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Everything posted by Vorg
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Ask one of the forum mods, if they don't see you're question here and close it first.
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[1.1] Navball docking alignment indicator (Community Edition)
Vorg replied to Leeman's topic in KSP1 Mod Releases
Need to remove "/edit" from the spacedock link. -
You still have a link to Kerbal Stuff on the first post.
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Mysterious and Horrifying normals
Vorg replied to Balto-the-Wolf-Dog's topic in KSP1 Modelling and Texturing Discussion
Gimp also has a Normal map plug in, but the .dds export plugin messes up normal maps. you'd have to save as a .png. There is also some talk (a year old now) about the next version of Gimp supporting 32 bit color depth which would be good for making the grey scale bump maps. But it's been in testing for a long time. Seems to have stalled. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Vorg replied to TriggerAu's topic in KSP1 Mod Releases
KAC is good to have, but KER is by far the most critical mod to have. If any mod should be stock, it should. At the very least, being able to see dV in the VAB. There a number of mods that would be nice to have stock, but until Squad decides it, it stays a mod. many things have found there way from mod to stock and several moders now work for Squad to some degree. With KSP moved to U5, It's likely we will see much more. -
Watching Das, he noted that the in game clock changes color when not in real time. I only noticed it flickers, not that it was going from "green" to yellow. Being color blind, bright green on computer games looks like a slightly dulled yellow. can only tell which color it is when it is next to a fixed color of yellow or bright green. Maybe use red or better yet blue for one of them.
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That smooth area around the eyes wouldn't even show up for me. Did some more testing with starting with inverted grey scale, etc. Ether it would be all inverted or partly inverted. So I tried something else. I rotated the image 180 for the PNG format (think maybe it is flipped, not rotated, textures where not aligned.) and used the default PNG options which had max compression set. And it worked. Still not as pronounced as what you have, but it was all there. Even the lip area which wasn't showing, now gives a sharp double lip. The grey scale needs much more work now that more of it gets through. So, the problem is in the DDS Export plugin. It also has a lot of options, anyone of which may be the problem, or none of them. The little expermenting I did with those options seem to make things much worse right off before even trying it in game.
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Don't have time to fire it up now. Maybe latter tonight. I'm finding the invert problem changes with nearly every tweak I try. Always, at least 1 ear is inverted, sometimes both. Sometimes the nose is inverted, sometimes not. But always something. Not even been looking in the mouth because to get them to open wide and keep the mouth open, I launch them and eva a few Km up letting them fall. Get a nice view inside then :). The Normal map link and a PNG of the grey scale I'm using atm is posted a few post up. Here is the normal: https://www.dropbox.com/s/3frgyzadknczn7f/kerbalHeadNRM.dds?dl=0 Just put that in the "default" folder for texture replacer. Then put a command pod on the pad with a male kerbal in it (teeth also work for females, but not the outside of the face where the problem seems to be), and eva him.
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More testing and I am noticing that the lighting is wrong. When on the pad, light should be coming from above and the base kerbal is lit up correctly. But the normal map is providing a secondary lighting matching how the normal map image is lit. When viewing it with just an image viewer and in Gimp, you see light under the noise and ears, etc. It's as if a light is above the image which gives it the 3d effect. But that lighting seems to be burned in. A normals map is supposed to tell the game engine how to reflect the light across the texture to ad the 3d effect, not add lighting. I have tried making the light effect come from the top, but Gimp will only put the light from above. If I create the map and rotate it to match KSP's strange upsidown requirement for dds files, gimp inverts the image. And KSP shouldn't be using that light source anyway.
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So how do I fix it? I use Invert Y when making the normal to get the normal map to look as expected. There is also an Invert X That I leave unchecked along with swap RGB For Filter I have tried Sobel and Prewitt 3x3. Sobel looks a bit crisper in the preview window. 5x5 seems to scale too much making it clip in some areas. I leave Minimum Z at 0 and Scale at 1. I messed with fractional scales and the 5x5 options, but it didn't look like it was working as well and if it is scaled any more, you get the stair step from using 8 bit 256 grey scale. I don't know if Gimp can do 16 bit grey scale. But I would have to then smooth it which gets tricky not to smooth stuff you don't want smoothed. I leave the other settings default, Height Source: RGB, Alpha Channel: unchanged, conversion: none, DU/DV map: none. I tried googling more info on this plugin, but there just doesn't seem to be much. Everyone assumes you know exactly what all the settings are and do or know code well enough to read through it and figure it out. There are also some option in the dds export that may or may not help, but I don't think so: "Use Perceptural error metric", "Apply gamma correction", Preserve alpha test coverage.
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I've been messing with this some more and ran into more problems. KSP seems to have partly locked the light source to below the kerbal, so shadows are above instead of below. Also, KSP randomly inverts the ears. Here is the normal map: https://www.dropbox.com/s/3frgyzadknczn7f/kerbalHeadNRM.dds?dl=0 And here is the grey scale: https://www.dropbox.com/s/5k8ilsr6utnaivq/kerbalHeadNMGrey.png?dl=0
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I don't like curse. Never have and now that FTB mindcraft mod packs have moved over there, it is such a mess. FTB wiki used to be the all in one place to go for mod info. But with it moved to curse, many of the links seem to be removed or outdated. Now you just have to stumble through google to find good info. At least we still have AVC for checking for mod updates.
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[old thread] Trajectories : atmospheric predictions
Vorg replied to Youen's topic in KSP1 Mod Releases
The only problem I'm having with it is it's based on the current ship, not how the ship will be when you do a de-orbit burn and do another staging. It needs a way to run based on the craft after it has staged one more time. -
oook, found the problem. removed parts down to simplify. Was using 1/2 tanks because didn't have full unlocked yet. Soooo. T45 with 2 1/2 tanks above it. A pair of radial chutes on the upper 1/2 tank. followed by a T-38 decoupler, a 909, a 1/4 tanks, another T-38, shield, Mk1 pod, chute. The catch is in the staging. First is the T-45. Then I put the radial chutes, decoupler, AND 909 on the next stage. With the new heat system, the 909 instantly distroys the decoupler and first 1/2 tank the chutes are on so fast there is no explosion. You just see the other 1/2 tank with engine and 2 chutes fall away.
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[1.0.5] RadiatorToggle v1.1: Save electricity when not in use
Vorg replied to Snark's topic in KSP1 Mod Releases
Yea, other parts only pull power as needed and the pannels as I understand it only cool as needed allowing parts that need internal high heat to reach that temp. So they should cut power usage as they cut cooling. I'd list this mod as a bug fix. -
Ok, might have a bug. Too late to try without the cfg's, but I added the 4 cfg's and now when I stage with chutes on the stage, it not only jetisons the stage, but also the chutes that where on it for stage recovery. The first stage had 2 radials on the tanks and it dumped them along with the stage. I tried again adding also 4 DERP chutes from Rover dudes mod to the decupler (18-A I think). It dumped all 6 chutes. However, the second stage which only had DERP chutes looked like it kept the chutes. One catch, I had the control unit from Sounding Rockets on that second stage. So maybe it is dumping chutes only on stages that do not have SAS controllers? 2am, going to bed...
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
Vorg replied to Nils277's topic in KSP1 Mod Development
2.7b would be the next in line that was on the list after 2.1? -
I've been working on a normals map to give more face structure to Kerbals. I posted a WIP in the texture replacer thread that adds ears and a nose of sorts along with teeth and a throat. Been trying to improve the face with a brow line, cheeks and a better nose, but with the eyes so far apart my first try made them look very sickly with sunk in eyes. Second try make them look a bit mean with too much forehead. Getting better, slowly. When I have something more I'll put up a fresh file. I included the Gimp file which has layers with guide lines to show where the eyes fall and stuff. The teeth only use a tiny part of the white area and that area is mirrored between sides and top/bottom. The Normals map will apply to any male head texture that dosen't have it's own when placed in the default folder. Feel free to use the files to come up with something better then my clumsy dabbling.