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eRe4s3r

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Everything posted by eRe4s3r

  1. So you are saying modders should adapt to your very rare special user case when deciding how to pack their mods? There are only 2* (or 3, depending on you Winrar version) choices to split correctly a large archive. And thanks to the space port (at least currently) being completely useless for our purposes, no Nexus category for KSP on the Nexus and no Steam Workshop integration etc. pp we are left with inferior hosting solutions that require split archives. WinRAR mode 1 - *.rar, r01 WinRAR mode 2 - *.Part01 , Part02 7zip/Ace - *.001 , *.002 And if you use linux it's as simple as installing the correct 7zip package via the package installer command..... ######## Interestingly, the latest 7zip produces files that winrar can no longer unpack... now that is an issue that is annoying to say the least. Guess there's no way around installing 7zip (on Win)
  2. I like them as well. Makes the space to ground transitions less jarring with minimal ram impact... although the ground itself is now a real eye-sore. ;p Although from what I saw it doesn't seem possible to replace the ground textures with higher res ones.. least my attempts failed (not over the plugin, editing the files directly)
  3. 7z is an archive format... you have to UNPACK IT With.. 7zip or WinRAR . And speaking of formats... if someone packs file in xxx.001 xxx.002 you have to rightlick on 001 and hit extract here or extract..., or open the file over 7zips / winrars file browser. Nothing will happen if you don't unpack a rared/zipped archive
  4. Just grab some of the ones other people made to see how they did it Maybe you just spelled the texture name incorrectly, texture names are case sensitive and the texturelist.txt tells you how they have to be. Ie, for helmets to show up, you have to actually name it EVAHelmet1 |EVAHelmet2 etc...
  5. If someone already made a suit you like there is nothing wrong with only making a fitting helmet... they can and should be interchanged, and with random kerbals it makes it more fun to not know every single texture that is in rotation
  6. Yep.. added to the post here (3rd entry) http://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer-v3-2?p=587716&viewfull=1#post587716 If you want to modify these files, you need superPNG + Adobe Photoshop CS5 or thereabouts. Or GIMP. All my files are under a complete "don't care what you do with it" license. Just for the record.
  7. Reddit is not for uploading, it's for rating of (links to) content. Basically he puts "links" there to here or rather the posts of uploads in this topic. Essentially you should make or edit a post here with all your "stuff" nicely presented and he links it on that subreddit. So people can "easily" find it. (Putting that in quotation marks because this forum design here is very bad for the kind of plugin the universe replacer is) This plugin needs it's own sub-forum with stickies FAQ's and packs being presented in whole topics not in a single post in a 1100 post behemoth or without relation on subreddit. But it's the best we can do for now I guess. Ps.: I love your "Improved" planet textures Tingle, although I use a 8k cloud matte Kerbin, everything else is your stuff, and it looks so much slicker than native... very nice ;P
  8. I would assume it's not easy to do this without the unity project itself ,p In KSP the ocean has backface culling enabled, what you want would require it to be disabled. I am guessing the ocean sphere is drawn with an unity specific method..... the 2 ways to do this would either be disabling backface culling or duplication the entire ocean mesh and flipping it's face normals. Either way, a KSP developer would need to help you do this as far as I understand... I am not even sure how they draw the ocean. Specifically, or how they prevent z-fighting at the coast.
  9. For now at least that's not possible. The water doesn't have a texture at the bottom because it is literally not rendered when seen from below. This is something only squad can change. The reason is that the surface of the water is 1 sided. Meaning, the normals point outwards and there is no second set of normals pointing inwards. (This would double render cost though) ** Also I am not sure it would work the way the water is implemented. Since the water is round like the planet, you'd essentially see through the water surface the water bottom at a certain distance (this is why most games with water and realistic scale cut the water rendering off at 16km distance) It would flicker like hell otherwise ;P
  10. Then maybe it is OSX related.... only one who could know is Tingle ,)
  11. Are you running any other plugins ? And are you sure you put the textures into their respective folders?
  12. It's a music replacer plugin that plays what's in the folder as long as it's ogg with a interval, volume and skip track ingame option menu Very helpful to select matching music or even audio tracks in-game without alt-tabbing, but then it also uses precious and limited ram of KSP for this. Although only a small amount. Tested and works Does exactly what it says in the description by the way That's what it does, and it does it well.
  13. Sadly I can't go around advertising this any other way (How would I even go about that? I can't make a new addon topic for a single file hack) And I asked mods to clarify whether this is OK to post at least in the first post of this topic with developers, but have heard not a word back yet. So until I do, I am not gonna shout it everywhere how to do this. If you search the forms for sunflare or sun-flare you will find my post (Given that this topic is the only one in modding Releases that talks about that at all). And that's as much as I can do for now
  14. Please ignore my signature It's just a sun-flare that's more realistic.... Also, this plugin can not replace certain textures, the sun-flare (sadly) being one of them.
  15. Can you check with the plugin in what sub directory a texture sits? Because then we could put them in directories with numbers so that every pack would just have to be moved into a subfolder Like so Textures/kerbals/1/textures Textures/kerbals/2/textures Of course, if that doesn't work then it would be getting complicated.. I think we pretty much reached the peak of what can changed, now we just need more options to choose from. Especially stellar backgrounds are missing.. and painting one by hand takes forever ;p
  16. Ah.. it's not part of the plugin config but if you add this to the Universal Replacer.cfg EVAjetpack = Textures/Kerbals/EVAJetpack And name your texture EVAJetpack it will replace the eva Jetpack ;P (Just be sure to really call it EVAJetpack) with a big J
  17. zekes put it for download pretty please? And Tingle are you going to sort the texture packs section and include the EVA suits? And maybe also sort what's a planet texture replacer and what a skybox... new users are gonna be very confused with that current list ;P
  18. Specifically you need this -> https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Also don't forget that if you convert a dds to use it in the replacer, you need to flip vertically. If you use it with the "import from DDS" method like I detailed in the sunflare mod, then don't flip it ;P Thanks
  19. Kerbin2 is the specular and bump. The 1 px hack flattens bump (leaves specular) but only if the kerbin1 texture has an alpha channel that correctly defines specular cutout. Basically, there's only 2 textures that applies to. And they are called *MATTE* (because the ground is matte) And yes, you can change the sun. Although I don't think it's part of the files the replacer can replace. Ie my sunflare mod can be changed to make blue flare + the sun texture can be changed + sun-corona can be changed. You'd have to use the same method as described in that "mod" though. What you can not change, is the actual light color of the sun that it illuminates everything with ;p If you use unity assets explorer 1.2 you have to check that it converts tex to dds. Which it should do by default ;p #### Also that blue/red suit is awesome. Download link!
  20. Yes... you can turn kerbals blue ,p anyhow no promises on blue trims.. although I guess it'd be easy to do
  21. You are going to need to be a bit more precise in your description there. Blue and white helmet and trim? What exactly do you mean? Do you have photo example of something like it?) anyhow, my first tests with replacing ground textures produced awesome looking glitches (Kerbals suit texture was used as ground heightmap) even though I think I correctly reproduced the original texture settings... I also noticed that the weirdly looking height maps are essentially normal maps Green of a normal map is flipped vertically and goes into R+G+B of KSP Ground texture height map, while RED of the normal map goes into Alpha. Apparently with a completely different color "range" too. But I am at a loss why changing the textures via plugin essentially breaks the mun texture entirely (completely) and utterly.
  22. eRe4s3r's Suit Retextures and assorted stuff ################################################################## Black and Red + Black Helmet Download http://filesmelt.com/dl/BlackRedKerbalSuit.zip ################################################################## Black and Yellow + Slightly Yellow Helmet Download http://filesmelt.com/dl/BlackYellowKerbalSuit.zip ################################################################## Black and Blue + Black Helmet Download http://filesmelt.com/dl/Black_and_Blue_Suit_with_Blue_Jetpack_and_Black_Helmet.zip ################################################################## Instructions the assorted textures go into your universal replacer/textures/ folder. If you want randomly assigned helmets and suits, number them incremental. Ie, EvaSuit1 EvaSuit2 . Colored Jetpacks are included, and helmets can be interchanged. These are optional if you don't want colored jetpacks, delete the jetpack texture. If you want other helmets, replace them from other sources or my own ################################################################## Optional You see that white panel at the back of the jetpack, it's where I am planning to put my flag.. But here is the Yellow jetpack with a dark panel in case you just want it gone ;p Yellow Jetpack with Dark Panel http://filesmelt.com/dl/YellowJetpackWithDarkPanel.zip Red Jetpack with Dark Panel http://filesmelt.com/dl/RedJetpackWithDarkPanel.zip ################################################################## Other hacks by me (Links to posts) Sunflare replacement (requires manual asset editing) http://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer?p=577857&viewfull=1#post577857 1px Kerbin2 that disables bump ONLY for the 8k matte kerbin planet texture with clouds by AncientGammoner. http://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer-v3-2?p=582560&viewfull=1#post582560
  23. So here it is as promised Wonder what this is for, check the images in that... -> http://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer-v3-0?p=586850&viewfull=1#post586850 .... 400mb PSD file, Aligned DUNA 8k texture with clouds #NasaComposite cloud Layer 2* with 180° rotation and edits - with transparency instead of black #Ground Blur where clouds are (layer) #Saik0's DUNA 8k Ground Texture (base layer) http://filesmelt.com/dl/DunaClouds.zip Can be used by anyone for anything etc. pp. No license nonsense. It's a pure modder resource. This download is NOT for users, it is for people who want to make their own duna variation and experiment with the various layers and methods. The ground was made by saik0 and is the same source as the composite image he offers for download, the cloud layer is from NASA composite. So basically I am just given you this as a packaged deal (And you can exchange the clouds with Kerbin if you so choose, but requires some editing skills) Also an (mostly useless) Alpha channel.
  24. That's probably whats needed for duna cloud coverage to look good anyway. When doing this with detailed clouds I always have the problem that even with the slight shadows the clouds look pasted on, vs when bump is active the clouds look like mountains or valleys (Something merging the heightmap won't fix). Even if we could layer clouds, I think we are just threading in place with this. Soft clouds like these above would be barely noticeable or noticeable blur the areas where there would be bump (or when using the hack, removing all bump, which looks slightly smoother but still fake) Anyhow, making the cloud composite from nasa transparent is a very error prone thing I find.... With lots of "trace" transparency around. I don't like the clouds myself much For Duna anyway.. soft and smooth would be better I think. But I am more focused on remaking (and finding) the ground textures for the Mun now ;p Planets just give me jittery hands. I was also surprised that the slight* blur of the duna ground is actually *very* noticeable when viewed in game. Ps.: I am going to upload the (massive 400mb) PSD for Duna with transparency enabled Nasa clouds and saik0's truecomposite ground layer so someone who feels like it could use that to do a pack for Duna easily. I really don't feel like fiddling with planets anymore. I really like the "hack" Kerbin + cloud, and a cloud-less 4k version of everything else... Basically, I echo what someone else said before. It's silly to further mess with planet textures, when there is something else, and much more visual important to fix. 1) More variation in kerbal suits and 2) The ground textures, or at least selected ones... and 3) the GUI greyness (I don't like it) That's what I am going to focus on. So yeah, once that is uploaded (3 hours or more) I post the duna psd here for everyone to fiddle around with.
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