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rbray89

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Everything posted by rbray89

  1. I think the Squad texture reduction pack is in tga format? Hmmm... well, you can do one of two things. Check the logs for "normal map" complaints and then add those textures to the normal map list, or revert the squad textures back to their original forms.
  2. The main config file has a set of examples and lots of documentation of the options.
  3. The shadowing issue is likely because the mod/texture pack didn't properly name/mark their normal maps. You can fix this by creating/editing a config to mark them as normalmapped.
  4. Update is available. The main config file has a section at the bottom that demonstrates how you might do this.
  5. Hmmm... I don't have a per-folder normals option. I should. I'll add that now.
  6. Procedural cloud cover is desired, but for now I want to try to get the volume rendering working.
  7. I toyed around with the idea of replacing Squad's ocean shader with something that has a detail rendering mechanism (ie. my clouds). I think it is outside of my abilities though. We'll see... you never know.
  8. So in unity, when you have textures, you can have a "physical" texture and a "virtual" one. the physical texture is the one that is in system/graphics memory/buffer. The virtual one is actually a copy, that can be accessed in the scripting interface. Once textures are in GPU space, they can't leave, so leaving it readable, leaves a copy of that texture in userspace memory. This is one reason why this mod works so well. It commits as many textures as it can. It should be noted though, that MBMs are already committed by squad (but pngs and tgas aren't). As for the other suggestion, I'm not sure what you mean. I avoided disk space as lots of people didn't like the fact that it was updating their system, and moving to MBMs made textures unreadable, etc. SO I decided to go this route, where textures are just re-loaded if need be, and then resized in memory, not disk. Adds startup time. But keeps the disk/install original.
  9. Just updated the current release with a tiny change that has detailed documetation on modifying the config(s) within the textureCompressor.cfg file.
  10. Afraid not. I have done basically all I can here. However, I will probably be working with Shaw (author of Texture Replacer) to create a universal texture manager/replacer as some of the functionality overlaps. Plus, I really like integrated solutions to problems.
  11. Yes, but it will have a slight impact on graphics performance. I wanted to leave this as a secondary option for those who might want it.
  12. *UPDATE* 2.10 Aggressive did not actually ship with the aggressive config (7ZIP didn't update the zip file apparently) Just fixed it now. Download & replace to update it. I also set it to shrink the normal maps down to a max of 256x256 to save more memory.
  13. The bug was fixed. Basically, in 2-8 & 2-9 all the tga normal maps were resized to a garbage texture of a handful of pixels. Basically dropping them to nothing. When I fixed the bug, it went back up as the textures are restored.
  14. No, it is working. There was a bug where it tried to convert ALL textures if they weren't readable. Now I only do that if there is a config for the mod.
  15. You could get the memory back by shrinking the normal further (making maximum size 256 for example).
  16. The bug in 2-8/9 would have basically dropped the tga normal map textures. That would explain the increase in memory between 2.9 and 2.10
  17. It is possible that this is due to mipmaps... when in use, rendering should be faster. Try enabling mipmaps in the aggressive config. Note that this will increase the memory usage slightly.
  18. Ah, I forgot about this. I'll add it to the upcoming release.
  19. Ok... new release is posted. No more issues with mods that don't have a config file to manage them. Still compressed though. Also added KSPX, as I used it to test with/without config.
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