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HaArLiNsH

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Everything posted by HaArLiNsH

  1. I see, thx for the information, the joy of multiplatform I tried to keep the naming convention the most old school I could , with _ and no space for example. Well @Strake , @Delbrutis : could you try launching the game as he describe with -force-opengl in the launch option? If it work I'll put that in the OP. edit: don't listen to my stupidity
  2. Damned, it must be the shader indeed, it is loaded but it seems it don't work in Linux... [LOG 18:48:53.191] [TRR.TextureReplacerReplaced] Loaded shader: ShaderNG/TR_Reflective_Emissive_Alpha If you deactivate the reflections, does the rest works has intended ? Thank you for the report guys.
  3. Hmm ok but this is not the same as the KSP.log we have on windows. I don't see any TRR logs in that. I don't have Linux, so I can't guarantee the result on it, the reflections are tricky. But this magenta problem seems more a texture problem for me (but it could be a problem with the shader too). Can another Linux user confirm this ?
  4. What log is this ? I never saw this one. Is it the KSP.log ? Did you remove the textures that you can find in the folder default ?
  5. It seems it tries to reset the animation while letting it goes.. strange thing
  6. Don't use the one from the guide, you will have a big text on your head (its made so you can see the NRM effect). What you CAN use to make a quick "flat" NRM, its the one from the one of the default visors (Visor_EvaGround_NRM_Default, Visor_EvaSpace_NRM_Default, Visor_Iva_NRM_Default). Copy one, rename it "HeadTextureNRM0" and you're done Thx for the report, I saw this yesterday too and I didn't knew if it was me or something else. Can you confirm if this is a 1.3.1 or a TRR issue ?
  7. Its not a real problem if you don't provide custom one, your custom head will have the last one used (or none if no NRM were used), so it wont be a problem if you don't switch the head but if you do switch to another that has NRM, it will use the last one. When the bugfixing is done for this version, I'll contact the old head pack makers to see if they will update them to TRR. Otherwise, I'll update them or I'll make new ones. As always, time is the key
  8. @linuxgurugamer I worked all day and it was late when I made the V0.5 release .zip , I should had noticed the dll in it. Well , its fixed now , and I think it solve also the problem at the "start a new career" menu. TRR V0.5.1 is here
  9. They are in the source ? Off course I don't want to distribute them I didn't checked, they should have been ignored by github... I don't even understand why they come now. I did not had them when I builded TRR with KSP 1.3 and now, since I've changed the reference for KSP 1.3.1, they've appeared. Do you know how can I get rid of them when I build ?
  10. This is the last part of my mod I don't have yet looked at I think I will need to make some changes to allow us to make a list of the mods/textures we don't want to compress/ create mipmap. If I understand well the system as it is now, if you put these settings, it will disable the compression and mipmap generating for all the textures. I'll look into this in the coming days.
  11. Download the TRR_Guide. You will find examples on how to convert to the new format. In short, create a folder with the name of your kerbal head (like Male1), put it in Heads/Male or Heads/Female. Put in this folder your custom texture and name it HeadTexture0 and HeadTextureNRM0 for the normal map. If you want to change the texture with the level of the kerbal, name the following textures the same but change the number like this : HeadTexture0,HeadTexture1,...,HeadTexture5. and the same for the NRM.
  12. This is "normal" TRR 0.4 is not finished/stable. But you will certainly have the same effect with the 0.5. Because it make disappear the jetpack and all the things attached to it , the trusters, the 2 bottles, etc You can save some time now if you want, for example you can use the same helmet/jetpack/visor for different situations. Or just enter numbers to make colored visor (if the 3 bundled are a good base for you). There are a lots of things possible, take your time
  13. That's really weird. I don't have the problem on my dev install of KSP. I reinstalled a fresh 1.3.1 with only TRR, Module Manager and KSP-AVC and I see the same problem. I don't get why TRR could cause this. I'll look into it. The errors log you have are not from TRR, @PmThay : I don't know why you have the "[ScenarioTypes]" error, I don't even know what is this error (did you tried to open an old save or was it a new one ? ) and @Rocket Surgeon : the "wheelcollider" error is "old" and not related to TRR.
  14. Strange, never had this problem and I don't see why TRR could do that. I need more informations, can you link your ksp.log ? I see scatterer, so I guess you have mods, does this happen too on a fresh install ? what's your system ? windows, linux?
  15. Its automatically converted by TRR at the loading anyway. So its better to make it yourself the best way possible. I indeed did the mipmap , I can make another distrib without them if you want. Or you can make them yourself too, I used DDSconverter to convert them in .dds. Don't forget to flip them vertically first. You can still propose the .tga in another distrib that you could call "sources" or "raw". Anyway, don't hesitate to modify the files I linked, its your mods
  16. Nice job ! I really like it BUT, its not in the right format (should be .dds) and moreover, its not in the right custom folder. Here is a proper version of your skybox : TRR_Galenmacil_Skybox I named the file TRR_Galenmacil_Skybox and the folder itself TRR_Galenmacil. This way, if you publish it on CKAN , you will be closer to TRR in the list and more people should see it. I'll definitively link this skybox in TRR
  17. THE NEW RELEASE IS HERE ! You can find the new release made for KSP 1.3.1 here : TRR V0.5 and you can also find the updated TRR_Guide here : TRR_Guide V0.4 . There are A LOT of changes, look at the OP , or the patch log on the release page or (and mostly) at the readme on github for details. The most notables things are : - TRR is provided with mandatory default textures. They are really close to the vanilla ones, I just fixed some alignment, lightning and noise problems. I also changed the logo to another KSP logo and made new NRMs. Off course, you still can use your own custom textures. One of the reasons I had to impose them, is because the default heads and suit can be configured like the custom ones now. @SQUAD : Tell me if they are too much stock alike and if this is problem for you. If this is the case, I'll change them asap. - We have in-game menu to configure our suits, heads and visors. You can change many many things now. - You can change the base color and the reflection color of your visor now . TRR is bundled with 3 grey visor (clear, mid, nearly not clear). Like the rest, you still can chnage the texture, but now you just have to change some number to make another color (by level). - The heads have been revamped, they are now like the suits and must be putted in their own directory in the Heads/Male/ or Heads/female/ directory. - I've added the .version file, so TRR is compatible with AVC. - @linuxgurugamer : I said that I'll warn you when TRR is ready for CKAN, well, I do it now. I need your help. - @Cetera : You where right about the loss of quality with some tools I advice, especially NormalMapOnline and the batch process plugin for Gimp. Both compress the image, I had to export the textures in a other way. I'll update the TRR_Guide when I have the time. Be sure to export them in .dds with the "Clamp" option checked. Normal maps in .png don't give good result. The next big release will be about meshes and 3d. I found the lost tongue mesh, I need to find a way so the game reuse it. I don't know what Squad did in our kerbal's mouth , but it was not pretty . I also found "other" meshes, like the kerbal in civil suit, without collar and with his hands... I have big hopes for this but no clear idea yet how I will do it .
  18. You will have the choice between 3 textures for the helmet now. The next big release after this one will maybe allow us to change the model of our kerbal but I won't talk about it yet. The release is really close, I'm making the last 2 textures needed and the guides/informations and I can post it. Normally its for today or tomorrow
  19. EDIT : Never mind, I found the problem, I made a mistake in the initialisation of the ScenarioModule
  20. I found what causes this, no more forced yellow tint.
  21. This has changed in the upcoming version,you still need to put your texture in a Male/ or Female/ subfolder but you will need also to put your head texture in a folder with the name of your head and use precise name inside this folder (just like you do for the suits). I'll make all the documentation and working examples and samples with the release. I'm working hard on it but fixing the bugs take some times because of all the different new possibilities of mixing the suits depending of the situation. I'm also doing some new default textures because I didn't found a reliable way to extract the vanilla ones inside the game. So these new textures will be really stock alike. I fixed some issues that bother me since day one (like the harness on the side that is not aligned or the hairs on the back of the head). You will still be able to use your own default textures without difficulties. The default suits and heads are now also configurable like the customs ones. More infos soon
  22. Destiny is coming by, I just saw the 1.3.1 update.. well all will come together
  23. Just a little update : I've nearly finished the new functions and cool stuff, this is a really big step for TRR. Expect more good news soon
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