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KSP2 Release Notes
Everything posted by shaw
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I know, will be fixed in TR 3.4 (development version).
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The next thing I plan to axe is the texture loader: texture compression + mipmap generation + texture unloading. In the past years it became obsolete, especially since the introduction of DDS support. In the early days of TR, many mods used PNGs and JPEGs, which were missing mipmaps, were not compressed (when loaded in RAM and on GPU) and stayed in RAM after KSP loaded. Then DDS came, where the textures are pre-compressed, mipmaps are pre-generated and KSP loads them directly to GPU; no more shadowing them in RAM, which means the problems TR loader was designed to solve have gone away (and since DDSes are not shadowed in RAM TR cannot touch them, anyway). And, of course, we now have 64-bit KSP and more powerful PC, so there's generally much more RAM available to waste. These features are already disabled since TR 3.2 as they usually create more problems than they solve. Actually the only problem they now solve is sloppyness of modders using wrong texture formats, so better solution for fixing this is reporting such issues to mod autors.
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What other mods have this feature? And is there any pod around that still has helmets enabled? The vintage suits are still compatible, e.g. the one @Omega482 posted 2 pages back. The textures can probably be found in some of the *.assets files in KSP_Data directory. I used https://zenhax.com/viewtopic.php?t=36 to rip them years ago, but I'm not sure if it still works with the current Unity.
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I released TR 3.3. It should fix issues with KSP 1.5. but it also comes with some significant changes. First, old suits are not compatible any more; they are mapped to models differently and both body and helmet are contained in a single texture now. Furthermore, the same normal map is used for both IVA and EVA suit. The affected textures' names also changed, but I still maintain old names for compatibility and to enable one to use different normal maps for IVA and EVA (but the new texture names will work, too). The new texture names are not specified in README, so here they are: orangeSuite_diffuse (the veteran IVA suit) orangeSuite_normal (normal map for both IVA and EVA suits) paleBlueSuite_diffuse (sandard, non-veteran IVA suit) whiteSuite_diffuse (EVA suit) Visor and jetpack texture names are unchanged. I removed feature to remove IVA helmets in safe sitations, because it was much easier than fixing it and because this feature is not of much use now when all stock pods (and all non-stock I tried) hide IVA helmets anyway. I also released source for the head textures distributed with TR, if anyone wants to make their own faces. They are based on Sylith's heads and Diverse Kerbal Heads: https://github.com/ducakar/TextureReplacer-pack
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1. I ceased to develop TR for a few years. First, @RangeMachine took over maintenance, then TRR was forked. This year I ocassionally started playing KSP again, I didn't like TRR, the direction where it went, so I finally updated TR. 2. Yes, now there are proper female models, TR 3.0 drops `legacyFemales` option for using re-texures males in place of females, so female textures must be changed to fit on the new models. 3. They work. At least for me. 4. Nothing changes. DDS if possible. PNG should only be used when you need texture pixels to remain loaded in RAM, because texture needs to be dynamically changed in runtime or something.
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Do you have texture unloading, compression or mipmap generation enabled? Those should all be disabled by default in the latest version, check your configuration files to be sure.
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That's probably a scatterer issue.
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No. I'm not adding additional complexity, I already threw out several features in 3.x and I'm looking forward to remove even more. You can already separate textures from different mods by putting them into subdirectories in `Skins/` and `Suits/`. And there is `paths` option for additional directories that act additional `Default/` subdir (well, good that I spotted this, that's the next feature in line for removal, I will rather make subdirs inside `Default/`, same as in `Skins/` and `Suits/`).
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If you use stock, untextured visor, it's currently not transparent. That's a bug I noticed with KSP 1.4.5, but it may be there for a longer time. Use some suit textures (that include visor texture) and it should be ok. I'll try to fix it in the next release. How did Valentina change gender? I removed legacyFemales option, TR should not touch genders any more. Please tell me the version of KSP, TR and the exact steps to reproduce this.
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Add Duna to atmSuitBodies and lower atmSuitPressure to 1 or below, whatever is the surface pressure on Duna.
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It's on CKAN now.
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No. How it doesn't work? No visor reflections or pink visor? What about without any additional flags (Direct3D)? Could you upload your logs?
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All 3.x releases from official TR have working reflections and 3.2 also has working visor relections. Tested on Linux and Windows.
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TR determines sex from texture names now. Check the README or OP.
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The most likely reasons are texture unloading, compression and mipmaps. Set them all to "never" in a config file. E.g. create a file "something.cfg" with the following contents and put it into GameData/TextureReplacer. TextureReplacer { isCompressionEnabled = never isMipmapGenEnabled = never isUnloadingEnabled = never }
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You're right. TR has already been added to CKAN by RangeMachine (his fork), so that's probably the reason why my 3.1 update wasn't accepted.
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Reflections work in TR 3.1, but not for visors. I haven't merged RangeMachine's changes (yet). Honestly, I don't know how to compile Unity asset files, I never done that before, and I don't even have Unity installed right now ...
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I'm not exactly sure what you mean. To replace the icons, not Kerbals in the game? I don't think that's possible with TR, UI textures cannot be replaced the same way as 3D model textures.
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[Minimum KSP: 1.12.2] Snacks! - Friendly, Simplified Life Support
shaw replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 BUG report: mipmaps are missing in Size1Tanks.dds.- 933 replies
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Version 3.1 has been released. It has all KSP 1.1+ specific issues fixed except visor reflections. The latter require a custom shader I currently don't have time to develop (a lot has changed in Unity since I last compiled the visor shader and I also forgot most of that craft ...). 3.x releases also include a lot of code refactoring and reogranisation that was happening on devel branch during the last two years. Although not publicly active I have been privately maintaining TR, occasionally when I played KSP now nad then. Heads directory has been renamed to Skins and reorganised so it now works the same way as Suits. Ie. each head in its own directory and textures names are the same as internally used in KSP. Hence, female heads are derived from texture names rather than using configuration files. The head texture is not the only Kerbal-specific texture, KSC crew also has a separate texture for arms, so that's the reason for renaming the directory to Skins, if I (or someone else) eventually implement personalisation of KSC Kerbals.
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3.1 will be.
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No. But you can do it for one set. Put normal map for that set into Default/ and remove them from individual folders. Suits without normal maps will inherit them from Default/.
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[Request] Transforming Kerbal Head Project
shaw replied to theJesuit's topic in KSP1 Mods Discussions
I'm still here, but I don't play KSP (much) any more, and I'm busy with other things ... I kinda lost motivation. I was investigating how to replace Kerbal model, but didn't get far. First, it's a modelling challenge, because you need to make a model that perfectly matches original Kerbal model regarding node hierarchy, skeleton ... so the animations and ragdoll physics is able to correctly manipulate it. I one tried to replace a kerbonaut with a mechanic and it was a mess, half of the model was missing, there were spikes sticking out of the model and dancing around when it was walking, hands a few metres away ... because skeletons probably didn't match. Making a replacement for the original Kerbal model is far beyond my skills. First you need a skilled 3D designer to make a new model with perfectly matching node hierarchy and then a modder to somehow import the model into the game. I don't know how to do either.- 29 replies
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- kerbal space ponies
- new mod opportunity
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I'm a bit rusty about that, but as far as I remember, there are two textures for emissive parts: the base texture and the emission texture. When the emission is active, the emission texture is added (or blended?) to the base texture. The problem is the ambiguity of the alpha channel in the base texture, there a whole mess about it in Unity. "(Bumped) Specular" and emissive shader treat it as an information about how shiny the part is in the specific pixel. "(Bumped) Diffuse" shader ignores it. Transparency shaders threat is as information about transparency in specific pixel. Stock (Unity's) reflective shader understands it as how reflective a part in specific pixel is ... But what if you want to adjust per pixel transparency AND shininness AND reflectiveness? So that problem arises when you want to create shaders with multiple special features, like reflectiveness + emission. Usually, game engines use a whole additional texture or two for such purpose. E.g. my game engine uses an additional "mask" texture which defines per-pixel shininness (red channel), emission (green) and reflection (blue). And alpha in the base texture means exactly what it is primarily meant for: transparency.
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No, currently there's no shader that would render reflections and emission at a time as far as I know. Maybe someone makes a mod to add such shader.