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HaArLiNsH

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Everything posted by HaArLiNsH

  1. Take the master branch, I've been in a comment frenzy on it
  2. Don't post your texture pack on this post, make your own post and send me the link! Check the TRR_Guide for the full list of textures possible and textures guide so you can see where the game deform and align the different zones in the textures (this pack will grow soon) I don't have fixed yet how I'll show the texture pack in the OP but know that in the near future your texture pack will go out of the TRR's folder to his own folder. Expect a detailed tutorial for the texture pack and the texture replacement in general (like the skyboxes or your custom texture for a part) in the near future (when the new features are implemented). if you look some post before on this page, you will see that I'll add a lot of options to handle the suit pack textures, expect changes/improvements notably with the new automatic switch system. For example, you will be able to disable it for a specific kerbal/class and use a manual mode that can overide the atmospheric check , this way you could have kerbal in IVA suit with or without helmet on the moon, or kerbal in EVA space suit without helmet on kerbin.
  3. Yeah they are made for modders unless you have crazy tastes
  4. No problem, I'm trying to get this and if I fail I'll beg for your help
  5. I'm actually looking how to implement a new path system and I just found that there is already a path = that you can configurate in the @default.cfg and it will threat this folder like the TRR/Defaults. I seems to work with the heads and the suits but not with the visor (that work when put in the proper TRR/Default). This mod is an accumulation of different systems that appeared with the differents updates of KSP and it need some serious cleaning, I'm just still understanding all the bits and birds In the best world, I would like to have 3 ways to use textures - the legacy one (just like the old TR, to be able to use old packs just like that) - the new one just like the old (so you can use another folder than TRR and you just have to use a .cfg file to configure it, mostly for head and suit pack) - the MM config , this one is for all the custom textures that are not the heads and the suits
  6. Hey guys, you were right to advice the use of TR I still have a lot of things to do (and learn) to give you a proper new TRR and if it works with the latest version of TR, it will be easy to convert it to TRR when the time comes. Actually the major difference between TRR and TR is that we have a new shader system and a better MM compatibility, but in the future, expect a new suit system and a new way to use your texture pack (they will go out of TRR folder, so no more losses when you update it) I can't give you an expected release date as I'm still in the learning curve of how all of this works
  7. Hmm, well it does work for the suits.. and the only "TextureReplacer" name left (except the TextureReplacer class itself) is in TextureReplacer.cs at the Awake(), line 62 foreach (UrlDir.UrlConfig file in GameDatabase.Instance.GetConfigs("TextureReplacer")) { Loader.instance.readConfig(file.config); Replacer.instance.readConfig(file.config); Reflections.instance.readConfig(file.config); Personaliser.instance.readConfig(file.config); } but, and correctly if I'm wrong, this is for the @Default.cfg file, so I don't get why the others don't works.
  8. Is it already mandatory ? the old way won't work any more? I also tried a skybox last week but without success (EnvMap was the folder for the skybox before if I remember correctly ?) As I didn't write the base code of TR, I'm still working on understanding how all of this works Oh and for your information on the development of TRR, I working on the revamp of the suit system because I can't add the things I want to do as it is. The aim is that you will have general options on how TRR use the suits (mostly like the ones we have now in the TRR gui menu) and you will use a cfg file in the folder of your suit pack to personalise how TRR use this particular suit pack (if no cfg, it will act like the legacy suits pack made for TR). You will also have a sub menu in the TRR options for each kerbal/class like we use now but with these options selectable. This way, if the suit pack dont have a cfg or you want a particular setting, you can configure it. So far I've these settings in mind : /* general TRR options * used in the main TRR configuration gui */ Remove helmet in safe situation use Atmospheric IVA suit use EVA ground suit Do we use the automatic suit state switcher ? remove collar on IVA suits (for later) /* personnal suit options * used for each suit texture pack */ Force Remove helmet in safe situation Force use helmet in safe situation Force use Atmospheric IVA suit Force use EVA ground suit Force always use the IVA helmet Force never use the IVA helmet Force never use the EVA ground helmet Force never use the EVA space helmet Force IVA suit state when toggle suit (bypass atmospheric & safe situation) IVA suit use IVA helmet IVA suit use EVA ground helmet IVA suit use EVA space helmet Force use reflections for this suit Force DONT use reflections for this suit Choose the reflections colors Force collar removal on IVA suits (for later) Force collar use on the IVA suits (for later) Force IVA suit on ground with no atmopshere Force IVA suit in space I still don't really get how all the the ksp menus and cfg files works, but this will come
  9. That was my first idea coupled with the texture pack removal from the TRR folder. If you make a texture pack, you make a thread, so the creator can handle the requests and so on on his own thread. And texture pack creator will have to follow a guideline for the name on CKAN (like the missions pack does), something like TRR : head : MysuperTexturePack or TRR : suit : MyPack Its not yet written in stone, first I need to succeed the TRR transition
  10. I'm looking to find an easy way (and hopefully automated) to find and share the textures pack. But I didn't really had the time to look into it. First I need to finish the TRR transition and then I'll have time to find the best way
  11. Thanks for the tips I tried Ordenador but all my textures are in .png and off course it need bmp or tga. I can batch convert them but the less conversions, the better the results are and I don't want to export them in png and in bmp and convert the bmp I'll try Gimp because the DDS exporter for Photoshop don't work any more (or I can't find the new one ) witch is a shame because I work on Photoshop..
  12. @Lilleman : This little program is really useful ! It work very well for single files, but it crash when your try to open a folder on Win 10 : I have thousands of textures files to convert and doing them one by one is a real pain
  13. please don't link yet your texture pack here We are in the making of a new way to list and distribute them. I don't want to have the same story as TR, where you need to search in the thread between discussion on the mod itself and the textures pack Futures texture pack will also need a cfg file to use the new upcoming functionalities of TRR as I'm in the middle of a revamp of the suit system. In the near future we will have more than the classical 2 states suit without females (the legacy TR suit pack) or my new 3 states suits. I can't tell you more right now as I'm actually working on it What I can tell you is that I plan to be able to mix different type of suit in the same game. So you would be able to have a suit with only 1 state (IVA for example) and also suit with several states in the same game. This could be useful for military mods, or a future kerbal alien race or to use a specific suit for a kustom kerbal (if you want a Santa kerbal for example along your full 3 states suits with MKS support)
  14. Ooh don't launch me on that, this might become crazy lets talk about mesh export when the first TRR transition is complete and my skills are up by at least 2 levels
  15. distribute the originals model is illegal of course, but what about a modified model based on the original ? Like for example if I extract the model and use it as a base to transform the kerbal into a human (with hands, ears , and so on), or just to see how its done and build my own model from scratch or to properly remove this damn collar We will surely need to also give proper credits but that's not something hard to do and I'm sure the "build from scratch" version is legal because this is what we already do with all the mods we have. I which we could paint zones directly on the model like we can do for the new pbr textures, but that's an entire new story
  16. Thx for the name reminder! This is a hundred time easier to draw a new texture than making a decals system. The decal would demand a texture file and the proper code but even that is not the real problem. If I make zones, it will limit the possibilities of what the modder can change with the levels.. As for the helmet (and maybe the jetpack) replacement, I saw this wearable mod some times ago and this should effectively be possible because the helmet and the jetpack are separate models from the body. Ultimately I would like to allow this kind of things but this is not on the priority list Is there a way to extract the kerbals models (body, helmet, jetpack) ? If this was possible, we could edit the body itself (like for the collar removal)
  17. Ooh Well clearly not this I can have difficulties to find the good words in my mothertongue, so imagine in english
  18. Is there a way to deactivate (and reactivate) the Toggle button in the gui when we right click on the kerbal ? This button is made by this in Personaliser.cs [KSPEvent(guiActive = true, guiName = "Toggle EVA Suit")] public void toggleEvaSuit() { all the toggleEvaSuit stuff } I would like to be able to interact with the guiActive = true (I guess) but I don't understand how these KSPEvent works. The documentation is not really helpful on this subject I'm saying that this is what is used now in TRR and this is a TR legacy. They did that to fix problem with the female body apparently. You should find this in Personaliser.cs EDIT: I'm surfing in the code and there is already a genderSuit somewhere. Well I'll investigate this as I did not found any name related in female suits when I added the EVA ground state. EDIT2: found in the Default.cfg : // Female suits. Directory names inside `Suits/`. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. femaleSuits = So my guess is that there is already a female suit, we just need to make the proper .cfg file and a second suit folder. But that mean the double of textures and we don't want that, 21 more is enough, 50ish is too much ,:) I'll tweak this one way or another to compromise with the numbers of textures files needed. Maybe shaw as already think about that I'm still learning how all of this works.
  19. great idea... one more thing I want ingame now In fact I'm actually working again on the new states of the suits while trying to preserve the old 2 suit state system (like on the diagram drawing phase) and this could happen more sooner than later We will have more control on the suits, I plan to make a fully automated mode that give you the proper suit (2 or 3 states) (its already in the release) but this don't work with the old suit toggle button (as it change the suit in the update() ) So I plan to make a real manual mode better (or worse) in some way than TextureRepalcer. With this one, when you go out of you vehicle you have the proper suit (2 or 3 states) BUT it don't update it and it don't control if there is atmosphere or not (unlike TextureReplacer). This way you will be able to use a IVA suit without helmet in space or on planets. This will only work manually but you could use it with textures for Extra-kerbalians that could live in space without helmet (and collar).. or make funny pictures of Jeb, dead on a mun in swimsuit Well for the extrakerbalians species, It would require a special automatic mode without atmosphere check.. which is also possible I've heard of this idea of a new specie some years ago, I always though this was a great idea Also, I discovered that female don't have tongues and the teeth are the same as the eyes (90% sure of this). Its not clear with default texture, but you can't miss it with my flashy guide textures
  20. I could make all the suit textures for male and female. This would make 21 textures files (3x (6 level suits + NRM)) Lets not touch to the helmets, jetpacks and visor I'm actually thinking about this since I discovered the warp on the shield on the female elbow and shoulder that screw a bit my suit as you can (badly) see here : You don't notice it if you use a low rez texture or with less details at theses places. We could also force the female to use the male body, but I don't want to lower the number of possibilities. If we can have the collar removal one day, we NEED this for the Swimsuits and the bikinis that will arrive just after! We can play in the water on Kerbin don't we ?
  21. It seems we CAN access the mesh of the Kerbal as @xEvilReeperx showed us some days ago : and we have access to the bones, so we can puppeteer them as we want (there is mod that allowed you to move your kerbal in a certain position by controlling all the axes on the bones) Someone can help me on the name of this mod ? It was nice to take pictures but I can't find it now ... it worked for the 1.22 BUT I don't think we can swap model easily, first of all, a new model needs a proper rig and proper animations .. and that's the hard part I'm starting to think about the final size of the 1k textures at 4096... maybe 2048 would be better.. but now that I've seen the details at this size... I can't go back, we have lot of RAM now If you make a low res suit pack, I won't have to convert mine to several resolutions and people will have the choices. Don't forget the textures for EVA ground, KMS players will love suits for their colonies on other planets
  22. Well now that you say that I'll have to try when I have time I'm not sure of what you're talking about We don't change (yet) the model or the mesh of the kerbals, only the textures, normal maps and shaders. I which I could use the model from the dead Kerbalizer , I want to see the hands and fingers of my kerbals ! While this is not possible, you can cheat the hands using the normal map like I did for my suit pack.
  23. There is a freaking lot In summary : The gender is not accounted, it should because the body is not the same, so there is as little warp at the shoulder, elbow and ass. But you don't want to double the texture list Rank: 6 (from 0 to 5 stars) States : 3 (IVA without helmet for vehicle and ground with atmosphere , EVA ground without atmosphere, EVA space) (you can also have an helmet in IVA when you go high speed in your rocket, for now it use the EVA space helmet) Roles: from 7- 8 (Pilot, Veteran Pilot, Val/female Veteran Pilot, Engineer, Veteran Engineer, Scientist, Veteran Scientist, neutral/tourist) to 20- 21 if you use MKS (Pilot, Veteran Pilot, Val/female Veteran Pilot, Engineer, Veteran Engineer, Scientist, Veteran Scientist, neutral/tourist, Kolonist, Miner,Technician, Mechanic, Biologist, Geologist, Farmer, Medic, Quartermaster, Scout) Each roles can have up to 55 textures files now with TRR and we have Normal Maps for the visors now and I'll add levels to them, this could leads us to 61 textures files but I don't recommend to make them all. So the number I consider is 48 textures files per roles. 7 IVA Suit (6 lvl +NRM) 7 EVA ground Helmet (6 lvl +NRM) 4 EVA ground Jetpack (lvl 0+ lvl 3+ lvl 5 + NRM) 7 EVA ground Suit (6 lvl +NRM) 7 EVA space Helmet (6 lvl +NRM) 4 EVA space Jetpack (lvl 0+ lvl 3+ lvl 5 + NRM) 7 EVA space Suit (6 lvl +NRM) 5 Visors (lvl 0+ NRM lvl 0 + lvl 3+ lvl 5 + NRM lvl 5) So if you want to make a good suit pack you need something like 384 textures files for the basic game (48 files x 8 roles) 1008 textures for the full MKS (48 files x 21 roles) !!! OMFG, I did not made the numbers until now ... Expect my big suit pack... a bit later than SOON™ I'm thinking about making levels for the heads ... but one part of me is not sure about this
  24. @Avera9eJoe : this is still a pre release, I won't encourage you to switch totally from TR and use TRR unless your mod critically depend on this. It could brake it as its not a real stable and tested release and you may have problem with CKAN because TRR is not ready yet to get there But nothing goes against you from doing a pre_release too while we finish the TRR's transition
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