Jump to content

HaArLiNsH

Members
  • Posts

    328
  • Joined

  • Last visited

Everything posted by HaArLiNsH

  1. @Cetera I'm also trying with the nvida plugin in photoshop but I got pretty much the same result, DXT1 and DXT5 give the same lossy result And in the setting menu , we can see that the compression grid seems to be 5x5, witch is really bad for "low res" textures. I think this is a limitation of the compression method. Nothing we can change. I can see 2 solutions for this : - bigger resolution - more "noise" in the draw, I mean if you have an image with a lot of "noise" and elements, you would notice less artefact than when you have a clean draw of a basic and clearly identifiable form like the star on a flat grey. This require some test, but maybe you could have better result if you had a noisy background like this (1 sec search, you can do much better) than the flat grey you use ? EDIT : forget about the noisy solution... it change nothing
  2. I tried the dds exporter from GIMP, you can clamp but you don't really have the choice in the compression method and both do pretty much the same crap : - DXT1 with BC1 compression (682Ko) - DXT5 with BC3 compression (1,33Mo) Maybe DDSconverter use the same settings and this could be the normal compression method for either DX1 or DX5. Anyway both don't give you good result like BC7 compression.. I think people won't really notice this ingame. And usually modder don't have the problem because they make their own model without the weird thing that is the helmet model and his texture placement. Squad made a "multi facet" model that need to be clamped with a big curving and stretching area in the most visible place
  3. I don't believe, I KNOW there is a problem if you don't clamp the .DDS. I coded it You have 2 choices : clamp or repeat, and TRR (I got that from TR) use the clamp (I believe the game use it). While its not a problem when you make your own model; we don't have acces to the kerbal model , they are in the KSP.assets and we need to do as the dev "hardcoded" it. I can't agree more on this. Make your life easier, get photoshop like everybody that works a little with images (you are not "really" obliged to pay to use it you know.. ) But , as we are in open source water, we should be able to have a really free solution don't we ?
  4. I also tried some time ago (I noticed this when using your old texture before making the "rainbow dev" ones and I didn't got any good results too. I think we have an engine limitation problem BUT hopefully @Galileo can maybe give us a "not too tedious to use" better tool (I really hope so because its a shame that we loose hard clean work just because of conversion problems) We CAN'T use DXT5 for simple texture with no alpha of normal map, it weight too much for the number of file needed. And btw, TRR (TR did that too) convert these DXT5 to DXT1 when it can to spare memory. If a file weight 10,6Mo in DXT1 , it weight 16Mo in DXT5. And the compression method is not in charge of this (DDSconverter use the same method for both) Better have a DXT1 with a good compression method than a DXT5
  5. Do you have a place where I can find some informations on how to batch convert with photoshop or Gimp ? I'm really interested because I'm searching for this since I'm working on these .dds. (the working time doesn't matter if I don't have to click a thousand time ) I only advice the DDSconverter because its super easy to use and is free.
  6. @Cetera I'm pretty sure you can mitigate the problem by handworking your star by hand, as you can see in this zoomed picture of your original file, you still have multiple colors around your lines and this lead to the artefacts (because I think it compress by square of 3x3 pixels or something like that) In that picture I can at least 3 level of grey/back and 3 level of orange
  7. I have more informations on the .dds subject : The .dds in just a container format (like the .mkv in video) and the compression is not related. they are several compressions method that have different result and compatibility.Unfortunately, KSP don't support the newest compression method ... BC1 4bpp (linear) BC1 4bpp (sRGB, DX10+) BC6H 8bpp Fast (Linear, DX11+) B6CH 8bpp Fast (Linear, DX11+) BC7 8bpp Fast (Linear, DX11+) BC7 8bpp Fine (Linear, DX11+) BC7 8bpp Fast (sRGB, DX11+) BC7 8bpp Fine (sRGB, DX11+) BC4 4bpp (Linear, Grayscale) none 32bpp KSP seems to only support the "old" BC1 compression and I can't get the .dds generated by this pugin work in KSP.. even in windows, usually, I can see the image of the "working" .dds directly in the explorer (thanks to the nvidia photoshop plugin) but this don't work for the Intel's .dds. I guess its related to the fact that the new compression method need DX11+. Thus even if it worked, this won't do good for Linux KSP I also tried the official nvidia tool (with some trick to make it work in the latest photoshop), you have even more configurations but I can't get the clamp option. (neither in the intel's plugin). They talk about it when we use the tool in console mode but not in GUI mode. And none of these 2 allow you to convert in batch , witch could be tedious with a lot of files to convert... Sooo , a lot of words to say one thing, unfortunately we don't have much choices for now ... I advice you to stay to DDSconverter even if the results are not perfect.
  8. @Cetera : Don't worry about the fight your can't win But I agree its a shame that the .dds format is so lossy..
  9. Yeah it seems it affect the animation, I tried hiding the body mesh and you could see the flicker in the teeth's animations. Like the mipmaps part, this is a portion of code I'm still "learning"/finding out how it works exactly and how we can "hack" our way trough the system
  10. Someone else has reported that too, I will need to check that, It seems like it tries to reset the animation when its playing. Does it happen when doing EVA on kerbin ? (So a EVA ground with atmosphere) or only in space ? EDIT: I found a hint on the problem, it only happen when you have a visor. Gonna try to fix this I also found and fixed the bug for the jetpack_EvaSpace_Badass_Female that showed the default jetpack instead of the male when there are no female texture EDIT 2: You will never guess what's related to this problem... The reflection script and the reflection interval , Black magic always comes at a price You can "fix" this by setting the reflectionInterval = 60 in the Default.cfg I was going to change to this value anyway (so it update the reflection only one time per 60 frames, it should help when you have a lot of physics to be computed) I'll try to find a real solution. This seems to only happen when your kerbal is not in an idle state, like sometimes , some of them seems really happy to be on the Mun and they make a biiig smile, you can see that a each refresh of the reflections , you have a frame with the "idle head" and not the "big smiling head". I don't understand why, yet.
  11. I think this is the last time I respond to this kind of message... no thanks, no informations to help you and just whine whine ... The suits bundled with TRR are really stock alike, I just fixed some alignments on the side of the kerbal and I changed the logo on them (this is still a genuine KSP logo). If you don't like the new EVA ground suit, just don''t use it ! I made a damn menu selector where you can choose what you want. You can also remove the veteran suits if you don't like them, just read the explanations of TRR and you will know how to do it.. As for the pink visors, IF you read some older posts , you could have learn that the real reflections on the visors don't work on Linux, so I guess you are on Linux , don't you ?
  12. Yeah , I wont force people to use NRM ofc, but if you use TRR to upgrade your graphics, do it well But you can have some problem if you switch heads ingame (I mean at the flight scene with the new menu). If you switch to a head with NRM and then to a head without, the kerbal will keep the last used NRM and this will lead to bad looking things. If you reload the game after your choice, the problem should disappear.
  13. I don't know, I would say that is use a bit more resources because it does a bit more than TR but you shouldn't see a real difference when they are used without a lot of textures. The resources problem depend on what kind of textures you use. I can already tell you that my coming big HD texture pack will need a good machine ahaha so funny You made a "reverse-horizontally" , I can see that the mouth is on the left side instead of the right side of the texture And as I said before, to properly convert your head .dds, use DDSConverter with these settings : DXT1 + MipMaps + Clamp You will also need the NRM for your heads, otherwise you wont have good results.
  14. You have to make your own texture This is simple : - make a png sized 1024x1024 (non compressed) with a grey color (I used 125,125,125) - convert it in .DDS with DDSConverter with these settings : DXT5 + MipMaps + Alpha + Clamp - name it like the visor you want to replace (KerbalVisor, EVAgroundVisor or EVAvisor ) , the space one is the EVAvisor - put your new texture in the Default/ folder of your custom folder Enjoy !
  15. Heu.. I don't see how you can do that properly. As far as I know, the only way to use TR's textures is to put them in TR's folder and while you can still do this in TRR, I strongly encourage people not to. And you really don't need compatibility between them because TR is "finished" since a long time now. I made TRR with TR legacy system in mind I don't understand what is the difficulty to use the old TR textures with TRR. Maybe I need some explanation of the real problem? I tried to made it simple, you just make a custom that has nearly the same structure that TR got and the little .cfg and then you put your textures in it just like you did with TR. you just don't use the old .cfg file that went with the old texture pack. You can make one TRR's custom folder for each of your texture (in case where you have a head pack from one and a suit pack from another modder, so there wont be any lost or conflict when they update) or you can put them all in the same place. Also, its better to save the old texture pack then see if there are any legal problem than just letting them disappear. I wanted to convert some of the most famous but time is not on my side.
  16. I use DDSConverter with these settings : Heads, Suit, Jetpack, helmet : DXT1 + Mipmaps + Clamp Visor : DXT5 + MipMaps + Alpha + Clamp NRM : DXT5NormalMap + MipMaps + Normal + ToNormalMap + Clamp (don't worry about the new brown colour of your NRM) This converter works in batch , so it means you have to regroup your files to be converted in 3 folders (one for the DXT1, one for DXT5 and one for DXT5NormalMap) Don't forget to invert vertically your png before converting (this is the only thing that this converter don't do ..) You should have better compression result as this converter use the official Nvidia tools. The degradation is really visible on the helmet because its a big flat surface. You have 3 ways to improve the results : - Have a good NRM, because it accentuate the "errors". - Remove all the "noise" in your texture. You need better transitions between your colours. Your stars for example, the pixels between the red and the black aren't regular, some are more red, some are more black and when the compression goes, it take the middle value between these and if this is not regular, you will have artefacts. You can have "between black and red" pixels, but they need to be regular. - Raise the resolution, I tried with a helmet in 4096x4096 and it was gorgeous. You can find a middle in this and make them in 2048. This is what I'll use in my suit pack. Also, @Cetera , Look at the new visor configurations. I provided 3 basic grey visors (clear, middle, nearly opaque) and you can assign the one you prefer and colourise it in the .cfg (and in the menu). Off course, you can still provide your own visors textures (and colourise them too ingame) Yeah I should notice this somewhere, its better to name your heads(so the folder) MyHeadMod_Male1, MyHeadMod_Male2, ... and MyHeadMod_Female1 than Male1_MyHeadMod and female1_MyHeadMod.
  17. 1: YES, I made the configuration for this, you can found this in the Default.cfg (or in the in-game menu) look at the DEFAULT_SUIT to find all the infos on the configurations : SuitSettings { // The settings for the suit sets // // enter the name of your directory from Suits/ // // if you want to change the default setting of your custom suit set, // Just enter the ones you want to change // If you put no settings, your custom suit will have the settings from the DEFAULT_SUIT // when you reset your suit set ingame, it goes back to these values // // ********************************************************************************* // I don't recommend changing the DEFAULT_SUIT setting here, you can change these settings ingame. // they are used when you reset it to the setting you find here // ********************************************************************************* // Example: // // MyPilotSuit // { // helmet_EvaGround_Atmo = 0 // visor_EvaGround_Atmo = 0 // visor_EvaSpace_BaseColor[0] = 0,0,0,255 // visor_EvaSpace_BaseColor[1] = 50,0,0,255 // visor_EvaSpace_BaseColor[2] = 100,0,0,255 // visor_EvaSpace_BaseColor[3] = 150,0,0,255 // visor_EvaSpace_BaseColor[4] = 200,0,0,255 // visor_EvaSpace_BaseColor[5] = 255,0,0,255 // } // // THESE SETTINGS ARE OVERRIDDEN BY PER-GAME SETTINGS SET IN THE GUI! // DEFAULT_SUIT { // Is the suit exclusive to one kerbal ? isExclusive = false // The suit when in vehicle and safe // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE suit_Iva_Safe = 0 // The suit when in vehicle and unsafe // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE suit_Iva_Unsafe = 0 // The suit when out of the vehicle, on the ground and with atmosphere // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE suit_EvaGround_Atmo = 0 // The suit when out of the vehicle, on the ground and without atmosphere // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE suit_EvaGround_NoAtmo = 1 // The suit when out of the vehicle, in space // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE suit_EvaSpace = 2 // The helmet when in vehicle and safe // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE helmet_Iva_Safe = 3 // The helmet when in vehicle and unsafe // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE helmet_Iva_Unsafe = 0 // The helmet when out of the vehicle, on the ground and with atmosphere // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE helmet_EvaGround_Atmo = 3 // The helmet when out of the vehicle, on the ground and without atmosphere // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE helmet_EvaGround_NoAtmo = 1 // The helmet when out of the vehicle, in space // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE helmet_EvaSpace = 2 // The visor when in vehicle and safe // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE visor_Iva_Safe = 3 // The visor when in vehicle and unsafe // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE visor_Iva_Unsafe = 0 // The visor when out of the vehicle, on the ground and with atmosphere // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE visor_EvaGround_Atmo = 3 // The visor when out of the vehicle, on the ground and without atmosphere // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE visor_EvaGround_NoAtmo = 1 // The visor when out of the vehicle, in space // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE visor_EvaSpace = 2 // The jetpack when out of the vehicle, on the ground and with atmosphere // 0 = EVA GROUND, // 1 = EVA SPACE // 2 = NONE, jetpack_EvaGround_Atmo = 2 // The jetpack when out of the vehicle, on the ground and without atmosphere // 0 = EVA GROUND, // 1 = EVA SPACE // 2 = NONE, jetpack_EvaGround_NoAtmo = 0 // The jetpack when out of the vehicle, in space // 0 = EVA GROUND, // 1 = EVA SPACE // 2 = NONE, jetpack_EvaSpace = 1 // the color of the base mesh of the Iva visor at each level // change this to alter the base color (like the yellow of the Eva space visor) // enter in format RGBA // numbers must be between 0 and 255 // the last one must be 255 (the alpha channel) visor_Iva_BaseColor[0] = 255,255,255,255 visor_Iva_BaseColor[1] = 255,255,255,255 visor_Iva_BaseColor[2] = 255,255,255,255 visor_Iva_BaseColor[3] = 255,255,255,255 visor_Iva_BaseColor[4] = 255,255,255,255 visor_Iva_BaseColor[5] = 255,255,255,255 // the color of the base mesh of the Eva Ground visor at each level // change this to alter the base color (like the yellow of the Eva space visor) // enter in format RGBA // numbers must be between 0 and 255 // the last one must be 255 (the alpha channel) visor_EvaGround_BaseColor[0] = 255,255,255,255 visor_EvaGround_BaseColor[1] = 255,255,255,255 visor_EvaGround_BaseColor[2] = 255,255,255,255 visor_EvaGround_BaseColor[3] = 255,255,255,255 visor_EvaGround_BaseColor[4] = 255,255,255,255 visor_EvaGround_BaseColor[5] = 255,255,255,255 // the color of the base mesh of the Eva Space visor at each level // change this to alter the base color (like the yellow of the Eva space visor) // enter in format RGBA // numbers must be between 0 and 255 // the last one must be 255 (the alpha channel) visor_EvaSpace_BaseColor[0] = 200,150,0,255 visor_EvaSpace_BaseColor[1] = 200,150,0,255 visor_EvaSpace_BaseColor[2] = 200,150,0,255 visor_EvaSpace_BaseColor[3] = 200,150,0,255 visor_EvaSpace_BaseColor[4] = 200,150,0,255 visor_EvaSpace_BaseColor[5] = 200,150,0,255 // the color of the reflection in your Iva visor at each level // enter between 0 and 255 // enter in format RGBA // numbers must be between 0 and 255 // the last one must be 255 (the alpha channel) visor_Iva_ReflectionColor[0] = 128,128,128,255 visor_Iva_ReflectionColor[1] = 128,128,128,255 visor_Iva_ReflectionColor[2] = 128,128,128,255 visor_Iva_ReflectionColor[3] = 128,128,128,255 visor_Iva_ReflectionColor[4] = 128,128,128,255 visor_Iva_ReflectionColor[5] = 128,128,128,255 // the color of the reflection in your Eva Ground visor at each level // enter between 0 and 255 // enter in format RGBA // numbers must be between 0 and 255 // the last one must be 255 (the alpha channel) visor_EvaGround_ReflectionColor[0] = 128,128,128,255 visor_EvaGround_ReflectionColor[1] = 128,128,128,255 visor_EvaGround_ReflectionColor[2] = 128,128,128,255 visor_EvaGround_ReflectionColor[3] = 128,128,128,255 visor_EvaGround_ReflectionColor[4] = 128,128,128,255 visor_EvaGround_ReflectionColor[5] = 128,128,128,255 // the color of the reflection in your Eva Space visor at each level // enter between 0 and 255 // enter in format RGBA // numbers must be between 0 and 255 // the last one must be 255 (the alpha channel) visor_EvaSpace_ReflectionColor[0] = 128,128,128,255 visor_EvaSpace_ReflectionColor[1] = 128,128,128,255 visor_EvaSpace_ReflectionColor[2] = 128,128,128,255 visor_EvaSpace_ReflectionColor[3] = 128,128,128,255 visor_EvaSpace_ReflectionColor[4] = 128,128,128,255 visor_EvaSpace_ReflectionColor[5] = 128,128,128,255 } } You need to add this in the .cfg of your custom folder for each of your suits set (folders) if you want to use the EVA Space suit instead of the EVA ground suit. SuitSettings { MyPilotSuit { // The suit when out of the vehicle, on the ground and without atmosphere // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE suit_EvaGround_NoAtmo = 2 // The helmet when out of the vehicle, on the ground and without atmosphere // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE helmet_EvaGround_NoAtmo = 2 // The visor when out of the vehicle, on the ground and without atmosphere // 0 = IVA, // 1 = EVA GROUND, // 2 = EVA SPACE // 3 = NONE visor_EvaGround_NoAtmo = 2 // The jetpack when out of the vehicle, on the ground and without atmosphere // 0 = EVA GROUND, // 1 = EVA SPACE // 2 = NONE, jetpack_EvaGround_NoAtmo = 1 } } 2 : You can't pull from the same file but as I said in 1, you can choose witch element (suit,jetpack,..) you want to use in different state (inside the vehicle, outside , with atmo, without atmo, in space..). You can do this with the in game menu too. 3: I tough getting rid of it for the suit. Iit prevent the suit from being randomly selected. But this case only happen when you kerbal did not had a suit set selected (like after a reset or when he is new) AND you don't have allocated a suit to a class. This come from the Heads. If you want a special suit set (or head set) for a kerbal, you manually select it for him (with the arrow in the menu or with the .cfg), you hit "exclusive" and the others wont randomly have it. Its useful for the heads when you want a head for Jeb and you want this only for him but less for the suits since you select a class suit normally. 4: I'll look into this bug, its really possible I missed/misspelled a combination I don't think TRR still does mipmap generation on .dds with mipmap (this is still a part a did not look too much) I got this degradation too and I think I found the solution and this solve also your other problem. first you need to have a really clean NRM, the online converter compress the image, so forget it I use the addon for GIMP to make them. and then the ddsconverter to convert them but here come the subtlety : You need to select the option "CLAMP" in the .dds convertion. You need to do that for all of your .dds (suit,jetpack, helmet..) this will solve the weird problem you have with the helmet (and it solve it also for the other part, even if you don't see it as much as the helmet does) @klgraham1013 : You also need to "CLAMP" your .dds for the heads. If you don't you will have strange things at the edge of the meshes (like in the mid of the back of the head or the ponytail) Nice ! Thanks You can see the order in the in game menu. Basically it goes like : Female vet badass -> female vet ->female badass -> female standard -> male vet badass-> male vet -> male badass -> male standard. The male standard is always the last (and mandatory) texture chosen if the others don't exist. So you don't have to a make female version, it will pick the right choice.
  18. I'll test that as soon as I can ! Yeah me too And I tried to make it as easy as possible.
  19. The 3 suits you see in the OP are bundled with TRR. The grey one is the EVA ground one, meant to be used on the surface of planet where you don't have atmosphere. You can easily convert the old suit packs to TRR. Download (or make yourself) the custom folder and put the suit pack like you did with TR. Just don't put the .cfg file that goes with some of them because this has changed. You wont have the new Eva ground suit but they work as before. You can configure them ingame after (to use the EVA space suit when on Eva ground because the old pack didn't had this state of suits) I wont link the old suits pack here unless they are really converted to TRR, this would lead to too much troubles and I don't want to explain 100 times the same things.
  20. You can download a premade custom folder here The choice for the DXT compression is simple : - "standard" image without alpha : DXT1 - Standard image with alpha : DXT5 (with "alpha" option checked) - Normal maps : DXT5n (with "normal map" option checked) YOU NEED TO CHECK THESE OPTIONS : - make mipmap (except for skybox) - CLAMP Also, you NEED to convert you old .png in dds, not only because of the performance, but also because if you don't make a "clamped" .dds, your textures will be awful at the edges of each faces of the model. This is particularly true for the head, helmet et jetpack. Did you tried the TRR_Guide ? if this don't work, you are doing something bad Some are in converting phase (Cetera's suits). I did not had any contact with other texture pack maker (heads or suits). I'm also working on a big texture pack for the suits and after one for the heads, but it will take some time. They need to be converted in .dds DXT1 "no mipmap" and moreover, THEY NEED TO BE IN YOUR CUSTOM FOLDER ! Again.. look at the TRR_guide @Ger_space : Thanks for the heads up
  21. I don't think the windows version washed out the colors but more the Linux exaggerate them (because I don't see real difference between my texture on photoshop and ingame). Its like when you are used to watch television with exaggerate contrast for years and then you put it at a normal level , all seems washed out. Surely its related to the Opengl/directX stuff. Thanks for the support
  22. Maybe I should rise this reflectionInterval. I never saw a problem with the physics tick , but I did not tested yet with a lot of things like a Mun base or a big space station. Tried, same result This can't happen sorry, choice had to be made. The new suit system is too complex on the combinations possible to do this kind of things.I thought about this (with Sigma88) but it was this possibility or the new suit system. Indeed now we can "loose" some storage place, but this is less a problem than it was some years ago and as the computer continue to evolve, this will become even less a problem. In reality, except maybe for the level 0, you don't use the same textures for multiple suits when you have levelled and class coloured suit set (well maybe the visor, that's why I provided 3 basic visors that you can colourise now). What you CAN do to save space, is to use the same element on multiple suits for your suit suit set.. I mean each suit set is composed of 3 suit (IVA,Eva ground, eva Space), You can now configure your suit set to use exclusively, for example, the IVA helmet for the 3 suits (or the jetpack or the visor). And I don't think you will ever make a "random suit" that use the green helmet of one, the red suit of another and the yellow jetpack of another 1 : The class system is the same as it was with TR, so you have to make a suit set per class. Basically, this is the folder that you put in Suits/; and you need one per class to do things right. 2 : correct BUT you need also their NRM. In the TRR_Guide, you can find this minimal suit set , its called : "TRR_Guide_MINIMUM" (Well , you don't NEED the NRM, but if you don't use them , it will use the one from default that should be different than the one you need ) 3: You can see the order of the "replacement when missing texture" in the Suit Menu (I made it mostly to help texture maker). So, for example if you have female veteran badass that need his texture, it tries in this order until it found a texture: Female veteran badass -> female veteran -> female badass -> female standard -> male veteran badass -> male veteran -> male badass -> male standard. If your kerbal is a male veteran for example, it will goes like this : Male veteran -> male standard You can see this in action with the new default suit, there are no badass or veteran badass texture and if you look in the Suit menu, you will see witch texture is used. You should be able to use multiple pack yes BUT they need to have different name. I mean you can have multiple default/ folders or Suit/ BUT you can only have one suit set called "MyPilotSuitSet". 1: Its going to conflict if you have more than one of the same Suit set (the same goes for the head), also it will conflict if you have more than one TRR config. I don't talk about the Folders{} settings (because its mandatory to make your custom folder) but the HeadSettings{} , the SuitSettings{} and the ClassSuits{} can't have the same entry multiple time. You can have multiple SuitSettings if the suit sets inside have different names (like you installed 2 textures pack made by 2 different maker and one call his pilot suitset "MyPilotSuitset" and the other "SuitSetPilot") You can't have multiple entries in the Class{} setting. I don't recommend texture maker to configure this. Either the user will make it by hand before launching the game or it will be made automatically when you configure your class ingame and you save it) 2: correct. And despite I provided default textures, you can still make your own that you put in your Default/ like before. If you don't provide custom default textures, the kerbals floating in the menu will use the squad's default, if you provide custom default texture, they will use it (so you can see in the menu if your texture works) Again , see the TRR_guide, you can't miss when the texture are used 3: As it was in TR, you only need to provide a texture (or a NRM) for the level you want. So if you provide only the level 0 NRM, it will be used from level 0 to level 5. If you provide a level 3 NRM , it will be used from level 3 to level 5. You can provide a NRM for each level of each element, but you don't need to (that's why I said before that nobody will ever make a full suit set with all the 1024 textures possible). If you are smart in the element you use to differentiate the level or class, you only need the level 0 NRM but you could want to make another one for the level 5 if your texture change (like a new logo for the max level). The possibility is here but you are not obliged to use a texture (or NRM) for each level of each element. Also, don't forget that you can also use the same element on multiple suit in the same suit set. So if you want the same helmet for the IVA, EVA ground and Eva space, you can configure it.
  23. Yeah I know this one (I use usually -popupwindow ) The dx9/11 works but not the openGL .. maybe its a Win10 problem? Never tried, someone else did it. Alright, summoning time, Oh great @Ger_space , please come into these mortal lands, we need your lights. Could you help us please ?
  24. It seems I can't test the -force-opengl. I tried several ways and I always have a error that prevent me to launch it : It used to work before on a older computer (I remember using this long time ago). Maybe I need to put more parameters? the "hz=0" seems weird to me
×
×
  • Create New...