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rbray89

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Everything posted by rbray89

  1. Looks like your sentence got cuttoff. The main difference is the move to procedural UV mapping so that the poles don't have the swirl or pinch that they used to. There are also a few GUI fixes as well.
  2. That is due to compression of normalmaps. The configs will have to be updated to add the normalmaps.
  3. The normal maps for interstellar will have to be handled properly. I'll see about creating a config for them.
  4. Ah... I moved to a different config mechanism so mods could ship with their own configs. Each mod gets it's own config, and the global config has moved to BoulderCo/textureCompressorConfigs/textureCompressor.cfg. To have detailed texture management, there has to be a config for each mod.
  5. The new version of the mod uses config files to determine compression now, not a folders list. So you have to use the exact name of the mod folder as the config name (case sensitive). Is 64MB the size reported in the log? the log would be helpful too.
  6. Hmmm... can you post KSP.log? What folder is Krag's textures in? This mod will only do things aside from compression on mods it has configs for, and compression shouldn't do anything like that. You can add specific exclusions by adding a config file for the planetfactory mod and having a section like so: OVERRIDES { BoulderCo/Clouds/Textures/kerbin1 { compress = false mipmaps = true scale = 1 filter_mode = Bilinear make_not_readable = false } }
  7. 61MB is pretty small... what mods do you have installed? You can add configs to take care of your other installed mods.
  8. Hmmm... One of two things seems to be happening: 1) Another mod is trying to compress the textures already committed by my mod. This is what looks to be happening. 2) Another mod is committing the parts to memory, making them unreadable. This is possible, but unlikely as far as I am aware. There should be a print at the end of the log once you get to the main screen that will summarize the memory saved. If this value is very small (<100MB) or not present at all something is likely wrong with my mod. Otherwise, I would suspect that another mod is compressing the textures. EDIT: Are you sure you got rid of all previous versions? If there were more than one copy, this could happen.
  9. Update to 2.8: Moved to new config mechanism. Added LLL and NovaPunch2 config files. Fixed minor *_NRM.tga file issue.
  10. Alright, I'm moving to a new config system where all the config files are relocated to GameData/BoulderCo/textureCompressorConfigs/ and each config will have to be named as the folder that is to be managed. This way, configurations can be passed around MUCH more easily for mods, and mod creators can create their own configs. I also fixed the issue mentioned with the readability for FASA parts. Seemed it was because KSP was loading it us unreadable.
  11. NP. Are there any specific mods that are SUPER popular that I should add to the list?
  12. http://en.wikipedia.org/wiki/Mipmap Basically, about 30% more memory is used, but the GPU will render (miniscully) faster and textures will look much better when at a distance. PNGs in KSP suffer from lack of mipmaps, which is why they tend to look crappy far away.
  13. The only difference is in the config profile. Basic shrinks normal maps a bit, compresses all textures, and generates mip-maps for everything specified. Aggressive re-sizes ALL textures by a factor of 2, does not generate mipmaps for normal textures, and still compresses everything.
  14. Very little. Compresses textures, and shrinks normal maps a bit to save a lot of space.
  15. Do you have a link to the FASA pack so I can download it and try it out on my machine?
  16. s if it is a normal map, it should be put in the normal map list. Otherwise you are correct.
  17. I assume you altered the config to add those folders in? If you open up KSP.log, you'll find lots of errors regarding normal maps can't be created due to unreadable textures. Simply add all those textures into the normalmap list in the config. Shading will be restored.
  18. You can increase the scale value in the config to shrink the textures further, and/or disable mipmaps and/or compress normal maps. There may also be an issue with how I calculate memory savings, but it should be very close to accurate. PNGs don't generate mipmaps, which is why they look odd at a distance, and also take up 30% less memory. Compressing normal maps will decrease memory usage by about 1/2 for each normalmap.
  19. I thought about it, but realistically, mbms are already setup to use the correct format, and alpha dropping ruined the normalmaps.
  20. hmmm interesting. Don't know why this would work this way, but I'm glad you figured it out.
  21. KOSMOS/Parts/Structural/Kosmos_Salyut_1.5-1_Taper/NRM would be added to the normal map section, and KOSMOS/Parts/Structural/Kosmos_VA_RRV_LockDown/VA_Lockdown_NRM would be added to the make readable section.
  22. Actually, I think there is one other option. You could copy all your mods into a zip or 7z/gzip/tar.gz and upload it to dropbox/google drive/etc so I can download and mess around with it. You can PM or post the link, whichever you feel more comfortable with.
  23. Haha... If someone else presents the same situation, I might be able to make some correlation with some specific mod, but until then we are out of luck I think.
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