terms or all the rules. This is how I learned Basic with my first computer in 1978 lol, trial and error)
  4. removed question lol I used the bumpmap as my normal map instead of the normal map I had for moho and now it looks awesome. lol The bump sure is a smaller file, im glad, but is there any reason I should use the normal map or apply both? ... Im not sure how I would add both so, if i should apply both, Id need to know how... maybe put it in a folder in GameData and generatemipmap to that folder in @default?
  5. [quote name= You are encouraged to use Universe Replacer and/or the City Lights and Clouds mod (although this mod breaks the latter in map view...).
  6. Cool, and thanks again. That will let me cut down a lot in both and it might let me get the 32bit version... to where Im happy with it compared to the x64. If and when I get ready to release this (so others can use all these mods without the headache I have gone threw), your mod will be in it. Do I need to do anything besides including recognition to you and your mod and provide links to TR?
  7. One other thing, if i use all the same normal maps for everything, can I just have them in the default folder and not in all my custom suits? And if I decide to use the same helmet or jetpack on everyone.... basicly, can I just put the custom textures I need in the suit folder and everything thats going to be the same in default, to cut down on memory usage for my 32bit version? I am limited to only 6Gb of Ram for the 32bit version. I already know i won't be able to use all my custom suits but I might be able to use more if this works like I am thinking it does.
  8. Its working great now, thanks so much, for pointing me in the right direction. The link on this that gives you GreenSkull space suits... if you download the stock KSP pack ( KSP-Pack-v0.38 ), it has the wrong TR in it and if you follow the directions it will never work, like i just found out. lol Anyway, I don't know if Green Skull is still making new stuff or not but you might want to kill the link or put a note on this informing people that they shouldn't use the TR in the GreenSkull packs. I can usually get this stuff working without help so I spent a couple days trying b4 I asked for help... Maybe I should ask sooner when i get stuck... hey lol jk
  9. I just wanted to let you know, I have not forgotten about ya. Sry, my computer had problems and I had to replace parts and upgrade a bit. I am still having the problem but, now, im not sure its just your mod or what. I have a lot going on... so getting back to where I am ready to work on this with everything else is just going to take me some time. So far, what I can tell you for sure is it seems to be a conflict between the toolbar buttons for VesselView, Navball, and ScanSat. JPI might have something to do with it too... So I am having to go threw and double check ALL these freakn configs. I guess my point is this may just be my problem because of MY config settings so, whenever I can get threw all these files Ill let you know.... even if everything works lol
  10. Is it normal to have a yellow warning in debugging "high Logic" when switching from space center to menu... or flight, or VAB,.... ? The game works fine, stock, with this warning but Im trying to get a huge modpack to run in x64. Im wondering if this warning could cause me problems when I add new mods? I know x64 has problems but, the mods I have working great together are using about 8.5Gb and when finished its going to be around 10Gb in use (with ATM compression so i have to run this x64). I am very close to having all the mods im wanting to work, working, with this "high logic" warning but, since I have the warning on a stock freshly installed Steam version KSP, I thought I should ask. Thanks for such a GREAT GAME YALL lol
  11. Holy smokes, I think I installed everything right this time. lol It basicly came down to RFTS, thats the part i kept messing up on when I tried to add the new tree to RO. I think, it wasn't working because I was missing a few Relevant mods here. I really hope I have it right this time, 4th try now. lol I have to say your mods are freakn awesome!... if you follow the directions and you don't miss anything lol Thanks so much for making all of these! My last attempt, I was close to having it... I found this info but I got tired and screwed it all up lol. If i don't have it perfect this time I will be very close. Im really new here on forums and stuff but Im an OLD COBOL programer (newest coding I know, I just started messing with this, because of this game lol). I had to get organized again lol Thank you Mr. NathanKell lol you worked my old brain out a bit lol Anyway, My question is, is this the correct place to post if I end up needing some help with this or RO? or is there... like a special spot to get help with all your mods... I think i have em all lol Thank, AWESOME WORK, can't wait to play it, a lot.
  12. oh man, I am trying to follow the directions and make sure I have the most up to date versions of these mods but a couple keep updating b4 I can get threw all of this.. (then the game stops working).. Should I just drop the ones that keep updating over and over til I get this running or what?
  13. ok, I thought I asked a question on this thread but... maybe it got moved, where it is, because this was the wrong place to ask but my profile said I had a reply but there was no reply posted? Where do I need to post questions about this mod?
  14. Ok, I can do that for you but not right this second. I finally got all my mods back on, except this on, and I have a couple little errors im dealing with. I should finish today, and soon, so maybe tomorrow or the next day I can get that posted for you.
  15. I could have sworn that I had this installed b4 and it was for 24.2 compatable..., I had to reinstall everything and now it is showing me that this was built for 24.2... am I wrong and this just hasn't been updated yet¿ (got a burning rubber smell coming from my ears lol) I Installed version 1.0.0, Is this not the correct version to use?
  16. updated needed, well either this or Vessle Viewer, but I need Vessle Viewer for RPM/JSI (RPM has an open unused button, this might be cool in IVA/EVA). Id like to keep this installed but can't and OMG the hours it took me to track this problem down. lol When you go to the launch pad FMRS and Vessle Viewer are conflicting over their tool bar buttons and Vessle Viewer button opens the FMRS window. If you click FMRS the words go from green to red on the button and then the Vessle Viewer window will open and Vessle Viewer works, no problem. BUT if you revert flight, recover vessle, or go back to the space center the game breaks and the exit buttons will not work. I hope this is something that can be resolved easy because Id like to put this back into my game. I am running 64bit and I have a TON of mods, almost have all of them I wanted working now, just a couple more to go and I can start playing again. Thanks, let me know if there is any other files or info you need, Id be glad to help anyway I can.
  17. I hope im asking this in the right place. Sry if Im not. I am using moduleManager 2.3.1 (btw thanks for this update, version 2.1.1 was taking all of my cores to 100% usage for about 30sec, I was getting a lot of heat in that time, thanks) Question: during game loading, What does it mean when ModuleManager reports "hidden item's"? Is this a sign that my mod install did not go well and those items will not be in the game? I have a lot of mods that I am trying to get working in 64bit, I only have Raster mods to go, 8 of them, but I think, at least one of these mods has a problem and I won't be able to use it. If "hidden item's" are a sign of a problem on a mod install then my problem could be in one of the mods that I already have installed. Pulln my hair out here lol, thanks, in advance for any help you can give me.
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