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rbray89

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Everything posted by rbray89

  1. delete the GameData\BoulderCo\Plugins\CityLights.dll file.
  2. You have several issues with your config. If you don't want the textures handled, you can just remove the ASET.tcfg file and the folder will be ignored. 1) The config is missing a closing bracket '}' 2) the exception that you have there will ONLY use those settings for files in the ASET directory, not subdirectories. If you want all files in all directories handled, use ASET/.* instead. EDIT: Ninja'd by Deltac. I also agree with him, you probably want to leave it to compress, that just changes the format to DTX. But you want the scale set to 1 so the resolution isn't changed. You also probably want to remove the "make_not_readable = false" line.
  3. I think you misread the earlier post... I was pointing out that "Engineer/Toolbar*.png" would not work to identify files due to the extension and missing '.'. instead, it should be Engineer/Toolbar.* to match a file/folder that starts with Engineer/Toolbar. If you want to explicitly name folders/subfolders, the '/' is important. Otherwise, it could match files (which is probably what was desired with the Engineer plugin I assume due to the extension.)
  4. I'll give the WarpPlugin config as an example: config_enabled = true OVERRIDES { WarpPlugin/[^/]* { compress = true mipmaps = false scale = 1 max_size = 0 make_not_readable = false } WarpPlugin/PlanetResourceData/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } } The first override basically means everything that is in the WarpPlugin folder, but not in any subfolders, and the second is everything in the PlanetResourceData folder, and any subfolders.
  5. Hmm... First off, extensions can't be used, so Engineer/Toolbar*.png { compress = true mipmaps = false scale = 1 max_size = 0 filtering = point } would be: (also note that there should be a '.' before the asterisk.) Engineer/Toolbar.* { compress = true mipmaps = false scale = 1 max_size = 0 filtering = point } It also looks like mipmaps need to be enabled for these kinds of textures, so I would also add that in. Are you sure the icons are in those folders?
  6. The explanation under each of the Aggressive downloads sums it up quite nicely: https://github.com/waka324/TextureCompressor/releases/tag/2-15-aggressive "Contains a config file for aggressive texture reduction (halve all textures, compress all non-normalmaps, and don't generate mip-maps for normalmaps)" Basic does none of these things. Basic simply does basic compression, shrinks & updates normalmaps a bit.
  7. That is really weird. The setings look correct. I'll have to try and replicate it.
  8. The seam is from the texture... I think it has been reported by others already in the existing versions. I'll have to checkout the orbit issue though. Definitely not expecting that.
  9. What release? Did you modify any configs? This doesn't look like the default textures.
  10. Seperate branch... Looks like I goofed with the label assignment. I just updated the release to point to the correct branch. https://github.com/waka324/VisualEnhancements/tree/PQS-Sphere
  11. I have just finished work on a major overhaul on the rendering mechanism, and I need some beta-testers for the next release. I had to do this in order to support volumetric rendering. THIS IS A TEST RELEASE, but I do need feedback: https://github.com/waka324/VisualEnhancements/releases/tag/PQS-TEST-RELEASE EDITED THE LINK.
  12. I'm not sure what could have caused this. You can re-install the mod to be on the safe side, and delete the squad cache folder. looks like one of the internal space textures got messed up.
  13. 8K is the largest image possible for Unity. Nothing can go larger.
  14. It is compressing those, but not re-sizing or processing in any way.
  15. the cfgs are leftovers. I moved to tcfgs so that ksp wouldn't load them. Try enabling mipmaps. The original images were TGA, which generate them.
  16. Yes, it caches all the resized/normalized textures to load them faster on the next run.
  17. It just looks like it hangs. It just takes a long time to process. After that, you won't have to worry about it.
  18. Hmmm... if you post a picture, I can tell you if that is as dark as they get. They should be able to go almost as dark as Kerbin is on the night side. The problem with lighting is that there is a bit of global lighting in place.
  19. Hmmm... Might be interested. I'm assuming it has something to do with threading? Right now everything is single threaded, but I could probably create a "cacher" thread to write all the newly generated files to disk. Hmmm... I'm not sure about why they would be pixelated. They should be in the exclusion list if all the icons are in 000_Toolbar. Yeah, I fell in love with and in Boulder. Between the hiking, climbing, running, skiing and cycling it doesn't leave me with much free time.
  20. Ah, Very good then! Yeah, ecat deserves major props for the idea. The caching mechanism works beautifully. Another neat side effect, is that people can go into the caching tree, and rename the cache files to include the .png extension, and they can view the newly re-sized texture! Note that normal maps have been converted to the Graphics normal map to process faster on load.
  21. It depends on the mods you use. If you don't use a LOT of mods, you won't see much in terms of improvement.
  22. Between 2.14 and 2.15 it wasn't much. Due to mipmap generation, some PNG heavy packs actually took up MORE memory, which wasn't added into the calculation before. Maybe a few MB difference. I also added more rules to protect props and stuff that displays data from being shrunk, so there is also that that adds to the memory usage.
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