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HaArLiNsH

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Everything posted by HaArLiNsH

  1. You need to do the operation "invert/flip vertically", not rotate
  2. You need to invert them only if you convert them in .dds
  3. yes and no.. what are their size ? the vanilla textures are in 1024x1024 and the texture I use in the TRR_guide are in 4096x4096. also the jpg is not a good format, it create artefacts due to the compression, png is way better even compressed. When I have a stable release for TRR, I will continue my HD suit pack, it will weight a lot on your HDD but your kerbals will be wonderful
  4. yeah TRR.. I'm kind of dyslexic when I type fast And sry to have forgotten the "S" on my structured example... its fixed now. I'm reassured it works You should convert your JPG in .dds, your game will load faster because TRR convert them in .dds each time your load. You can find a good and fast dds converter here : DDS Converter For your head, convert them in DXT1 "clamp" and check/use the "MipMaps" also You need to invert them vertically before converting them, the easier way to do that is to use GIMP 2 + BIMP. Batch Image Manipulation Plugin. To batch modify your texture files
  5. Lol, it was late, it should be better with the binaries Its like when you make a big email and you forgot the attached file try again with the right files you can find here And remove entirely the folder of TTR and use the new one you find in the release, just to be sure Also if you texture mod had a cfg file in it , DON'T use it (the cfg file I mean). None of the existing texture has the right new cfg file
  6. Here is the new release of TRR : V0.4 : Folder's Freedom ! and a new TRR_Guide A big Thanks to @Sigma88 for his work on the custom folder feature This is a huge step for TRR, you are now encouraged to use another folder than TextreReplacerReplaced to store and use your custom textures ! There is also a change for the heads, there are 2 subfolders now (Male and female) under the heads folder. So from now you NEED to put your male heads in the Male folder and the female heads in the Female folder. Here is the new structure to use to make your own folder with your custom texture : MyTextureModFolder/ Default/ EnvMap/ Heads/ Females/ Males/ Suits/ MySuitSet_Pilot/ MySuitSet_engineer/ ... MyTextureMod.cfg You can also put your texture in TRR's folder just like you have done until now, but you risk to loose them as always when you update TRR. If you make your own folder, the textures are independent of TRR When you make our own MyTextureMod Folder, you need also to make a configuration file where you tell TRR the path of your customs folders. (the "MyTextureMod.cfg" you can see on top ) Here is what you need to put in this .cfg : TextureReplacerReplaced { Folders { Default = TRR_Guide/Default/ EnvMap = TRR_Guide/EnvMap/ Heads = TRR_Guide/Heads/ Suits = TRR_Guide/Suits/ } } Off course, if you don't have a Heads/ folder for example, you don't need to add the line in the .cfg. This version also fix the heads (!!! if you put them in the right folder !!!! ) And you can enjoy your custom skyboxes again The navball texture replacement is disabled (broken). You can use Navball Texture Changer to change your navball. There is also a new TRR_Guide folder, with an example of a working custom texture folder, with texture for the default suit, a skybox and some planets texture. you can see the example in the pictures at the beginning of this post. You won't see KSP the same way with this guide pack TRR_Guide_customFolder.V0.3 A last note, there is a custom texture for the menu in the default/ folder of TRR, if you don't like it, just erase it and I also added Laythe in the list of atmospheric planet. KNOW ISSUES : If you want to use a default custom visor, you need to put the texture in the default/ folder of TRR. For a strange reason, it won't work if you put it in the default/ folder of your MyTextureModFolder/. The visors in the suits subfolder works as intended, even in your MyTextureModFolder/.
  7. To be able to remove your helmet, you need 2 conditions, you can see (and modify) these conditions in the @Default.cfg file in the TextureReplacerReplaced folder. Open it with any txt reader like notepad++. 1: The planet must have a breathable atmosphere,. In this config file, you can see : // List of planets/moons with breathable atmospheres where Kerbals can wear // their IVA suits on EVA. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. atmSuitBodies = Kerbin Erin Sanctum It mean that Kerbin, Erin and Sanctum are in the list, You could add Laythe in the list if your science tell you it has oxygen (this lit is nearly as old as TR, so maybe it need some tuning) 2: The planet must also have enough atmospheric pressure ! // Minimum air pressure required for Kerbals to wear their IVA suits on EVA. atmSuitPressure = 50 So my guess is that Laythe don't have enough atmospheric pressure and it was removed from the atmSuitBodies list because of some bugs or conflict. Can you add it in the atmSuitBodies and tell me how it work (I don't have a kerbal at this location on my dev save). This should looks like this : atmSuitBodies = Kerbin Erin Sanctum Laythe I don't suggest you to change the atmSuitPressure I will (normally) release a new version today, expect something good and working this time My guess is that FASA has a cfg file with TextureReplacer { settings... } and TRR now use a cfg file with TextureReplacerReplaced { settings... } I changed that to allow people to configure their mod for TR and TRR without conflict. I'll look into this after this release. Enjoy your vacation !
  8. I have a (big) problem with the navball... We can swap the IVA textures (IVANavBall.dds & IVANavBall_Glow.dds) but the main navball texture seems unreachable .. I have tried to change the source texture file(model002.dds) in the squad folder, and it don't change it !?! Is the navball texture hidden somewhere else with another name ???
  9. Theses features are working, you have 3 ways to confirm when they do their job : 1 : out of the game, check you log file 2 : ingame, at the main menu, hit ALT+F12 , there you can see the console and when you scroll up you should see the list of the files unloaded with the tag [TRR.Loader] You can also see a false error msg saying " [TRR.loader] TRR: Texture unloading freed approximately XXX MB of system RAM" 3 : In the menu you open with ALT_F12, go in the Debugging menu and check "show all log errors on the screen" Next time you load the game, after the loading black screen (witch can takes some time depending of the number of textures to process) and when the main menu appears, you should see a orange error message saying the false error message about the space saved.
  10. The head and skyboxes will be fixed soon ,I missed one of @Sigma88 's PR and I updated the base default.cfg. Expect a fixed release soon For the navball,I don't know his real ingame name.. I'm looking for a list of all the parts/elements of the game, so I can make an example. Does anybody knows where I can find such a list, with the name of all the stock textures (like the navball, the planets , ..) edit: I found the names of the planets in the original textureReplacer readme but I can't find the navball and the rest of the stock parts
  11. We need to summon our reflections master : @Ger_space : We need you here plz
  12. Yeah don't use the .cfg from the old suit pack The navball and envmap (skybox) should be swapable now with the new MM compatibility patch. But I didn't had the time to look for them as the head and suits are my priority for now. They don't go in any TRR folder now ... I'll post an example of how to use them soon
  13. Some verifications first, Do you use the last 0.3.1 version of TRR ? If so, do you have the file @Default.cfg ? If you have it, does it start with : It should be "TextureReplacerReplaced" , if it is "TextureReplacer", then you need to download again the 0.3.1 and replace this file If you have the last version and the right cfg file... hmm it should work normally but can you try another suit pack and tell me ? (this one should work , its just to test) TRR_Guide_SuitSet_minimalDev_DefaultNames_DDS_4096_v0.2.zip Hmmm damned, I did not checked the heads past the menu before the last fix... I will fix this back asap The suit selector should work too.. Well.. time to work
  14. Yeah I saw this yesterday, either it was a bug, or someone has to stop coffee I don't know if it work for 1.2.2, Try and tell me if it don't, I'm sorry, I can't go back, its time for you to update to 1.3
  15. You can find the new naming convention in the readme of the TRR_Guide and some tricks on how to make such a huge number of files. You can also find there the tools I used to batch convert to .dds and to batch resize/invert. I will provide you soon a .bat file to convert the names in your TR suit pack to the new TRR convention. I have one that I used but I need to find a way to make it easily useable by other people.
  16. Here is a new version of TRR, not a massive change yet but at least the suit states are fixed. TRR v0.3.1 Expect big changes for the next release
  17. Why all the textures I made ,I did not had the time to look for the modification for the visor texture. Ah also guys, I will make a proper guide on how to make all these variations of a suit to achieve easily this huge number of different textures files. And maybe, I say maybe, in the future, we will be able to use decals on our kerbals so we could also show the different states (for example level and badass) with only a decal and don't have to make a full texture. But that's for a hopeful future Any of you has already used the decal system ? This could help
  18. Alright guys, First know we ( @Sigma88 and I) are working on a revamp of the original system that handle the suits. We will regroup the veteran state in the same folder than your suit set. You will also have a brand new badass state and a veteran badass state and a male and female version of these 4 states. This way you only need one suit for one class and it can handle any configuration possible for your kerbal (as long as the suit pack you use have the right texture of course ) We are also working on the "move from TRR's folder" part. So in the future your texture pack will go on their own folder. This include the configuration needed for the navball, the skyboxes or any custom texture you want to apply to a part. (this is what we call for now the "MM compatibility"). We are trying to make it the more compatible with the old suit system from TR but knows that the future suit mod pack will need to be a bit more structured than before and in the worst case, I'll convert the most wanted ones that have no maintainer. So all of this to announce that a new version of the TRR_guide is under release ! here's a quick explanation : The NRM are flat with no relief and are all the same for each element (jetpack,helmet,suit) except the visors that have a lvl 0 to lvl 5 writen on them to normally see the bump of the NRM (there is no squad default visor NRM) All the texture images are different with all their informations readable on them like : Lvl 2 EVA space Female Veteran There is a logic in the colours too, so you can see the differences from afar : the 3 states have differents colors, the male & female version only change with the name male&female, the visor is at 100% transparency at lvl 0 and goes down to 0% transparency at lvl 5 the veteran version have a orange line, the badass version have 2 red lines, the veteran+ badass have the orange and red line. Just for reference, here is the weight of each size for the full set in .dds : 4096 full : 18Go 4096: minimal set (the 3 states,no female, no veteran, no badass, no VetBad, with only the level 0&5 and 1 NRM ) : 533Mo 2048 full : 4.5Go 1024 full : 1.12Go Mixed (suit:4096, helmet&jetpack:2048, visor:1024) : 6.75Go Mixed : minimal set : 193Mo I think the mixed sizes is the mode I will recommand to use to make HD suit packs, full 4k elements is maybe too much But the system should be able to load the full 4k, so I made it to test it. I will upload them in "source mode" and make a release version too (.zip) for the ease of downloading. There is a .png and a .dds version of each size. So if now if you want to make a full suit set you will be able to make 528 texture files and 528 NRM files for a total of 1056 texture files ! Of course nobody, included me will ever make a full suit set. In a normal suit set you wont make a NRM for each level of each element and I don't think that you will make a level for each part too with male and female version. But I needed to see a full suit set and have it to test our new features, and now suit pack makers will have a pretty big guide and a lot of possibilities Oh and we will have level for the kerbal heads too in the near future ... Expect the new version of the TRR_guide tomorrow if the upload goes well and a new version of TRR Soon™ when we have a working system to handle this. The helmet and suit switch system seems to be broken in this version sry, this will go as intended next release For now see TR as the last stable build and TRR as an experimental build, Soon™ this will go better. I forgot it again in the last release ? You can use the one from TR if you want, just copy paste it in the same folder. It will be back on the next release We will make a proper explanation with an example in the TRR_Guide for the NavBall , skyboxes and others custom textures when the new suit system is working.
  19. I was thinking at the suit while making the missing suit textures and the questions about the gender and exclusiveness made my realise something. In Personaliser.cs, if you look in the section : /* ========================================================================================= * personal suit options * used for each suit texture pack * ========================================================================================= */ You will find a lot of options I'm actually working on to add to the suit sets. My aim is to have 2 type of options, one general for TRR like we have now and one for each suit set. Before my comment frenzy for a better understanding of the mod, I was looking at how do we make a window in ksp/unity . The idea is that the TRR_EvaModule.toggleEvaSuit() and TRR_EvaModule.Update() handle the different suit states like the general option indicate and then we personalize the output with the option for the suit set. The aim was to put these options in the same .cfg as we use to move the folder from TRR and if there is nothing use the default ones that you can find in the code. I think this goes in the same direction of your proposal. I've added these options for the gender,exclusiveness, veterans and badass : /// <summary> /// Do the suit set is made to be used by the Veteran kerbals? /// </summary> public bool isMadeforveteran = false; /// <summary> /// Do the suit set include the veteran version for the suit ? /// </summary> public bool includeVeteran = false; /// <summary> /// Do the suit set is made to be used by the Badass(fearless) kerbals ? /// </summary> public bool isMadeForBadass = false; /// <summary> /// Do the suit set include the Badass version for the suit ? /// </summary> public bool includeBadass = false; /// <summary> /// Do the suit set include the veteran badass version for the suit ? /// </summary> public bool includeVeteranBadass = false; /// <summary> /// Do the suit set use the male version of the suits ? /// </summary> public bool UseMaleSuitenabled = true; /// <summary> /// Do the suit set use the female version of the suits ? /// </summary> public bool UseFemaleSuitenabled = true; /// <summary> /// Is this suit set exclusive to his configured class? /// </summary> public bool isSuitExclusive_Class = true; /// <summary> /// Is this suit set exclusive to his configured kerbal? /// </summary> public bool isSuitExclusive_Kerbal = false; This way the full suit set should include the male & female IVA, EVAground, EVAspace suits and their respective normal, veteran, badass(fearless), veteran+badass levelled version of the suits. Or we can force it by configuration Tell me what do you think of it
  20. @Sigma88 : I'm adding the missing methods/variables for the visors and maybe female suits as mentioned on the previous post and I'll update the TRR_guide suit pack accordingly
  21. Yes , this is why i made the TRR_guide ! (and I will update it soon with the IVA visor, IVA visor NRM, EVA ground visor NRM, EVA space NRM and the EVA space helmet NRM and also the female version of the 3 suits textures IVA, EVAground ,EVAspace) edit : I've just seen your PR, the sub folder for the male & female head is a great idea
  22. I've tested and merged your PR, seems nice so far EDIT: I've also changed the copyright an added your name in the new folder.cs
  23. I'm looking into your last post (well cooking time, I'll more deeply tonight )
  24. Take the master branch, I've been in a comment frenzy on it
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