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MainSailor

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Everything posted by MainSailor

  1. Good catch. The original was removed and the new one was in the beta texture pack, but never added to the baseline pack. I've dropped the new Tiles texture into the zip from the top post...you can just download that file again and it should be correct. I think the scaling from the cfg still works...will have to test later as I don't have KSP installed where I'm at right now. Also: ...if it's good enough for Scott Manley, it's good enough for you
  2. FYI, it looks like someone has added the texture pack to CKAN (search for GammaTextures): https://janbrohl.pythonanywhere.com/ckan/GammaTextures/v1.11
  3. Have you looked at GIMP? I don't know if it can natively open DDS, but it might be easier to do edits with than Paint.Net (which I have very little experience with.) Hey, that's cool that you're using them for you videos. I'll take a look although I already got a chuckle at the series name (A.R.S.E.).
  4. [quote name='Pronoes']Did you get back into it? Your textures have always been my favourite. No disrespect to any other texture creators out there, but I love your style and designs.[/QUOTE] No I've been quite sidetracked. Been playing a lot of Space Engineers and Elite Dangerous, both of which have been taking up a lot of time. In addition I've been playing a 64k install that uses up quite a bit of memory, so I've had to really scavenge my mods folder, including even dumping about 90% of my own textures (because I really realized that they are still far from optimized, memory-wise.) I have a pseudo-B9 pack that I've built a few textures for, but I'm having weird issues on both of my installs where certain greys take on a green cast to them. It seems to be an issue with the DDS textures, because when I test them with PNG's, they look great. I'm using the Nvidia Photoshop plugin for DDS conversion, but since I know almost nothing about DDS formats (I deal mainly with PDF & Postscript IRL) I don't know what options I should be selecting. Maybe I'll just export to PNG and use that old PNG2DDS KSP program that was here when DDS Loader was around.
  5. [quote name='DaJay42']That stuff's ugly as all hell, and their post editor is about as flexible as wheel chair on an ice rink.[/QUOTE] I literally lol'd. A tech support forum we use for a product at work uses IPS. It's....challenging. I'm not quite sure why the admins decided to go that route.
  6. [quote name='Proteus']is this mod better than tweakscale?[/QUOTE] They're fundamentally different mods. TweakScale allows you to resize stock and common mod parts, including engines and structural components. In this way you [I]could [/I]expand your fuel tank sizes simply by having one set of parts (KW tanks, say) and resizing them to match all your needs. What pParts allows you to do is create completely custom fuel tanks. Need a 6.25 meter tank because your 5 meter one just doesn't carry enough fuel? Or a tank that tapers from 1.25 to 3.75 meters, but is 10 meters tall? You make one. And make it any color or texture you'd like. What pParts doesn't do is allow you to resize other components, as TweakScale does (other than the solid boosters.) I use both, happily. I've removed all but a few of the stock fuel tanks (actually Ven's, but beside the point,) as pParts is a lot more ram-friendly than keeping AIES, KW, and SpaceY tanks sitting around.
  7. Testing on 1.0.4 now, doesn't seem to be any issues yet! Thanks for the update!
  8. So far this will probably be my biggest stumbling block. I'm not looking forward to installing Linux to run 64 bit, but I think perhaps that's where I'm headed.
  9. You move fast...I just saw your Reddit post about this about a week ago! I've not played with RO yet...does it use Real Fuels or something like the equivalent? Currently I'm running a 64k save with Nertea's Cryo engines (and the new SpaceY engines that support LqdHydrogen) and having a hell of a time getting up to an SLS-class launcher. I think this would be a good next step from 64k.
  10. Awesome, and quick work! Completely different model and texture set. It'd be easier for Ven to publish a set than Nothke build another set for another mod.
  11. Azimech had an extension pack a while back that made shapes similar to what you're describing. However I never used it and can't vouch for how well it worked or whether it works under 1.0.4 or the current version of pParts. http://forum.kerbalspaceprogram.com/threads/107919-0-90-Procedural-Parts-Extended-1-0-77-Industries
  12. Funny, I use EDFX for E:D and was wondering if there was an equivalent for KSP. I'll try this out.
  13. Look at stevehead's post on the first page, he has a compatibility pack for OPM.
  14. Thanks! It's been a while since I've worked on these, but I'm going to be getting back into this project and KSP in general. Might be some new stuff coming soon.
  15. For anyone that follows the thread, here's a quick (beta) preview with some of the new textures. This is mainly to test the new fairing textures, although the new TPS tile texture is in there too. You'll need a current version of Firespitter for the switching to work properly. http://bit.ly/fairingbeta Known Issues: 1.) The fairing textures are getting compressed to hell. I have no idea why yet. Maybe a Firespitter issue? 2.) The checker stripe on the Gamma fairing doesn't mesh well at the seam. Working on it. 3.) Scaling is a still a bit odd when combining different shaped parts on the TPS tiles (e.g., nosecone and cylinder shapes do not line up.) For now, just don't use combos like that. I'm not sure I can change the geometry of the wrapping for different shapes. 4.) SRB texture still does not scale well when building very tall and narrow SRB's (stock KD25-sized.) Looking at tiling vertically, but need to find the ratio that does not make it tile when making shorter ones. EDIT: 5.) There's no normal maps for the fairings right now. Working on that. Shout out to Svm420 who posted the FSTextureSwitch code which helped me build mine. Thanks! Much appreciated!
  16. Good news! I know that it has been a long wait, however work has freed up a little so I can start work again on the pack. I've also made progress on my gaming pc...everything but the graphics card has been put together, and I've already seen great results with my overclock (4.5 ghz!) The graphics card is the largest single purchase, and I've literally been saving change here and there for it. The case isn't done yet (completely custom, I don't want to spoil it though!) so I have it in an older case, but it's running enough that I could work on stuff at home now too. Here's what I have planned for the next release: -Procedural Fairings textures - A custom shape (think Atlas V 551) with multiple textures via Firespitter. -The new hex tile heatshield texture - Has been tweaked and tuned. Will work well with pPart's ablator heat shield part. -A B9-ish tank texture - I have gotten more into SSTO's and playing with Blowfish's preview release. -A few textures that I think will mesh with Ven's Stock Revamp pack also. -Tweaked ore tank texture. -Small tweaks to existing textures to clean up issues I've noticed (inconsistent colors or compression artifacts.) I'm also looking at building a second pack that would contain textures used in Yanfret's excellent ChakaMonkey pack. I will need to check with him but I believe the terms of his licensing allow for modification upon attribution. To me it would be a much lighter weight pack for those looking to have the same look and feel of that pack without the huge part count it currently has. I don't want to impose an arbitrary deadline on myself or set unreasonable expectations (as I've done in the past), but if all goes well I should have something posted within the next week or so (say, by Friday the 14th). EDIT: Oh, I haven't forgotten about CKAN. Although I will state it's not very high on my priority list, I'm still weighing it against a Github-type system.
  17. I'll look into the Dropbox linking then. If it's that easy then I'll consider it. Thanks, I'll read up. The good news is it looks like the car will not need a whole new ECU, it looks like it's just a power relay. Apparently it's rather common in VW's. It's still a fair bit of cash but not nearly as much as I'd expected.
  18. These look great! I love texture packs for procedurals!
  19. Unfortunately, it looks like it's going to be closer to July, probably around the first week or so, until I can release anything. I don't have a machine I can reasonably run Photoshop/Illustrator/InDesign etc on at home right now which means I can only work on that stuff at work, where I have been extremely busy. I thought about putting up the fairings pack but right now they're three different parts and not coded for FS texture switch and that WILL BREAK when I update them, and there's not currently normals because I wanted to rebuild them. I am saving up some money to build a new gaming PC, but as with everything else in real life, it's not as high a priority as other things (currently having to spend ~$800 or so on auto repairs, which blew the budget for the gaming machine ). When I can finally get that built I can spend some free time working on textures etc at home, which will help me from being tied to my desktop at work. And I know you're not trying to be a pest, the fact that I have produced something which people use and enjoy is great and has passed any expectations I had for this pack! EDIT: In the meantime, I just saw Ravenchant's Fairings textures, which look really nice and might be a suitable substitute. I've never thought about it, to be honest. Since I don't use CKAN, I never thought to include it there. What's the procedure for uploading it?
  20. I've been delayed with work projects again. I have three fairing textures that I wanted to start coding in with Firespitter's texture switch but haven't started yet. They look good in the game though. Should be able to throw together a pack after maybe next week.
  21. Are you guys sending up full hydrogen tanks, or mining it some way? If I'm sending up a full tank of LH2, I might as well just be sending the cargo that I'd be moving around with the Starlifter. I currently have Karbonite and stock ISRU in play and don't have a way of getting LH2 besides filling a tank in the VAB. When I played with hydrogen with Near Future, it was never with parts on this scale.
  22. Perfect! one of my biggest gripes was building something and realizing the lights I had placed don't do anything near what I needed them to do once I got to orbit.
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