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HaArLiNsH

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Everything posted by HaArLiNsH

  1. Normally it should already be able to change the navball texture just like before (if the last version of TextureReplacer had it working). I don't have looked at this one yet. Could you try one and say if it works ? For the stock part texture, what we call here the "MM compatibility" feature allow it. If you look at the sample provided, there is a green and a red image. The red replace the logo in the main menu (it simulate a custom texture in a mod or a stock texture) and the green one replace the red with the new MM cfg file called TR_Patch.cfg (the other cfg is to setup the red in the first place). At the end you see the green image instead of the KSP logo in the main menu. Expect more detail on this soon
  2. So this way we only need to add a simple general texture file but do we need to make a special shader for each suit pack or could we also make a general one ? If we only had to make these 2 files, we could share in the TRR guide pack. Oh yeah, I did not talked about this yet I will share the guide textures I made to make my suit pack and make a mod that I will distribute along TRR called something like TRR_reference or TRR_tutorial where you can find all you need to start with TRR (so the structures folders, the guides as an example for the heads,skybox, suit and so on and also a sample like we have now for the MM compatibilty) This way you can download this and have a reference. I soo wanted something like that when I started my suit pack.
  3. 1. : Never though of this as I don't understand the shader system yet. But anyway I like less this solution because, as I understand, it need a custom texture and it could lead to increase of weight for the textures packs and a new shader (witch seems to not be an easy thing) 2 : This is the kind of things I'm looking for. No mess to do with textures and so on , just to hide the mesh a bit like how the helmet is working now. Ooooh this start to looks like I wanted. The ultimate goal would be that people use a structure like this and get rid of these in TRR itself: Gamedata { MySuperCoolMod { Folders & stuff for the mod Texture { Default folder { with your default textures and the MM.cfg needed } EnvMap folder { with your EnvMap textures and the MM.cfg needed } Heads folder { with your Heads textures and the MM.cfg needed } Suits folder { with your Suits textures and the MM.cfg needed } CustomTextures folder { with your CustomTextures textures and the MM.cfg needed } } } } here's a screenshot of what I mean : As you all seems to be much much more familiar with the MM stuff, I let you decide for the structure of the MM config. I don't have a preference as long as it it simple and can be applied easily on older mods/textures packs. TR(R) looks nice too instead of TRR... Guys what do you think of it? witch one do you prefer ? TRR vs TR(R) round one : fight !
  4. Yeah it seems to be in the kerbal model when the jetpack & helmet use a different texture, but as we can see it animated independently of the chest and move with the head/neck I'm hoping to find a way one day. I tried with a texture with transparency instead of texture where the collar is but when I do that, the game put a blanc color on it Could there be a way to replace the kerbal model or see witch subcomponent of the model is animated/showed ? I saw this mod where we can attach thing on the different bones and I tough this could be a way to to it but no success yet. I think this could be the next big thing in KSP, the ability to use other models than the basic Kerbals. But for now I've absolutely no idea how to do this And there are kerbal models without this collar somewhere as we can see pictures made by Squad ingame with kerbals with civilian clothe and no collar.
  5. New prerelease ! TextureReplacerReplaced_V0.2 @Cetera : Hey I'm happy to see you here. I'm also working on a suit pack (with an MKS extension and with 4k textures instead of the 1k we have now ) and yours was my inspiration As you are working on your pack there are several things that might interest you (a brand new suit state !) . Don't rush to push your updated suit pack on CKAN as all texture packs will have to change a bit because they will go out of the TRR folder to use their own (like the others mods) and I will ask a format to name them so we can find them easily on CKAN. (still in the pipeline of work in progress, so nothing fixed yet). The new textures for the ground EVA state are to be called : EVAgroundHelmet (with numbers at the end for levels like before) EVAgroundHelmetNRM EVAgroundJetpack (with numbers at the end for levels like before) EVAgroundJetpackNRM EVAgroundTexture (with numbers at the end for levels like before) EVAgroundTextureNRM You can also put levels on the old EVAjetpack et on the EVAvisor There is only one EVAvisor (well multiple with level but you get the idea) for all the suits (so its the same for the EVA space and the EVA ground). If you want I can also make a special visor for the EVAground. If you don't use the button "Kerbals use another EVA suit when on the ground and with no air", there will be no changes and it will use the old legacy suit state from TextureReplacer (so no new states and no levels on the jetpack & visor) I've set this up like to keep full compatibility with the old suits packs. If you try to use an old pack with the 3states on , you will have to click one more time on the toggle suit button to switch between the IVA and EVAsuit and so the equivalent of the EVAground suit will be composed of the default suit and the EVAhelmet. So nothing critical but as it can confuse people I made the the button to use it or not. There is also the MM compatibility provided by @Sigma88. I included his sample so you can see how it works. Expect things to changes a bit here because it seems to conflict with the new reflections from@Ger_space (we are working on this) I'll make proper patch log,instructions and thanks/credits when all of this is stabilised Also, I'm looking to find a way to hide the "helmet collar" by using the same trick as we use for the helmet and the jetpack but it seems I won't succeed this way. Is there someone that has an idea on this subject? This collar seems to be attached to a bone on the neck but I can't find a way to "detach it" from the main model as I don't find where the hell he is called We could make proper EVA on atmosphere suits like bikinis or civilian clothes without this ugly collar
  6. I'm looking at your PR and your tutorial and I'm must say that, for now, I've absolutely no idea of what this does, but great comments thx I'm working on merging this.
  7. oh good to know. So if i understand well in the worst case it does nothing ?
  8. I did not received any PR yet for the new reflection, so for now its not used on TRR (edit: just seen the new PR ) I dunno about the waiting or not for a full working version. Does it impact a lot of others mods ? I have no idea who else used this and who else need it. I a general opinion, I would be in favour of using it even if it don't provide a better experience for all user because its better than nothing. But we can't do that if it broke TRR for mac/linux users. edit: I'll look into it
  9. Ooh I see what your are talking about. I missed that file I added it and I've fixed the link in the OP. Thank you for pointing this out
  10. what do you use to make these ? Do you have a link where I can search ? i like black magic
  11. Yeah of course and I want to include it , I'm not used to the license system. I've changed also the readme on my github so it says " This is the continuation of TextureReplacer made by Davorin Učakar alias Shaw. " so there is a place where the link between his real name and nickname is made. When you say license file, you are saying that I miss another file I have to add somewhere ? Otherwise, I've changed a bit the license text I've seen in the sources when forking the Master from shaw and merging it with the updates RangeMachine. So I had generally something like /* * Copyright © 2013-2016 Davorin Učakar, RangeMachine * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ where I changed the date to include 2017 as we have started the year and RangeMachine did updates until now, and I've added one for me that start in 2017 /* * Copyright © 2017 HaArLiNsH * Copyright © 2013-2017 Davorin Učakar, RangeMachine * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ Is this the way to do it or have I done it wrong ? Do I miss something ?
  12. ah good news I'll let you know when I have something more like a real release
  13. I'll correct this if needed. I've used this name because it was the one on the end of the README on his github and the name of the owner of this github is ducakar. Same goes for the copyrights inside the sources TextureReplacer github I can do the special thanks with the name shaw and in my readme presentation but I can't change it in the sources (ofc correct me if I'm wrong ) edit: I've changed the Special thanks section in the OP and on the readme to his forum name Shaw. Is it alright like this ?
  14. Ooh you mean there are still mods that aren't still "compatible" because of the 1.3 ? I tough the last build of TR was available on CKAN (didn't checked) and other mods could use this. Anyway, I've updated the release (I forgot the toolbar icon) to V0.1.a. I'm pretty sure now this is stable enough and if there are still mod waiting, we can publish it on CKAN. I've just absolutely not idea (yet) on how to do it So yeah, if you can launch it, it will be greatly appreciated I'll need some explanations on how it works, so I wont need to bother you each time this will be updated. Don't use the DEV_prerelease_V0.2 as this is not the "stable" branch, use the initial prerelease v0.1.a EDIT : oh wait before publishing to CKAN , I've another important change to do it ! WRONG CREDITS. I'll fix this asap
  15. I have a question, I see a lot of Util.log("Some Message"); how/where can I see these messages ? in the console that we bring with ALT-F12 ingame or somewhere else ?
  16. I've changed the branches on the github. From now, the master branch is (should be ) a bit more secure and need code approval on the dev branch first to merge PR. Try to make PR on the dev branch (from a fork based on the Master branch) as I'll publish them as dev-preRelease to test them and only use the Master branch to publish stable builds. I can make several dev branches if needed. These Dev builds are made to test new features, so they might brake things around, use them carefully with your main campaign save. So here is the first Dev-preRelease, I've merged the PR from @Sigma88 that you can find here. There isn't yet real instructions yet, but you can download an example here. (This is the sample provided by Sigma88 in the PR). Tell us what you think of this.
  17. This is KSP 1.3 ? hmmmm Yeah I think I would pack the shaders with TRR (like it was before as I think this can affect multiple mods). I just need some precisions on how to maintain them if we have to build them from something else than TRR.
  18. Nice this seems to be working I don't totally understand yet how MM works, so I'll need more help on this subject. Alright, first step so, now can we use this to move the textures from the TRR folder (like the head or suit) ? My aim is to have people that make texture pack to put their stuff in this way : (folder) MySuperTexturePack : - (folder) heads : with the heads textures inside - (folder) suits: with the suits textures inside and so on for the different subsection if they have them in their mod. And put this away from the TRR folder
  19. I need you to check some things to see what's going wrong. First you need to uninstal the old TextureReplacer and anything that could be related with, if both are there it will crash. Then, are you using KSP 1.3 ? Because I don't think this one will work for older release of KSP. Lastly, as I've just checked this release on a fresh install and it seems to work for me, can you tell me if it crash when EVA in space or on the ground ? I ask because for now I've only tried to EVA on the launchpad and maybe the problem could come from there (which I doubt but one never knows..) Also are you using another mod that use TextureReplacer things along this one (like WindowShine) ? I can't guarantee yet that this version work without bugs with the others mods
  20. Can you provide me a sample with, for example, a head texture or anything else and the proper cfg file needed so it work with your PR ? This way I would see more clearly how it work and also make new instructions to use TRR.
  21. Don't stress you out, we have time and I have the feeling that we gonna need to fix older TR mods/packs by at least adding a cfg to them and repost them and this will impact the list. And all of this needs the MM compatibility first This make me think that this MM thing could be a solution for one problem I have in the modifications I was working on to improve the suit states.
  22. Already new ideas and pull request, man thx for the help. Just be aware I'm new to github on the dev-side, I've used all your mods for ages but I will need a little time to adapt and improve And as we have a working version on TextureReplacer for the 1.3, we don't need to rush. @linuxgurugamer : I'll wait until we have a stabilized version with MM compatibility, an accepted format to use TRR with the others mods and textures pack and I'm sure that there will be others things that seems to be waiting since a long time, before I put this on CKAN. Lets avoid a lot of double work. Thx for the help, I'll need it in time. @Ger_space : Could you make a pull request for this on the new github? and also explain me a bit how this work ? I've seen these shader files but I don't see how you do them as it seems to not being directly linked to my sources and I don't really understand what they do @Avera9eJoe : I've just learned that TR was linked with your mod, so there are great chances that I've broke something. Can you tell me if everything goes right before we try to merge the new code from Ger_space ?
  23. Here we go , please welcome the new thread TextureReplacerReplaced So please lets continue the discussion on the future of TextureReplacer there.
  24. TextureReplacerReplaced v0.5.4 aka TRR Kerbal and suits personalisation, texture replacement and reflections. This is the continuation of TextureReplacer. TextureReplacerReplaced is a plugin for Kerbal Space Program that allows you to replace stock textures and customise your Kerbals. . More specifically, it can: replace stock textures with custom ones, assign personalized head and suit textures for each Kerbal, assign suits based on class and experience level, configure the elements of the heads and suits, toggle between 3 suits : Iva , Eva Ground, Eva Space , add reflections to parts and helmet visors, generate missing mipmaps for PNG and JPEG model textures, compress uncompressed textures from `GameData/` to shrink textures in VRAM, unload textures from RAM after KSP finishes loading to reduce RAM usage and change bilinear texture filter to trilinear to improve mipmap quality. Special thanks to Shaw for making TextureReplacer in the first place, You rock man ! RangeMachine who kept this mod alive, rbray89 who contributed a reflective visor shader and for [thread=59005]Active Texture Management[/thread] and [thread=55905]Visual Enhancements[/thread] where some code has been borrowed from, Tingle for [thread=44135]Universe Replacer[/thread]; studying his code helped me a lot while developing this plugin, taniwha for [thread=99018]KerbalStats[/thread] that was optionally used by this plugin for gender determination and role-based suit assignment, Razchek and Starwaster for [thread=70089]Reflection Plugin[/thread] where I learnt how to implement reflections, sarbian for fixing an issue with non-mupliple-of-4 texture dimensions, therealcrow999 for testing and benchmarking this plugin, Ippo343 for contributing KSP-AVC configuration, JPLRepo for contributing DeepFreeze compatibility fixes, Proot, Scart91, Green Skull and many others for creating texture packs and Sylith and Scart91 for giving others permissions to make derivatives of their texture packs, Sigma88 for his contribution on the MM compatibility and the new folder system, Ger_space for his brilliant work on the shader system, ThirdOfSeven for his help fixing the shaders on Linux and MacOs. Links TextureReplacerReplaced : You can find the releases and patch notes at this address (temporary fix for the pink visor reflections in 1.4.2 for windows : Thanks to Tentei Venser Place this shaders.windows file in KSP/GameData/TextureReplacerReplaced/Shaders , you can also set the reflections to NONE in the TRR's menu to avoid the pink visor) Github Sources Link You can find an empty premade folder for your custom textures here . TRR_guide (a collection of textures to learn of to use TRR and make your own textures) : Download it here. Github Sources Link Important note : The navball texture replacement is disabled. You can use Navball Texture Changer to change your navball. Recommended Mods WindowShine Texture Packs Galenmacil_Skybox The Horsehead Nebula - 4K Skybox Diverse Kerbal Heads Human Colored Heads Recolored Cetera's Suits for TextureReplacerReplaced Araym's Stock-alike Advanced Suits Fix for others mods Reflections for FASA (Thanks to @Mecripp ) Instructions Look at the Readme of the source's Readme for detailed explanations. Important Stuff If you had Texture Replacer (TR) installed, uninstall it before using TRR. Its not recommended to use both TR and TRR. TRR is provided with mandatory default textures. DON'T REMOVE THEM except for these 4 if you don't like them: Suit_Iva_Veteran_Default : this the veteran version of the IVA suit Suit_EvaSpace_Veteran_Default : this the veteran version of the EVAground suit Suit_EvaGround_Veteran_Default : this the veteran version of the EVAspace suit logoFullRed_alt : this is the custom logo at the main menu You can still replace these textures as you did before with Texture Replacer, but if you remove them , your game WILL crash. It is now recommended that you use a different folder than TRR for your custom textures WITH A PREFIX CALLED "TRR" like "TRR_MyTextureMod" (or at least one that goes alphabetically after "Squad" and "TextureReplacerReplaced") You can find an empty premade here You just have to make 3 steps to make it ready for you : Change the name "TRR_MyTextureMod" by the one you want, Of the folder that goes in GameData/ Of the file TRR_MyTextureMod.cfg Inside the .cfg You can make this "TRR_MyTextureMod.cfg" also by yourself, make a TRR_MyTextureMod.txt file and rename it TRR_MyTextureMod.cfg and put this inside : TextureReplacerReplaced { Folders { Default = TRR_MyTextureMod/Default/ EnvMap = TRR_MyTextureMod/EnvMap/ Heads = TRR_MyTextureMod/Heads/ Suits = TRR_MyTextureMod/Suits/ } } General Suit settings Your kerbals have now 3 suits that are used generally this way : IVA : Used inside vehicle and outside of vehicle, on the ground, with atmosphere EVA Ground : Used outside of vehicle, on the ground, without atmosphere EVA Space : Used outside of Vehicle, in Space You can assign one of these suits (and their elements, suit,helmet,visor and jetpack) for each of these situations : EVAground Atmo : Out Of Vehicle, On the Ground, With Atmosphere, EVAground NoAtmo : Out Of Vehicle, On the Ground, Without Atmosphere, EVAspace : Out Of Vehicle, In Space, IVA Safe : In Vehicle, Safe (landed or in orbit), IVA Unsafe : In Vehicle, UnSafe (flying) You can also configure the color and the reflection color of the 3 visors. This setting will affect how your visor custom texture will appear. TRR is provided with 3 visor textures with different transparency level IVA : grey 40% (clear but you still see the reflections) EVAground : grey 70% (mid clear) EVAspace : grey 85% (nearly not clear , you can still see the head) The EVAspace visor is colored in yellow by default. Don't forget to change the base color if you use a custom texture. All of this can be changed in the new in-game menus Head Set Head textures reside inside a directory inside either Heads/Male/ or Heads/Female/ directory. Each head set must reside inside its own directory: GameData/TRR_MyTextureMod/Heads/Male/ // for the male heads GameData/TRR_MyTextureMod/Heads/Female/ // for the female heads MyTextureModMaleHead1/ // the custom folder for your head set HeadTexture0 // The texture for the head at level 0 (mandatory) HeadTexture1 // The texture for the head at level 1 HeadTexture2 // The texture for the head at level 2 HeadTexture3 // The texture for the head at level 3 HeadTexture4 // The texture for the head at level 4 HeadTexture5 // The texture for the head at level 5 HeadTextureNRM0 // The normal map for the head at level 0 (mandatory) HeadTextureNRM1 // The normal map for the head at level 1 HeadTextureNRM2 // The normal map for the head at level 2 HeadTextureNRM3 // The normal map for the head at level 3 HeadTextureNRM4 // The normal map for the head at level 4 HeadTextureNRM5 // The normal map for the head at level 5 Suit Set Suit textures reside inside a directory and their name are not the same as the ones you use to replace the default textures. You can make variants for the level, the gender and the veteran, badass, veteran badass status of each elements and their normal maps Each suit set must reside inside its own directory. You can find the full list in the source's Readme. KNOW ISSUES STATIC reflections are not recommended. Resetting a suit in the visor menu or in the suit menu will reset it for both. You need to get out/get in the vehicle or reload the scene to see the change in the IVA_safe and IVA_unsafe situation. female teeth texture use only the one from the 'DEFAULT_MALE', the male use the head's texture normally. the 'lvlToHide_TeethUp' setting works for both teeth for the male and normally for the female. the 'lvlToHide_TeethDown' setting don't work for the male and work normally for the female. the 'lvlToHide_Ponytail' don't work for the male (obviously). When in EVAground Atmo, you can switch the suit status to the 3 situations (EVAground Atmo, ,EVAground NoAtmo, ,EVAspace), when in EVAground NoAtmo, you can switch to 2 situations (EVAground, EVAspace) and you can't switch when in EVAspace. Because of the bug of the jetpack flags being displaced from the mesh, I disabled them. REAL reflections don't work on Linux and Mac, you will have a pink visor, the shader seems to have a problem with OpenGL. You need to name you custom folder with a name that goes alphabetically AFTER "Squad" and "TextureReplacerReplaced". (I suggest "TRR_" as prefix for only texture mods). If you don't, the textures that loads in the "Squad" (the parts textures) and "TextureReplacerReplaced" (the new head and suits default texture) folder will load after yours and thus, override your custom texture. Licence Copyright © 2013-2017 Davorin Učakar, Ryan Bray, RangeMachine, HaArliNsH Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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