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KSP2 Release Notes
Everything posted by Tingle
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Re-uploaded the file.
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Check this out:
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I'm looking into adding changeable values if I can get them to work, something like tilting the skybox object might be doable.
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The thing you see when looking at the sun is the sun flare, I can't change that sadly. The corona is what you see when you zoom up into the sun or when an object is blocking the center of the sun causing the flare to go away.
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Ok, I just updated the 2.2 file, can you try it out and tell me if it still does it, I seemed to fix it on my end. Oh doh! I completely forgot that PNG's can have an alpha channel. I'll do a quick benchmark for the sake of completing the data from earlier and update the first-post recommendation.
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Can someone else confirm this? Edit: Never mind, found it. Looking into it.
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It's a hat ^^:
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Not on my end, what are you exactly doing?
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Read the disclaimer on the first post regarding original content from the game, but the corona is a non-alpha texture with the size 2048x512, it also seems to use black as a transparency key. Here's a low res-programmer art version : About the RAM usage, yes, I noticed weird behavior with large TGA files - I have a couple theories as to what and why, but they are very technical and I don't really feel like explaining . In short, small file sizes are a good thing, the slow loading speeds is just something we have to take into account. Texture pack creators should just be careful with their file sizes when creating textures that require an ALPHA channel, due to the lack of file format support for GameData files, we are stuck with using 32bit TGA's.
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Hello everyone from the KSP Fan Works section, I am creating a thread here to bring some attention to a plugin I have been working on over the last days. If a mod decides to consider this thread spam, just go ahead and remove it - but the reason I am creating a thread here, is because not everybody looks in all sub forums and Fan Works is very relevant to my plugin. So first of all, this is the plugin's official thread: http://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer In short, it allows you to create texture packs that replace the original stock textures of the game. The plugin is in active development, meaning more and more things will be added over time - see the 'Future Plans' section. Currently Rareden is the only one creating an actual texture pack - I know there are many people with different tastes in art and quality, so I hope to attract a couple more texture pack creators to bring some variety and more content to my plugin. If you decide to start one, PM me with a link to a public shared drop box folder or some other means of distribution and I can add it to the first post if you want. Thanks for reading
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Hello everyone from the Modelling and Texturing section, I am creating a thread here to bring some attention to a plugin I have been working on over the last days. If a mod decides to consider this thread spam, just go ahead and remove it - but the reason I am creating a thread here, is because not everybody looks in all sub forums and Modelling and Texturing is relevant to my plugin. So first of all, this is the plugin's official thread: http://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer In short, it allows you to create texture packs that replace the original stock textures of the game. The plugin is in active development, meaning more and more things will be added over time - see the 'Future Plans' section. Currently Rareden is the only one creating an actual texture pack - I know there are many people with different tastes in art and quality, so I hope to attract a couple more texture pack creators to bring some variety and more content to my plugin. If you decide to start one, PM me with a link to a public shared drop box folder or some other means of distribution and I can add it to the first post if you want. Thanks for reading
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And update to v2.2 .
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Updated my last post. Now after this benchmarking I will update the first post recommending the correct file formats and update Rareden's Texture Pack accordingly.
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Ok, so here are the benchmark results for 24bit (non-alpha) images: TGA Uncompressed - 15x 4k 24bit images @ 720MB loaded in 9.784s TGA Compressed - 15x 4k 24bit images @ 399MB loaded in 9.341s PNG Max Compression - 15x 4k 24bit images @ 158MB loaded in 18.882s JPG Q12 - 15x 4k 24bit images @ 88,5MB loaded in 15.986s JPG Q10 - 15x 4k 24bit images @ 35,6MB loaded in 14.750s JPG Q08 - 15x 4k 24bit images @ 21,2MB loaded in 13.307s So TGA Compressed provides the best loading times and considering the quality in between JPG Q12, JPG Q10 and PNG is barely noticable, JPG Q10 would be the file size winner. Here is a folder containing a image in different qualities for comparison: http://ge.tt/2Mi0r4o/v/0 Update: It seems that the slow loading speeds for PNG's is a Unity bug that will be fixed in the next update of KSP because they are updating to Unity 4.2. So PNG will probably be the choice of format with a good tradeoff in between loading speed and file size. As for textures with a alpha channel, TGA Compressed and PNG are the only options, considering the DatabaseLoader which is responsible for loading assets from the GameData folder only supports TGA, JPEG, PNG and MBM files. And the only one of those that support ALPHA channels are TGA and PNG. As for a benchmark: TGA Compressed - 15x 4k 32bit images @ 520MB loaded in 7.104s PNG Max Compression - 15x 4k 32bit images @ 182MB loaded in 20.881s And here again TGA is faster but PNG offers a much lower file size. As for users that use Photoshop, you will need the SuperPNG plugin to save PNG with an ALPHA channel. Also, don't be fooled by the resulting saved image looking like it saved transparency instead of alpha. To make the alpha channel appear again in Photoshop, hold SHIFT while opening the PNG and select 'Alpha appears as separate channel'.
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A Celestial body material contains 2 textures - which textures are named like <objectname>1 and <objectname>2, for example Kerbin1 and Kerbin2. Kerbin1 consist of the DiffuseMap which is on the RGB channels and a SpecularMapClipper which is stored on the ALPHA channel. In the case of Kerbin, Laythe and Eve - bodies with water, the ALPHA channel is where you define the areas of water that the Specular map should be applied to, which will result in a reflection effect only on the oceans. Kerbin2 consist of the SpecularMap which I think is stored on the RGB channels and the BumpMap which I also think is stored on the ALPHA channel, but it might be the other way around. Here are example files I quickly made with some random earth images I found. In both PNG and TGA format, make sure to look at the ALPHA channels.
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I'm currently doing some benchmarks to determine the best format and compression methods to handle textures. Once loaded into the memory all have the same size considering they are unity's internal format, so a 4k texture will occupy 4k worth of VRAM no matter what the file size was before. TGA non-compressed is the best choice for fast loading speeds but the file size is very big, which is why I recommended using RLE compression - but I'm still trying to decide on what is more acceptable, a bigger file size or faster loading speeds, so to compress or not compress. The loading and decompression algorithms that Unity uses for the other formats are very slow compared to TGA considering it is the most raw format. @Selglad, the reason you are getting a out of memory error is because of the bigger file sizes which get loaded into your RAM first for decompression. I'm not sure how much RAM you have, but you might want to upgrade or just use the 2k version.
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-snip- wrote abit of BS, correcting my statement in a new post.
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Updated the Customization section on the first post with new important information. Taking that new information into account, I updated Rareden's Texture Pack with optimized textures. Also, v2.2 will be out soon, supporting new replaceable things .
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Sadly, this isn't possible. There are some textures I can't exchange, for example the sun's surface, sun glare and other textures that are used by the engine through a non-material fashion (only replaceable sun texture atm is the corona). I spent almost two days looking for ways to change them, but without success. I've exhausted everything from unsafe C# code to Reflection and Marshal. Only chance I could have of that working, is if a Dev told me exactly what class and variable stores the used reference to the texture. Edit: Things like navbal and other GUI elements seem to be replaceable. Also stock parts and the sort will be supported in future versions.
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Hehe, yeah... that won't work. I will be adding a bunch of new replaceable things in the next update, so stay tuned.
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Updated to v2.1 - please report any remaining issues .
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Ok I am noticing this as well and I know why, I will try to create a work around for this problem and include a fix in v2.1. If you guys notice anywhere else where this happens, please report it here. Please test things like entering and leaving moons and planets and try to notice if it happens there as well.
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Dammit, I'm sorry, another typo - now everything should work fine, re-download the plugin.
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Sorry, had a path typo, redownload the plugin - its fixed - just painted a smiley on minmus .
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Updated to v2.0, check the first thread - I rewrote pretty much everything .