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KSP2 Release Notes
Everything posted by Oinker
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Hi. I would like to have Day-1 mods available for KSP 2 skyboxes. I need to know the supported and preferred formats of the skyboxes in KSP 2. I assume that the home solar system has a set skybox which I would like to replace directly. And there are other (maybe infinite) solar systems with different skyboxes. My plan is create a milky way skybox for the Kerbin system and then generate skyboxes for other systems based upon their proximity to the Kerbin system and each other, thus creating a cohesive galactic sky-map.
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This thread is for Modders to get information from the KSP2 game developers and fellow coders to create mods/addons/art/sound to enhance the experience of KSP2.
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Hi everybody. @Aazard was concerned that I may have died. I'm old, but not yet in the grave. I'm happy to say that after many years, Oinker's Skybox is still very popular. It was crafted using the 8K (high-res at the time)Tycho Catalog skymap image of our sky from NASA. I adjusted the image to closely resemble what you see when your eyes aren't adjusted for darkness. I then added a few secret gems to it: a visible nebula, a few galaxies nearby ( on edge and other angles), a pulsar. Most of you who use my skybox very quickly notice the nearby galaxy that slides into view nestled between two munar hills in the second start screen. The skybox is available for direct download at Spacedock https://spacedock.info/mod/1131/Oinker's Skybox 2.0 Brighter [4] But the easiest way to install it is with CKAN (this is how I install it). Some years ago a very kind person upped it to the repository with Texture Replacer as a dependency. If you load another texture pack in CKAN that contains a skybox, ensure Oinker's Skybox is loaded last. I use Distant Object Enhancement to tweak the brightness of the skybox (my settings: dynamic dimming off and 72% max brightness). Additionally, don't forget to install EVE as well. I'll be updating it for 8K after KSP 2 is released. I just downloaded the 16K x 8K version of the Tycho Catalog skymap. Feel free to use my KSP images in anything, with or without credit. They're free for anyone to use for anything. Don't be afraid of the dark.
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1.3 update by bssthu here: https://github.com/bssthu/SteamGauges-Fork/releases
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I never liked the aesthetics of Docking Alignment Indicator and just went without after the Lazor docking died. But this mod recreated that realistic camera look. Thanks, Denny.
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Does this work with RPM as well? Will it display the beautiful old-school b&w picture in IVA? Glad to see it back, btw. I couldn't bring myself to switch to DPAI.
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TR doesn't come with any textures included. So install it. Then grab a copy of your favorite skybox. The skybox textures (a set of six) go in the \gamedata\texturereplacer\default folder. If the skybox includes envmaps, they go in the envmaps folder, but they won't be seen unless you have real-time reflections turned off. And nobody would turn off real-time reflection.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Oinker replied to rbray89's topic in KSP1 Mod Releases
Hmmm. That's exactly what I was hoping to do with the multi-layered alpha cube I just made. I had a highest elevation cloud layer moving slightly faster and low to high elevation clouds that were supposed to be stacked but they don't rotate in sync. -
Hmmm... I just today started rebuilding my Kerbal Oinker-Pack. I had to give it a while after the 1.1 update for most of the mods to be updated. I dropped TR, EVE, and Distant Objects in right away and set the "skybox 2.0 brighter" to 72% max brightness in DO. The skybox is working fine. It's definitely my skybox and is easily identifiable when clicking start and it rolls to the mun screen. There is a nearby galaxy just above the horizon on the right. I dropped my clouds (kerbin1.png) in EVE and Kerbin (KerbinScaledSpace300.dds) from my Endraxial Pack Reduced, into TR Default. But the clouds look like crap and the planet was all pixelated. Alt-N didn't do anything for me either. I'll have to manually edit the config. Anyway, I was back here looking for the latest dev version of TR to try that and see if Kerbin will look better when I saw your post. I'm working on it. I'll probably do a conversion of the clouds to dds since it looks like EVE now supports that. At least the new jool and eve cloud textures are dds. I haven't tried the city lights yet. I figured I'd tackle one thing at a time. BTW, any of my textures and configs are free to use anywhere for anything - with or without a credit. And Alt-N is/was the in-game edit shortcut for the EVE config (clouds). It doesn't have anything to do with TR (skybox, planet surface, heads, suits). ------------------------------------- hours after post above: I looked closer at EVE and it's just ignoring my cloud texture and reading the default textures with the mod. The texture type has been changed to a cube-map with the alpha channels stored in the red/blue/green channels, I guess to put three layers in one cubemap. I've got some converting to do. The kerbin texture looks like 8 bit minecraft blocks in TR.
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Anyone have a decent screenshot of Oinker's Skybox for a new banner? Maybe one taken with Kerbin moved around Kerbol far enough so Orion and Pleiades aren't obscured? My banner really sucks. PM it so we don't fill up the forum with random cropped screenshots.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Oinker replied to rbray89's topic in KSP1 Mod Releases
Still having issues? Try the Any idea what causes this weird look when Kerbin is facing away from the sun? Still having issues? Try the Proot City Lights DDS conversion here. Also, a poster implied this was a memory problem (said you should use ATM). I quit using ATM now that KSP supports DDS tex loading stock (they don't eat up RAM just VRAM). I have instead switched to using mods with DDS tex or converted them myself. If you're using Texture Replacer, you could be chewing up a bunch of memory with planet textures. Try one of the Endraxial DDS conversions as well - big one by Joe if you have a video card with VRAM to waste, otherwise, go with the reduced.'>Proot City Lights DDS conversion here. Also, a poster implied this was a memory problem (said you should use ATM). I quit using ATM now that KSP supports DDS tex loading stock (they don't eat up RAM just VRAM). It was giving me grief with 1.04. I have instead switched to using mods with DDS tex or converted them myself. If you're using Texture Replacer, you could be chewing up a bunch of memory with planet textures. Try one of the Endraxial DDS conversions as well - big one by Joe if you have a video card with VRAM to waste, otherwise, go with the reduced. The cloud textures, btw, should be png's and the stock ones should work fine. If you have part mods using png's, try to find DDS conversions of them. Most authors have already converted them. -
Sounds like you've got the right idea. My best guess is there is a misspelling in the folders or an extra folder was created during extraction. Verify: Kerbal Space Program\GameData\TextureReplacer\Default\GalaxyTex_PositiveX (...and the rest of the GalaxyTex files. It is case-sensitive) The envmap files are unnecessary unless you want to turn off the TR Reflection module (it's on by default nowadays).
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Not currently any skyboxes source images that are heliocentric Z axis, ecliptic X-Y. Mine is of an Earth-centric image so it's 24 degrees out-of-whack from where it should be. If I put things on the right axes before, Polaris should be straight up from Kerbol. I'm guessing it is. I never checked. Try Oinker 2 Brighter for RSS and adjust brightness with Distant Object Enhancement. I'll put it on my 'round-to-it list. I have to go from equirectangular to sphere, rotate the image, export to cube-map, clean up the seams and hope I rotated it to the right spot. Also, the only request / feedback I got was a guy who wanted it darker. So the new ones are darker than the original. - - - Updated - - - Copy that optional reflections config file in the TR zip into your GameData\TextureReplacer folder. And grab a custom visor from one of the packs in the OP. They don't reflect in the startup screens any more and my girl kerbal doesn't even have a visor in those screens. Don't pass judgement until you have tested them in EVA. For the visors, I like a 512x512 dds with mipmaps so you get a nice quality reflection in the visor that has little to no impact on frame rate.
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This was easily the best part sorter. FE is just too limited. And each mod ends up as a category so 70 categories? Not useful. Time for something new: 1) define part categories (name and icon location; could have basic categories defined) 2) assign parts to categories 3) replace stock parts display
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Perfect. I always hoped Lazor Cam would come back for two reasons: the functionality of bringing up the camera automatically when targeting a port and his picture and alignment display is bitchin'. It's awesome old-school-real-looking. His license doesn't allow derivs but there are many of us who want his old display as an optional display with your code. And to the person who hates Blizzy's bar, shame on you. May your stock bar overflow your screen.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Oinker replied to Ven's topic in KSP1 Mod Development
Am I the only one with this scale issue (image here) The starter parts, mk-1 pod and flea engine, seem to be upscaled for some reason. I didn't see anything in the configs that would have changed it. Edit: problem is gone. 1.8.1 works -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Oinker replied to Ven's topic in KSP1 Mod Development
Sounds like a texture compression problem from ActiveTextureManagement. Add -force-opengl to your starting shortcut. Remove the ActiveTextureManagement mod and try again. If you still need the mod for memory purposes, delete the texture cache folder and rebuild it. If icons are jacked-up with ATM, you're probably compressing those folders. Disable compression on icon folders in the ATM config. Note: with -force-opengl, memory use is so much lower, you can get away from ATM. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Oinker replied to Ven's topic in KSP1 Mod Development
FYI: new career no tech unlocks, Mk1 Pod + Mk 16 chute only things available - the chute isn't scaled up with the capsule. The realchute on the other picture is one size up from the smallest. Ordinarily, the smallest size fits this capsule. Edit: problem is gone. 1.8.1 works -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Oinker replied to Ven's topic in KSP1 Mod Development
Are the solar panels reflective? click for real solar panels images -
Yeah. What he said ^^^. You should really switch to the TextureReplacer reflection plugin. Make sure you copy the optional MM_ReflectionPluginWrapper.cfg to TR's root folder to enable it (or anywhere in GameData). Then grab a copy of Oinker's EVA Visor. The real-time reflection has almost no impact on frame rate.
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how 'bout a config file to turn off stock toolbar icon and turn on the old blizzy toolbar support? i removed all mods that used the stock toolbar and i've been adding them back as they added this functionality. i love asparagus. it's delicious. i just hate that stock toolbar.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Oinker replied to cybutek's topic in KSP1 Mod Releases
i'm a dumb-ass. i couldn't find a current answer on whether i can turn off the stock toolbar and turn on blizzy's in 1.0.16.6. -
Oinker's Skybox 'n' Stuff - Cool kids aren't afraid of the dark I was notified that the dropbox links are down - it was due to high traffic - so I uploaded Skybox 2.0 brighter to Spacedock. I'll upload the others soon enough. But first, I have some kerbals to kill. This skybox approximates what the naked eye can see when not adjusted for darkness (fewer visible stars). Made using Tycho super-hi-res image. Drop into \GameData\TextureReplacer folder. It seems a lot brighter when you're surrounded by it than it shows in that banner. skybox - 4096 DDS's DXT1 (no mipmaps for a skybox) envmap - 256 png's (TR needs png) [#] - Sky-Brite Scale 1-10 Oinker's Skybox Original [5] - dropbox link Oinker's Skybox 2.0 [3] - dropbox link Oinker's Skybox 2.0 Brighter [4] -http://spacedock.info/mod/1131/Oinker's Skybox 2.0 Brighter [4] Oinker's Endraxial Planet Pack Reduced - dropbox link (mipmapped - for her pleasure) Endraxial's planets (some by proot) reduced. Smaller planets blurred some to avoid such a jarring transition to terrain textures. Use the extra ram for parts. Oinker's EVA Visor - EVAvisor with transparency / EVAvisor no transparency - Before you say, "But... It's just plain", try an EVA. Oinker's Proot City Lights DDS - dropbox link A conversion of his detail texture that goes along with his excellent Kerbin Lights png. Eliminates sparklies for many. (requires EVE) Oinker's 8K Kerbin Clouds - dropbox link Hand-painted out the seam. Better than the one that's been around since the beginning. From the NASA Blue Marble image. Pushed the contrast for more black so you get fewer days with volumetric clouds and an otherwise clear sky. Copy files to /GameData/BoulderCo/Atmosphere/Textures (requires EVE). Alt-N while in orbit over Kerbin, set kerbin1 texture to -5E-05 speed. Set detail1 scale to 14. Click that drop-down to shrink the settings page and Alt-N to close it from there. Oinker's Blizzy Toolbar Icons for MechJeb and other stuff. dropbox link A small collection of improved icons and icons for some custom MechJeb windows (various authors). Use with: Texture Replacer (required) Distant Object Enhancement (i use dynamic dimming off and 2.0 brighter skybox with 72% max brightness) Environmental Visual Enhancement PlanetShine
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The dds cubemap standard is six images of equal height. The original 16k x 8k image, once split to six images, gives me something like 4150 x 4150 that I adjusted to an even power of two (4096) for the ati card owners. I can upscale the image to 64k x 32k prior to splitting, then reduce the six images to 8192. I don't have the hardware or available memory to test it so I'll just put them in the dropbox and await feedback as to whether the upscaled textures look better in-game. I don't include mipmaps in the dds's so there is no reduction in detail at distance (there shouldn't be for the skybox). Please do use mipmaps on parts and planets. The file sizes are larger because of their inclusion but you save processing power (at no discernible visual loss) when the engine switches to them. No point in arguing here. You want 'em darker, I'll release a darker set as well; no skin off my back. I don't remember if I even got the north and south stars in the right hemispheres in the original....guess I did. I'll double-check that for sure. After I split the images, it's a puzzle-game, flipping, rotating, and renaming them to one another until I match the seams and have the stars in the correct hemisphere. I failed the puzzle-game last night and some of my sides were missing...too tired. I'll give it a go after I do some zombie-killin'. As for navigation aids, I've added two more notable objects (a galaxy and another supernova) and they're a little easier to spot than before. You should be able to steer by these objects alone (once you find them) without knowing our constellations.dropbox link here: not yet, i'm afraid. i still have to work and kill zombies, you know.