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HaArLiNsH

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Everything posted by HaArLiNsH

  1. Hey guys, as @linuxgurugamerhad a great idea, to effectively take on this mod and avoid confusion, I'll rename the future mod : TextureReplacerReplaced I'm in the middle of making the github, giving the proper credits and copyright (I'll need someone to check if I've done it right btw) and changing the name of the mod in the sources where it's useful. So far, all seems to keep working as intended but I'm not sure if I've not broke dependencies or something like that with others mods. I will also start a new thread soon but before I set it up, I would like to discuss some little things here first. I see a lot of good ideas, suddenly this mod seems waking up like after a long winter Like, I totally agree with the need of MM support. I've also lost multiples times textures files when updating TR and this can't continue to happen. If we gonna have a proper section in the mod library (witch btw, I've just discovered and guys, this is AWESOME ! ) , I suggest that all the textures packs needs a proper thread just like the others mods (or use a common thread for modder that keep multiple mods under one thread) and try to use some formatting either in the forum and CKAN, so we can find them easily. Something like the Contract Packs but with TextureReplacerReplaced or TRR or anything better, like : TRR: Head: MysuperCoolHeadPack TextureReplacerReplaced: Suits: MyUltracoolSuitPack. Of course, if we go that way, I will (or you can too guys ) help the old packs that don't have maintainer by making the appropriate threads, futures cfg files and so on. @CarnageINC : don't "loose your time" yet by making the full list until we have fixed the format we will use because there are great chances that you will have to change it As this will affect several modders and needs a little work, it is better that we agree on the idea and where we go before changing anything. Also, as you can imagine, I certainly will have to ask a good amount of questions because I don't understand yet how all of this mod work, like for example the shaders files (DirectX.bundle and OpenGL.bundle) that seems to be needed to have the reflections, but I don't get where and how the hell they are made since I don't make them when I compile and I had to paste them from my old installation. I also have, yet, no idea on how to implement the MM support, but I'm sure some peoples will gladly help and propose a good chunk of pull request. So guys, you can already go check https://github.com/HaArLiNsH/TextureReplacerReplaced and grab the preRelease version that will be online soon. Tell me what is wrong (like I'm really not sure for the credits) and what I've broke. From there we will see how to implement the news ideas. ps: and sry guys for my "Failglish" As you might have noticed, English is not my mother tongue..
  2. This is in fact a great idea. I was discussing with @CarnageINC about a new way to list the different texture packs as he proposed to make a cleaning in the different packs that have been made since the beginning of TR. I was thinking about having people making a proper thread for their pack and list these threads somewhere (either in a post on the new TR thread or making a new thread for the list and link it on the TR thread or anything better than this). This way we could find and comment more easily each texture pack like we can do for the mods. Your proposal goes in the same direction, so I think this might be the good direction to take I'm feeling that we are going to have a lot of ideas to improve this mod since it was neglected for so long. Maybe all of them won't be doable, but I'm always open to new ideas.
  3. Omg I've opened the Pandora's box @RangeMachine : Thank you for your response. Now things are clear and I wont feel like I could hurt somebody's feeling or something like that. Alright guys, I will make a proper thread and github fork so you will be able to add new code that we can publish more officially. I can't do it today but I 'll do my best to have it before the end of the week-end. I'll also try to help for the requests but know that I'm a self learning developer (so not a real professional, I use this to learn new things) and I'm just starting to really look how KSP and this mod are working. The shader was next in the line of things I was thinking to look at (after the textures) so great news if you have already "fixed" it . @Ger_space : if you have a good idea (and the time to do it), I don't see why we couldn't make big internals changes on the mod. Maybe there are thing that could be really improved and are worth the changes as long as we can keep a compatibility with the olds things that other modders have made like the heads, suits and so on.
  4. I tried your head and others and indeed I start to see how it goes. I'm pretty sure the mouth don't use the NRM and the teeth use the eyeball texture and you're also right when you say that the male model use the mouth texture from the default folder. But it use also the one from custom texture when they are in the head folder. I'm not sure for the female and I didn't had the time to really look in the code how it goes. Well, something is clearly broken and as you can read in my last post, there are some difficulties about putting new code in this mod for now So if somebody want to fix this bug, he is welcome to do so and we will see how to add it. Otherwise I'll try to fix it when I can (because I need this too ) so all I can advice for now is : continue your work on the face and ignore the mouth until a fix is online.
  5. @linuxgurugamer : oh yeah I'm totally aware. This is the exact same version as I have posted a little before (like 9 posts) and this is not a "real" update, just a base recompilation for the 1.3. My problem is that I've asked in this thread and at Shaw and at RangeMachine weeks ago on how to put new functionality on the mod that I will code (3 states for the suits that change automatically when you are on ground atmospheric, on ground without atmosphere and in space, and also to have more level textures like the jetpack and the visor) and put them on the main branch so don't need to use a special version of the mod. I also wanted to help fixing some bugs (like the mouth texture and the flag that don't display on the jetpack but a little on the outside of the mesh). The 3 automatic changing states already works as I'm using it to develop my suit pack. This was well before the last 1.3 update. I got no response at all. So I asked a moderator on how to proceed when neither the author or the maintainer of the mod respond. He told me that in this case I should take over the mod. Well I'm not against it but I would like at least a response from the interested before I do so as this was not my first plan and I wanted to be civilised . Then come the 1.3 update, so I think to myself "if they don't respond, it's because they don't come again". So I made a quick recompilation of the last version of RangeMachine (without my modifications) and I 've posted it so people can use TR asap while waiting for a more official source (with github source and so on). Then RangeMachine suddenly came back , don't even respond to me and post his "updated" version (who is the exact same version as mine). So I say again, this mod needs more than just a base recompilation, the last real work that was put on it was more than one year ago. I'm offering to "work for free" on it and provide new functionality and bug fixing and I'm ignored. I've nothing against RangeMachine and I'm thankful for the work he have done to maintain this mod and I also understand that life can take your time , but its been weeks since I've asked and when he comeback he don't even respond.So if he want to keep being the man that maintain this mod, He better at least respond to people that make requests (not only me, but also the others asking for the bugfixing or other). I don't especially want to become the maintainer if I don't have to, I just wanted to help a bit and put new stuff that I also need for my incoming big HD suit pack. So it started from a simple question question "please tell me how I can propose a little bit of code to merge on the main branch to help improve the mod" to this where I'm totally ignored and I'm really thinking about taking over this mod for good or make my own branched version. This is the last thing I want to do because it would confuse people and nobody want to have 2 Texture Replacer mod. @RangeMachine : Man, for the last time, Can you respond to me ? I won't bite you I just want to improve this mod and I don't want to step on you but if you continue to ignore me, you will oblige me to do so..
  6. I don't really understand your problem, so to begin in good condition,have you tried another suit pack like this Cetera's Suits. ? Look in this pack how the files are structured, especially the names inside the suit's folder. If your texture is meant to be used in space, you need to name it EVAtexture.png or if you want to use it inside the vehicules or on Kerbin (without helmet) name it KerbalMainGrey. Hope it help Well, since the female body was introduced, the teeth texture are messed up. Here is one of the cause I have found in the source code while working on a update of the mod : As you can see, the author had to cheat and use a common teeth source for both male and female. As for now, I 'm presuming we are using the teeth from the base texture file and the custom ones are ignored because even on male we don't see custom textures on the teeth. So all I can say , try to ignore the teeth for now I'll be working on the heads when I've finish my suit pack and the necessary mod update for it and then I'll try to fix the teeth problem (because I also want to be able to change them) @RangeMachine : Can you please respond me ? I tried several times to contact you about updating this mod you are maintaining and you seems to ignore me. i don't want to step on your feet if you want to be the guy who take care of the mod, but if so, please at least accept doing more than just recompile the mod and ignore all the requests. I don't especially want to take over this mod (its not like I have "time to loose" for this) but if you continue to ignore my requests I will have to do it because this mod need more than just recompile update.
  7. This is the same story at every patch, CKAN is great but it can destroy your campaign if steam auto-update your game and you don't have an alternative version somewhere. Lost 2 campaigns before before doing this technique. But as CKAN can be annoying, I don't think there is an alternative when you use 50+ mod
  8. I guess it was an outdated version. I've just checked the version I uploaded and it work normally
  9. Ah RangeMachine, look at your PM ! I tried to contact you recently about an update of TR. Yeah I've been working on an update of the mod for my Dunian pack. It allow you to have level on the jetpack and on the visor and also (mostly) to have the abilty to have 3 states on the EVA suits that switch automatically : - EVA ground atmospheric ( the one we have now for Kerbin without helmet and the in-vehicule suit, to use under suborbital) - EVA ground no atmosphere (the same idea, to use under suborbital but with the helmet and jetpack, for all the places where you go on the ground but without atmosphere ) - EVA in space (the "basic" one, to use when in space) Of course an option to deactivate this and still be able to use the old 2 states suits packs will be added too. (still working on that) I also wanted to add an option to be able to hide the flag on the jetpack (mostly because it can bug and don't align on the model, maybe the 1.3 update fixed that). And finally I was looking on the actual use of the Male texture for the femelle body because it cause a misalignment on the texture (the elbow is not at the right place for example and you can notice it if you have a detail on it) As I didn't receive response from neither Shaw or RangeMachine, I was questioning about the need to branch and take on this mod (because its one of the most important for me and it need update).
  10. I've recompiled the version I 'm working on and it seems to work for the 1.3. I just need to put some work on it so it still work flawlessly with the olds suits packs. I'll do my best to get it done tonight or tomorrow so we can have a quick fixed version until I post something more "official" (and I'm sure it will have bugs yet unseen) EDIT: well I took the fast and easy road, here is a quick recompiled version based on the last version made by RangeMachine. I didn't tested it more than EVA on launchpad but it work. Tell me if you encounter any problems and expect a more updated and official release Soon™ TextureReplacer_QuickFix_1.3.zip
  11. Well I don't know for the blue/cyan skinned Kerbals .. but we should have a Dunian HD suit pack soon (the head is not from me, I'll do a kerbal head pack just after the suits) Also I'll try go get in touch with the mods , I just can't reach the authors but expect also an update for TextureReplacer soon.
  12. If you are at the stage of converting stuff.. You can make NormalMap (NRM) file using this online tool NormalMap-Online. You can use DDS4KSP to convert easily .png to .dds (choose DXT1 for texture without alpha like head or suit and DXT5 for NormalMap) It can even convert an entire folder and it reverse the image automatically the names should be : headName.dds and headNameNRM.dds
  13. CarnageINC proposed to update the list. I don't know the state of this , I sent him a PM. To my knowledge, there is no Head pack in .dds except in the Renaissance compilation where you can find heads in .dds + the NRM file for the 4 badasses. I was asking me the same question and I came at this conclusion : the HD suit mega pack I 'm working on needs also heads.. So be a little patient and you should see something cool "soon" .
  14. The left one is the upper mouth, the center (white) are the teeth and the right one is for the tongue. Unfortunately, while I'm working on an update of the mod, I 've found that they made fix for a ksp bug and this fix applies these 3 part from the default texture. So for now you can't change it . you can't have reflection in the menu (because there is nothing to reflect )
  15. I have found the problem for the NRM map on the IVA suit, I was just mispelling in the name, I used kerbalMainGreyNRM instead of kerbalMainNRM as the name... And for the decal on the backpack, I started to dig in the source files from RangeMachine to find the problem and I just can't find where the problem come from. The weird thing is that it seems to work flawlessly in EVA in space for example but not on the launchpad. And while I was searching for this bug, I though "Why don't upgrade a bit this great mod?". As I'm working on a ground EVA suitpack, I modified Texture Replacer so now we can switch to one more suit than before, presently IVA suit -> EVA suit -> EVA ground suit -> IVA suit ... . I've also updated the level system so now we can also change the backpack and the visor with the level.The EVA and EVAground suit share the same visors to help identify the kerbal. I still have to make a checker to use this option or not, because if you use a suit pack without the EVAground suit, when you click the "toggle eva suit", it mixup with the default suit (so it does, IVA -> EVA - > mixup -> IVA ... ), not a game breaker thing but it can seems weird with the "olds" suit packs. So now the big question, who do I contact to put this changes on the main branch (we could also put RangeMachine's fix on it btw) ? Sorry its my first mod (and it wasn't intentional at the start) and I don't really know how this communitarian thing work. I've downloaded the non official sources from RangeMachine and modified them. Do I need to make a new fork from it on Github? I need your expert's advices
  16. Hey guys, I'm currently working on a suit texture pack and I noticed that the custom NRM texture file is not used when in EVA without helmet configuration. It always applies the basic (non modded) one. You can see what I mean here, the texture should be "flat" and don't show the volume texture (like the KSP) as we can see on the second picture : I have also a question about the Logo applied on the Backpack. as you can see on the second picture, it is not aligned on the backpack itself but floating at some distance from it. Is this something we can do about it? And I have a last question, maybe not in the good thread tho, I don't remember since when, but now the shadows show like the where projected from behind the flag floating far away on the KSP launchpad. What I mean is the ground shadows goes from bottom to up of the kerbals like in a big zebra pattern. It does like a blinking or flickering shadows because of the light/dark coming on the kerbal. I just can't show it on still image. Again, is this something I can do about it ?
  17. Well we all need to agree that, in 2016, still needing to search and install manually mods for such a successful and mind blowing mod community is a bit odd. We have 2 big platforms (steam workshop & curse) that usually do well with mods that don't work for automatic update/install . CKAN is the tool I use but yes it is not perfect . It screwed multiple times all my mods list (last time it was like 99+ , and searching for all of them manually is just impossible) and thus game in progress and you still need to search some mods manually but this is the more "easy to use " way of getting mods. And spacedocks is just a website. Sorry I'm going out of the main thread subject Thank you for you work on this mod ! This is one of the core ones to be able to really enjoy KSP.
  18. Great work ! Thank you for maintaining this mod, if there ONE mod I totally need its this one
  19. Thx for the info, I was pretty sure these pink textures are like UV map but what I don't get is that some textures have them and some don't and I can't really see any difference ingame
  20. I use Cetera's suits and I can't see your Buzz Lightyear suit in texture replacer ingame. The head work (as your others "strange but I like" new heads). When I look at your files in comparison with Cetera's mod, I see you have only one file for your suit when the other has multiples files (for helmet, jetpack ,main and suit and also a strange pink NRM for each one). I'm pretty sure this is the cause of texture replacer not showing yours. And its a shame because now that I've seen it, I absolutely need one Buzz kerbal (and I just can't not use the cetera's suit mod). Could you look for a way to update your suit so it can work with this other suit mod ? Also my feedback about your main faces project, I think the simpler the texture is , the better it look. By simpler I mean the green portion of the face should be "flat" with just the distinctive portion drawn. A bit like your simplified version of Scott Manley but with the green part even more flat (there is still some noise on your texture). Maybe full flat will look weird too so anyway your simplified version is the good way
  21. Thank you for your response, keep up doin' your great work and don't worry we can wait if necessary
  22. As I said, it's not the put pressure on him, on the contrary I think, when thing don't go as planned (and again I don't judge here), it is better to say "Guys there is a problem, it will take more time" than say nothing. Because people don't know there is a problem (or the cause of it), they will start to put pressure on you. The more time you wait, the more pressure you will have. And not necessary by evil meanings but just by miscomprehension or misconception or the will to use your great work again and the lack of informations. And I'm sure he has unnecessary pressure because of this lack of information. Even by trying to discuss about this, I know I put some kind of pressure on him (sorry btw). I can wait one year to have this mod again, that's not the problem. But I would prefer a word from the author saying so than this situation. Take the time you need to make it, just tell us something and you will feel more relaxed on the situation.
  23. I don't want to put pressure or something but a few words from the author about the state of this wonderful mod will be greatly appreciated. I don't ask a timeline or a finished mod but just some informations. The last words we got was months ago and was telling "the mod should be "working" in a few days" and then nothing. I'm pretty sure everyone using this mod will understand if you have problem IRL or else but the lack of informations make us imagine anything and a few words could solve this problem. Should we wait until 1.2 or not ? I come here nearly everyday since the last words from the author and as bad it is to put pressure on the author, it's not cool to let us all in expectation without even a little "I'm still working on it" or "I have this problem" or anything else. If we know the problem, we could maybe even help you.
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