Jump to content

elpucko

Members
  • Posts

    12
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer
  1. Why are longitudes still reversed in 1.9.2 ? (+90 = west , -90 = east) It is maybe trivial, but still in error and confusing.. have to think opposite. Magnetic east has always been 90 (right), and west is 270 (-90, left), and math quadrants are : > x(pos) | ^ y(pos) | < x(neg) | v y(neg) , so? +90=west maybe could be true if ur like into right to left reading case , but is still mathematically incorrect. Plz fix that. Hehe Smart.a$$
  2. Yep, you were right (I've tried), but it seems it is in progress : http://kerbalspaceprogram.com/forum/showthread.php/17293-Texture-overrides Cheers
  3. :RRRRRROFLMAO: No, ok, its funny, lolzzzz, ahahaha, ahhhem, phewww, that made my day. Just a tip, ggltrans cant do it in native slang, but anyway, sounds like lots'o'fun, even dangerous in a way, cause you never know how deformed output will look like. Ever tried it on russian slang ... just can't read it from laughing. But, ok, put that aside for now. Yeah, I cant stop bit***in' cause a whole lot mod/parts are using too much oversized textures for a small part, hey, no prob for 1024x if it is a big part, anyway else, trashing ram like peanuts. Here, I can see (as anybody else) there is pretty good percent of optimization, between part size and part texture size, so no much ram waste, if any. You catch my drift?, and it still looks good. As this "game" is not so meant to be some 3D eye candy 'hooter, anyway... buuut, hehe, it "pleases the eye" In REAL translation: (figurative speech) no offense intended, just kudos for the maker. But you got that already. Just don't do any above like translations anymore, it kills, I just dont care for textures anymore Cheers
  4. Sorry man no, you got me wrong there, I was a "bit" inaccurate with terms, no prob with dsm and its decouplers, that was just my way of saying...: whoa, 12MB texture just for "some decoupler". And Your's dsm isn't in .png, anyway right?, I was well, maybe not so clearly, pointing to .png's, as they are only ones editable. Mbm is a bi***, but you're stuck with it as for now, and there is nothing you can do. But there are other dl parts lying around the site, in dae/.png, some are waaay to big for some reason, mainly that I mentioned, too much res, ...for nothing other then waste, true?, True color work of sc.kid. Even directx cant display 64bit (3x16=48+alpha) color textures, they are dithered to 32bit in the end, cant say quality is lower, that it isn't, but it is a waste. Shaders and aniso do miracles even with lower res tex. Otoh, they are not that crisp and yeah, details. For now, I've managed to squeeze 581 part in 561MB, resulting in <1.35GB total ram usage. Still decent 512x512x32 png textures quality. I have a hunch, but not sure if it works that way,... Like the sound files, there is no need for part/sound subdir and the same sound file in "some/all" parts over and over. It is just as cool to put that sound file in main sound dir and use the "sound".wav line in part.cfg. I've seen some parts doing this ... hmm, the copy way. So, I was thinking, some parts are using the same texture file with different name, maybe that way we could re-use the same texture/.png file, like the sound file/dir. I'll try to, create "Textures" dir in game root, move some identified multi-used texture file into it, edit all part.cfg's who use it to point to that same texture, and ... well if it works, hey great, few MB offload. But for now, is just a hunch, and only usable with .png. Sry for stealing your thread and giving you "hard time", We cool? Cheers, kockaspiton, please enjoy
  5. Maaadaaaj, konacno geek s normalnim texturama, ovi zderu ram ko da je besplatan
  6. yeeeey. I can hardly wait to re/download/setup everything again This will be a drat, not necessary but very likely, most or all will have to be crafts re-designed. But, anyway, good call, finally to setup some standards in here. Yet just to teach little script kiddies to make their textures more optimized, they're really a wild bunch ya'know?! 1024...2048 /64bit png ~ 12M for a decoupler ... Yee,haaaaow?! ImageMagick is my friend., but doh, .mbm is not cool at all. Cheers
  7. I've had to rescale (primary decouplers) to "rescaleFactor = 1.25" to make it 3m compatible with everything else (CORE, NP).
  8. Hi, all. Which (module) engines does fix this? , there are 2 types. LiquidEngine LiquidFuelEngine Oh, btw, what's difference between them? Thnx EDIT: Silly me, haven't notice it in post.1st. time. sorry.
  9. This could grow pretty big, now. You have the potential to make it full grown editor from here, directly into various parts.cfg, on the fly in box, or via system text editor (on click on title) but could create incremental backup "part.bak%time%" in relevant dir when editing values. Now that could make life all roses for someone (modders), but a living nightmare for others, hope much less Comma delimiter would be a bit better but is already taken, so maybe could force the devs into changing theirs Just kiddin, way to go. Cheers
  10. Great app! Can you make step further and include sorting by tabs? I can sort csv with anything (csved, npp, excell), but this way could avoid need for export on quickie scan... Hey, Thanks.
×
×
  • Create New...