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Al-Rabban

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Everything posted by Al-Rabban

  1. "Your lack of faith is disturbing." sorry, couldn't help myself. XD
  2. If you are in for a severely dated Sci-Fi then check out The Last Starfighter. Still holds my title for most badass bad guy. - https://www.youtube.com/watch?v=ioIACVP_d5E
  3. None what so ever, I have Steam and mod like crazy. As far as I know, you will have have to have the copy of the KSP folder elsewhere then inside steam. Then to play it have a shortcut to that specific .exe I would say you would need to copy the files across to the second save. Sadly KSP only runs under a 32bit engine which limits you to a maximum of 3GB of RAM. However there are many ways to work around the memory constraint depending on what kind of modding you want to do. If you plan on having 20+ mods then you will more likely then not need this lovely program - Active Texture Management - It compresses files to allow for excessive modding. Specifically the folder of your save. If for example you made a game called "Space Program" then you would go to: Steam\steamapps\common\Kerbal Space Program\saves\ Inside this folder will be the "Space Program" folder. Simply copy that folder to the second game installation under the same root directory. (Again, "Space Program" is an example, the folder will be named whatever you named your save game.) Enjoy and Happy Modding!
  4. Interesting, I have tried to input these textures by using TextureReplacer which works perfectly aside from having to place them in that specific folder. It is odd indeed.
  5. Thank you for the response Somnambulist! I've tried the code and have changed my config file to this @PART[engineLargeSkipper]:Final { !mesh MODEL { model = Squad/Parts/Engine/engineLargeSkipper/model scale = 1.0, 1.0, 1.0 texture = ksp_l_midrangeEngine_dif , SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_diff texture = ksp_l_midrangeEngine_normal , SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_normal } } It's worked better then my original code, sadly the texture hasn't changed but it's had an effect this time! Now the skipper engine only loads with the fairing active XD lol.
  6. Hello all, I've attempted reading through both the TextureReplacer as well as the Module Manager threads and even posting on both but unfortunately due the speed at which those threads flow my question hasn't been solved. Instead I've decided to start this in hopes of finding a solution and to allow anyone else looking for the same answers to find them. Basically what I am trying to do is to create a folder in which I keep all my new textures from which a .cfg file will tell to use instead of the stock textures. I know TextureReplacer does this but I wanted to keep my folder separated to avoid overwrites in updates. My textures are stored here: [GameData/SquadRetexture] and my configuration file is stored here [GameData/Configs] This is as far as I have gotten in the code (be kind I am a beginner with coding for MM) @PART[engineLargeSkipper]:Final { !mesh MODEL { model = Squad/Parts/Engine/engineLargeSkipper/model.mu scale = 1.0, 1.0, 1.0 texture = SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_diff.mbm texture = SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_normal.mbm } } As you can see I am first testing this out on the Skipper liquid engine. The above code doesn't seem to be working as I am still getting the stock texture. Any advice would be much appreciated! Cheer!
  7. Hi, I am new to modding and am trying to write a config file to allow me to replace textures, mainly the _normal.mbm and _diff.mbm, of a stock part with a custom texture. I currently use TextureReplacer and understand that by placing them inside the folder will use them over the stock. What I am trying to do is have a folder dedicated to my textures so I can keep them from being overridden when an update occurs or if I need to reinstall TR. This is the cfg I have put together atm. ( I am also asking in ModuleManager forum but since TR already does what I am trying to do I figured I'd get more luck here. ) Be kind, my coding skills are ... lacking at best. @PART[engineLargeSkipper] { !mesh MODEL { model = Squad/Parts/Engine/engineLargeSkipper/model.mu scale = 1.0, 1.0, 1.0 texture = SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_diff.mbm texture = SquadRetexture/Engine/engineLargeSkipper/ksp_l_midrangeEngine_normal.mbm } } Any help would be appreciated. Cheers!
  8. D'oh XD will let you know my results! haha Edit: Hmm, still only stock textures
  9. Hi, Sorry to break up the thread but I have a question. I am trying to Re-Texture some of the stock engines without having to overwrite the actual files. I have made a folder called SquadRetexture in gamedata and a cfg file. The issue I am having is trying to figure out what command I need to use to get say the skipper engine to use my .mbm file instead of the stock one. Looking over the part.cfg in the stock engine folder there is no reference to .mbm's specifically the engine_normal.mbm and engine_diff.mbm. Cheers!
  10. Hey there Poot, First off I'd like to day, fantastic work with this overhaul. I definitely see this becoming the "must have" visual enhancement mod. On a technical note, I too have noticed the.. excessive plumage of smoke from SRB's and am anxiously waiting the update! I have noticed another issue you may or may not be aware of. The image is of the mod, installed on a clean instal of KSP following all directions to a tee and all internal graphic settings maxed. As you can see the pod re-texture comes out fantastically but the stayputnik and 1.5m decoupler are both way worse off then a vanilla game. I did some tinkering and found that the Config file you include in your overhaul that replaces the config of Active Texture Management does this and by reverting back to the config that is supplied with ATM results improve. I haven't taken the time to look through both configs and locate the differences, I wanted to post this ASAP.
  11. Hello everyone, I have started getting into using MM and as such have read through a number of pages in this thread to get a grasp on how it works. So far one thing has confused me a bit. I noticed at one point there seemed to only need to be a MM.dll file in the main gamedata folder, then it needed to be placed in each mod's folders, and now, I have no clue. Any advice would be welcomed.
  12. Thank you Supernovy, I will try this on an test file to see how it works. I understand your concern NathanKell, I know many mods such as mechJeb for example rely heavily on plugins and mutual dependencies to run. I am fine with leaving those as is, it's the many mods that are just adding in new parts without the use of plugins, like for example Stockalike by Turbonisu. These mods only contain parts which all contain a texture and .mu for each. These are the mods I am trying to reorganize into a single neat folder.
  13. Got ninja'd by you there Captain Sierra Thanks for the reply, now I don't pretend to be anything but a tweeker as I know how to change basic stuff within a .cfg file but that being said, I don't see myself as not being able to grasp the finer points of modding given a bit of experience. The point is I want to learn and am slowly teaching myself. I am glad to know that it "is" theoretically possible to do what I am looking to do, albeit with difficulty but anything worth doing is as such isn't it? Based on what you've said, what exactly am I looking for that shows interdependency?
  14. Thanks for the reply Fractal_UK, Just for my own clarification, do you mean the part file as in the .cfg? If I open it up I notice the line that says mesh = [location of .mu file] Wouldn't I be able to change that to allow for a change in location of the .mu file if the .cfg isn't being affected by any plugin?
  15. Thanks for the reply Majiir, I know some mods require specific locations due to using plugins and such but a single part file that has a single .mu and tga file that isn't dependent on anything else shouldn't cause that many issues to move should it?
  16. Hello everyone, I have been playing stock for some time now and have finally decided to start modding. I have gone through the forums and found tons of mods which I have promptly downloaded and installed leaving me with a very cluttered in game part list and an even more messy game-data folder. The advice I seek is this; If I have a mod which normally consists of say 20 parts but I only like 1 and I take said part and move it to a new folder called [mymods] in the game-data folder how would I edit the .cfg file to allow the part to load? Also if there is anything else along the same topic that anyone knows that would help me out in this regard please let me know. I'll take anything I can get! Cheers!
  17. Granted, You now have the voices of Rick Moranis and George Wyner arguing in your head about the concept of now. "What you are seeing is happening now. What happened to then?. We passed then. When? Just now." The ability to stop myself from having to respond to this thread.
  18. Granted, you now have an allergy to peanuts. The ability to instantly stop hiccups
  19. Granted, Only you are MechJeb and are sentenced to live out your life calculating ascent trajectories. The ability to transmute any element to another element.
  20. Granted, unfortunately all they really want to talk about is Jersey Shore and the Kardashians. The ability to take other peoples super powers.
  21. Fantastic Thanks for the quick reply!
  22. Hello fellow Kerbonauts, I have recently taken to downloading some mods from the website and I was wondering if anyone knew if one can remove parts you don't intend on using. For example. I downloaded Mech Jeb to give me a more precise measurement on dV and such. After installing the mod comprised of one .dll and a bunch of parts. now say I only intent to use the part that looks like a walkie talkie that sticks to the side of a rocket, could I delete the other parts without messing up the mod so I don't have a cluttered item menu? Cheers!
  23. I'll keep that in mind as I am rebuilding my SSTO Prototype. BTW, is there anyway to toggle the CoD? I don't recall seeing a button for it.
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