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RangeMachine

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Everything posted by RangeMachine

  1. Yes, before 1500 build visor textures applied as normal in main menu and in game, but in futher builds visor textures won't apply everywhere by the default way. So I made some workaroung to restore visor textures in game, but in main menu they still not applied. I tried to restore them back in main menu but there was not success. Anyway they works in game and main menu not critical I think. About white-headed kerbals: i can not see image, can you upload it on imgur for example?
  2. I removed all EnvMap textures from TR releases. Sorry for inconvenience.
  3. I had never used CKAN, so i dont know how it works. If you can download textures archive and place GalaxyTex_* into TextureReplacer/Default folder.
  4. UPDATE: Static reflections fixed. P. S. EnvMap textures must not be DDS format. Use PNG or any other you like.
  5. Seems this is a bug of TR. Working on it already.
  6. Forget about main menu, visor texture there not applying. Do you have textures in EnvMap folder?
  7. So, your configs working perfectly, but cabin lights not working. I will try to find a solution.
  8. I am making unoffical builds. I have not seen @shaw since august and i can not speek him about this thread.
  9. Yes, stock. I don't tried on non-stock planets. Well helmets removal available when pressure > 0.5 (with default) settings and atmosphere contains oxygen. Did you add bodies here? atmSuitBodies = Kerbin Erin Sanctum I am using 1.2 now, so i can not check your mod.
  10. Works for me fine. Also check this settings in game GUI. (two bottom toggles)
  11. Open config file in TextureReplacer dir, and change with lines for your needs. isHelmetRemovalEnabled = false isAtmSuitEnabled = false atmSuitPressure = 50 atmSuitBodies = Kerbin Erin Sanctum If settings are correct and helmets still not working, let me know, I will check it.
  12. It's just simple part for LUA autopilot. Adding new parts is not a problem.
  13. Part for LUA processor (WIP) Ofc size will be changed.
  14. Yeah, I know about it already, i will try to fix it later.
  15. https://github.com/RangeMachine/TextureReplacer/releases/tag/v2.4.15 My compilation for KSP 1.2
  16. Yes, of course. I will upload it asap to GitHub. But don't forget, thats my port is old EVE.
  17. Like this, http://imgur.com/a/cqZ8s (Better Atmospheres)
  18. So, I ported old EVE 7.4 to 1.2 prerelease. I can say, thats simple recompiling plugin not enough, you also need to create assetbundle with shaders in Unity and load it into game. My code: private static bool BundleLoaded = false; private static Dictionary<string, Shader> LoadedShaders = new Dictionary<string, Shader>(); public static void LoadBundle() { if (BundleLoaded) return; using (WWW www = new WWW("file://" + KSPUtil.ApplicationRootPath + "GameData/ExamplePlugin/Shaders.bundle")) { if (www.error != null) Log("Shaders bundle not found!"); AssetBundle bundle = www.assetBundle; Shader[] shaders = bundle.LoadAllAssets<Shader>(); foreach (Shader shader in shaders) { Log("Shader " + shader.name + " is loaded"); LoadedShaders.Add(shader.name, shader); } bundle.Unload(false); www.Dispose(); BundleLoaded = true; } } public static Shader LoadShader(string name) { if (LoadedShaders.ContainsKey(name)) return LoadedShaders[name]; Debug.Log("Shader " + name + " not found!"); return Shader.Find("Hidden/InternalErrorShader"); }
  19. Finally, I restored visor reflections shader. I spent many time to find a way to render atmosphere layer, but it's no result. So it's like an old reflections, without atmosphere. You can download updated plugin from my GitHub fork, until @shaw updating his main branch.
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