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shaw

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Everything posted by shaw

  1. @pmborg you only replaced the default head, which is not used in game, unless there are no available heads in `Heads/` directory. Either delete `Heads/` or customise all the heads. Here are ate sources: https://github.com/ducakar/TextureReplacer-pack. @Poodmund Ok, I'll think about it and maybe add it in some future version. @Neevenzz Just enable them in TR GUI in Space Centre screen. @Jiraiyah @Mordrehl I think all (or at least vast majority of) suits in OP are pre-KSP-1.6, so they don't fit on the current models. A small change was made again for 1.7 for helmet removal. If you look closely you can see there are some artefacts around neck when wearing standard IVA suits (the bright orange one and light-gray-blue one) with the collar removed. Unfortunately Squad haven't fixed them as they cannot appear without collar in the stock game.
  2. Looks like you're using DX10 extensions which are not supported by KSP. You have to use the older, DX9-compatible formats. No. It uses the first one that is loaded, which is by its path inside `GameData/` sorted as with `strcmp()`. You can look into KSP.log to see in which order the textures are loaded.
  3. Could you upload your logs? Do you have any additional config files and textures in TR directory?
  4. @VoidSquid I don't think there could be any difference. First, twitching is caused by oscillating FPS caused by rendering reflections and this probably cannot be fixed in shader. Second, @Tentei Venser just recompiled my shader for a newer version of Unity without changing it, as far as I can see from his posts, so I'm pretty certain switching shader cannot possibly fix twitching.
  5. Try this: https://www.dropbox.com/s/5z7b2gm2klacbgj/TextureReplacer.dll?dl=0 TR crashed during loading because it tried to access EVA models from Making Histroy or Breaking Ground and you don't have at least one of these DLCs.
  6. @caipi what installation of AVP are you using? I just unpacked 2K textures from AVP to my GameData and it worked. Installation via CKAN also works for me.
  7. Do you use Windows + OpenGL? Try these shaders. If they don't work, I'm out of ideas how to build Windows OpenGL shaders in Unity. There is no config file for skybox. And it works just fine, probably you don't have it in the correct directory or textures are not named correctly. Set head to Generic/Unset in GUI to use randomisation.
  8. Some settings from config files are only applied to the newly created games. Use GUI in Space Centre screen to change per-Kerbal and class suit assignments in existing scenarios. Looks like TR is crashing during personalisation. It would be great if I could reproduce this bug. Could you upload a minimal test case to trigger it? I.e. contents of TR folder (suits, skins and configuration), logs would also be appreciated. I wasn't aware of EVAjetpackEmissive texture. I could try to implement that. TR doesn't perform any emissive texture replacements. Only diffuse (albedo) and normal maps. I can look into it if it can be implemented. I actually didn't test head normal maps, so it's no surprise if they don't work correctly. What you're describing also worked in TR ... once.
  9. Another update: TextureReplacer.dll update for KSP 1.8.x add support for "future" (Breaking Ground) suits add suit directory suffixes: directories containing vintage or future suits must have ".vintage" or ".future" suffix, respectively rename `hideParachuteBackpack` setting to `hideBackpack` as it hides both parachute and cargo backpacks now re-add normal map support for heads fix default vintage IVA suits fix default texture fallbacks on models with vintage suits code cleanup and reorganisation
  10. You probably don't have Making History or Breaking Ground, right? I forgot to add a check if kerbal models from these DLC are missing.
  11. There've been quite a lot of changes and code refactoring, so probably a lot of new bugs. Feel free to test it and report issues. TextureReplacer.dll - update for KSP 1.8.x - add support for "future" (Breaking Ground) suits - add suit directory suffixes: directories containing vintage or future suits must have ".vintage" or ".future" suffix, respectively - re-add normal map support for heads - fix default vintage IVA suits - fix default texture fallbacks on models with vintage suits - code cleanup and reorganisation
  12. - vintage suits have to be enabled per-Kerbal. It's a property of ProtoCrewMember (see ROSTER section in peristent.sfs). It would certainly be possible to extend config format to force Kerbals to switch to vintage suit when a vintage suit i selected ... however, how do you know if a texture belongs to a vintage suits? This cannot be derived from texture names most of the time. Maybin adding ".vintage" suffix to directories containing vintage suits? - never occurred to me. Could you upload a minimal test case, i.e. contents of TR directory, preferably with as small number of textures and as simple configuration as possible still triggering the issue? - does changing reflectionInterval help? (not all reflections are really turned off, only visor reflections) - ok, in the next version - ok, in the next version
  13. You have to change it in the game, not in global settings (isVisorReflectionEnabled is only initial setting for new games, it gets overridden by game setting later which you can change from GUI in Space Centre screen). As I experimented, I only got shaking at reflectionInterval >= 3. On some values (I think 2) there were glitches in ragdoll physics ... The only way to completely avoid al reflection-related issues is to disable them.
  14. C'mon is does nobody look a page or two back the thread? Now, I'm really tired of explaining it why it happens and how to fix it (no, there's no way to fix it without other adverse effects).
  15. They had to be extracted through GPU (rendered into a FBO and exported as a PNG). Yes, they were changed because of a new model and collar removal. Because of the latter, I recommend you to base suit textures for the standard suit on the EVA texture, since Squad only fixed EVA texture to work with hidden collar. There are some artefacts around neck if you hide collar on the standard IVA suits (orange and light-blue ones).
  16. https://www.dropbox.com/s/lwtzqv484r57j64/builtin-suits.zip?dl=0
  17. I guess this is the same issue described in the following post? I guess the problem isn't in the shader code, since it works fine on Linux and probably macOS which both use OpenGL. There used to be some problems when running TR with OpenGL on Windows some years ago because only Direct3D shaders were build for Windows. But back then there was completely different way how shaders were build. So, I guess OpenGL Core Profile shaders are not built into Windows assets. Last time I was building shader assets I didn't find any option to manually set which variants to build for each platform, so I'm not sure how to fix this. No. Too much work and duplicated maintenance ... unless you do it yourself. Yeah, new models and the TR module that replaces EVA textures is not bound to them. I'll fix this once I buy that DLC. It's already included in TR, at least a newer version (more skin tones, more hair colours and fixed texture mappings for female models that were added in KSP 1.0). You can get GIMP XCF file that includes components of these textures in separate layers and can make your own head variants: https://github.com/ducakar/TextureReplacer-pack. When Squad created new suits in 1.6, texture mappings of the default (non-vintage) suit changed, so the old suits work don't work any more ...
  18. The "inconsistency" probably comes from different texture formats (PNG/JPEG vs. DDS).
  19. UV layout never changed. Only directory hierarchy is different (TR < 3..0, TR >= 3.0 and TRR have each different directory layout and naming for head textures). Maybe you compared female textures? In KSP before 1.0 there were no females, so males were retextured to females, female head textures were made to map on male models. Later, either you needed new female textures that mapped to the new female models or enabled "legacyFemales" option that converted all females into males (it remembered sex in TR settings, so it was reversible). That way you could still use old texture packs. I removed "legacyFemales" option somewhere in 3.x. The female heads included in recent versions of TR were originally made by @Sylith for male models, but I re-stretched them to fit on the female models.
  20. I used to be (almost) inactive for a few years (I almost didn't play KSP any more, I only checked forum from time to time, so I also lost interest in updating TextureReplacer). First, @RangeMachine and then @HaArLiNsH continued TextureReplaced development. I started playing KSP again occasionally about a year ago and I wasn't happy with the direction where TRR has gone. I was looking to simplify TR, to throw away redundant features or features nobody uses, as the code was already messy enough -- full of workarounds for bugs and inconsistencies in stock Kerbal models, handling of various special cases etc. TRR has even significantly increased complexity of the mod. During my absence, I was working on a new TR version, which I certainly preferred over TRR, and later released it as TR 3.0. This, of cause, caused some confusion and @HaArLiNsH decided there's no point in maintaining two competing and incompatible forks of TR and ceased development of his TRR.
  21. Keeping `EnvMap/` shouldn't break anything, it's just that it's a dead weight. Head textures must now be in subdirectories, just like suits. Male head texture must be named `kerbalHead` and female `kerbalGirl_06_BaseColor` (look at OP or the textures that come with TR). Yes, transparency channel carries information about specular component for lighting.
  22. Sorry, I cannot reproduce your issue. Can you send me an exact .craft file where the issues can be seen? And what OS do you use? Do you launch KSP with any additional parameters, line -force-opengl? No, nothing regarding skyboxes changed in years. p. s. Just tested it, works perfectly, you just don't need EnvMap directory.
  23. It's a timing issue. No matter how I set relectionInterval, there are always some downsides. That's the least evil of them all IMO. Only disabling reflections completely fixes it.
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