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KSP2 Release Notes
Everything posted by rbray89
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
rbray89 replied to rbray89's topic in KSP1 Mod Releases
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. -
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 } }
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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.
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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.
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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.