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rbray89

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Everything posted by rbray89

  1. If it had a good higher level compiler, I'd be in. I also like the idea of control being resource based.
  2. As a computer engineer, I have mixed feelings about this. I already have too look at code for work... not so sure I would want to do this for a game. Especially if it would have to be done in machine-level code.
  3. hmm... the clouds *SHOULD* stop the lights from showing through... I'll have to look into that. Nice work!
  4. Of course! The textures can be replaced, the format is color over alpha, so if you take a B&W image, convert black to alpha, you will be good to go.
  5. hmmm... try adding the OTHER mod I have in my signature. It compresses textures on startup to save memory. Could be that you are running into the memory wall.
  6. The "twinkle" is due to the PNG's not creating mip-maps. Switch to TGA or MBM and that will go away.
  7. My mod currently compresses them almost immediately after loading. That is the big difference. In the next release, there will be a lot of configurable parameters to shrink textures, change filtering, compression etc.
  8. It's actually kind of funny with the state of textures in KSP. MBMs: textures compress (except normal maps) & generate mip-maps. TGAs: textures are NOT compressed, but generate mip-maps. PNGs: textures are compressed, but do not generate mip-maps.
  9. Actually, right now, there is a minor difference in Shaw's compression technique. My texture compressor compresses them right after they are loaded into memory, so if you have lots of uncompressed textures (tga, MBM NormalMap) it might be able to allow you to load an install that would otherwise crash-at-load. I'm also working on further memory improvements (ie. compressing/resizing all textures including un-readable ones).
  10. Could very well be coming in the set of optimizations slated for the next release.
  11. Yeah, it looks like the KSP model loader doesn't like compressed normal maps much either. Instead of compressing, I will probably just re-size those.
  12. I recommend both of my mods If you think the planets are lacking cloud coverage or seem desolate, add the Visual Enhancements mod. If you find you are running out of ram on your install, add the texture compressor mod to give your system more breathing room.
  13. So I found out that the reason *some* of the textures are not readable, is that they are MBMs that are set to be a normal/bump map (byte 12, 0-indexed). When I remove the flag, they load as readable textures (in RGB/RGBA format). I am currently working on a way to set the byte to tell KSP it is a normal texture, then load it up, then convert the byte back so we don't screw stuff up (closing during load could still mess stuff up). I should be able to scale the textures this way using a bicubic filter.
  14. So I found out that the reason *some* of the textures are not readable, is that they are MBMs that are set to be a normal/bump map (byte 12, 0-indexed). When I remove the flag, they load as readable textures. I am currently working on a way to set the byte to tell KSP it is a normal texture, then load it up, then convert the byte back so we don't screw stuff up (closing during load could still mess stuff up). I should be able to scale the textures this way using a bicubic filter.
  15. If I end up implementing something like this, it will probably be in another dll (in visualEnhancements), and I would probably add other landing effects in there as well. (dust clouds on impact, etc)
  16. I don't think I have any mechanism to accomplish this... You might be able to toy with the rim settings on the over-layer to try this though.
  17. Not correct actually. TGA's are not compressed at all currently. There are LOTS of MBMs that are not compressed (a flag in the header determines whether to compress them or not). PNGs are compressed, but no mip-maps are generated. Hence why my Texture compressor mod works. I had been playing around with the idea of modifying the MBMs before they are loaded, forcing them to be readable textures, then manually reading them in, passing them through a bicubic re-size to lower resolutions. Then compressing them. This would save TONS of memory, and would still be a single dll that wouldn't violate SQUAD's IP.
  18. You mean the storage tanks? Yeah, I think that would be cool!
  19. Yeah, you can still trim off a bit of memory using those texture packs. They aren't compressed yet as I recall.
  20. I was thinking about that... not sure how I feel about it in this mod as it is a "Visual Enhancement" mod... it isn't supposed to be a gameplay altering one. There are a few mods that allow clamping to things, and Kethane/Construction Mods could likely be retro fitted for it.
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