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Everything posted by HafCoJoe
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Yeah that should work. The whole point is to make sure there isn't any part of the texture with 0% transparency.
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I edited my last message a lot - should help you out some. What's happening is that when you save the texture it's picking up the rest of the texture as having 0% opacity, and because of that it's showing the texture as black in game (KSP doesn't like 0% opacity). - Note there's also a specific way you should save the .dds textures. It's the image in the tutorial post.
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I know your exact problem because I ran into it myself when creating my own textures. It looks like you're using paint.net? If you're using paint.net you should be able to solve the problem by creating a new layer on the top, pasting an unedited part texture onto it, setting the opacity to 1%, creating another layer below it, merging your 1% transparency layer on top of the new layer, and then exporting the texture from there, not merging the layers until it informs you that it will do so in save..
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D: Looks like I was wrong in both cases sorry What do mean by "blown out"? Are the pods showing up as black? Is the whole thing reflective? What don't you get with the textures? I'll do my best to help
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They both already got it working one person didn't download the correct version of TextureReplacer and one person didn't install ModuleManager.
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Oh xD - I mean having everything at 1% transparency except for the windows
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Yeah you have to edit the textures. Where did I say "correct transparency"?
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Yes, yes, and... yes Look at some of the textures already in WindowShine and their file paths for examples. - so long as the texture has the same name as the default part you can either replace the texture in SQUAD replacing the original or place it in TextureReplacer/Default/Squad and mimic it's default file path from their. - I don't know what you mean by correct transparency... Could you quote my step #?
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What Happened To The Mun Texture?
HafCoJoe replied to jrolson's topic in KSP1 Technical Support (PC, unmodded installs)
I see this issue on Kerbin though I haven't pinned down the cause yet. Seems to happen randomly. -
That'd do it - if @Pak changed the transparency on his parts it would fix it. - Since FStextureSwitch2 changes the texture and not the part name, it's possible you could still have reflections on every iteration of the shuttle cockpit with it installed, so long as each texture has the correct transparency.
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I was able to optimize the Voltas aerodynamics and got it up to 989m/s at around 1170 meters above sea level before running out of fuel. I could probably get it up to mach 3 at 1032 if I went higher...
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Guess I can't enter the Volta then no way I'm getting it up to 343 m/s with only one engine in back. Might see about squeezing one engine in the middle and removing the two side pods but I don't think it could lift itself.
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[Forum Problem] New-Reply box pre-filled with Quote and text
HafCoJoe replied to cy-one's topic in Kerbal Network
I've got this issue as well :/ Haven't reported it though as it's been off and on and I haven't found too much regularity to it. I usually find that deleting the quote, hitting cancel, and then refreshing the page works. -
I've found these wheels to be pretty underwhelming myself too. I'm not playing in career mode, but I have a small cessna style plane that uses these wheels. They don't usually break on my plane but it's very common for me to bottom out the suspension on them when landing causing them to grind along the ground and then jump back into place. My main concern has been that they rock back and fourth infinitely once I'm landed on the ground without the aid of SAS. I made a bug report for 1.2 on wobbly wheels which wasn't addressed as well as a general report on certain suspension appearing weaker in U5 which wasn't addressed. This issue isn't new though - I made a report in 1.1.3 which also wasn't addressed. Kryten made a much more detailed report on wheels just feeling underwhelming but it appears to have been ignored as well. It's possible these reports where read but there was never any official words on the matter. @SQUAD? @TriggerAu? EDIT: Rephrased a bit more
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It breaks any shaders that are applied to the part. Cabin lights are an emissive shader and thus they break, part highlighting is a shader and it breaks, part transparency when in editor is also a shader and thus it breaks as well. I think the F11 heat map and the red tinting might not show up as well when parts heat up but I can't recall off hand. I sadly can't say for sure what it does and does not break but I can tell you it busts most if not all part shaders. I've had some annoying issues with right click menu options not showing up on docking ports as well so I had to remove reflective glass from them. A shame :/
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xD mk - Feel free to ask any questions once you get it installed right. I think I have the correct TextureRepacer linked in the OP actually.
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\:O/ Awesome! Are you still going to have a mach 2 leaderboard though? I like that concept
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It sounds like it's probably something messed up with the MM patch if there are animations still on the parts. I could be wrong on that guess though. Adding WindowShine will basically replace animations with reflections . You're getting reflections on other parts though?
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Hm, I doubt VTOLs could get up to mach 2 though - the extra engines are just too bulky to allow for insane high speeds. Maybe a mach 1 VTOL category though?
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When you say animated emissive lights do you mean like stock where it fades in or is it something else? If it's set up the same way as stock the emissive lights shouldn't be causing any issues with highlighting not showing up, though you won't be able to activate the lights if WindowShine is installed on them (Until the plugin is updated by someone). I'll take a peek when I get home and see if there's anything glaring. I'll just need to remember EDIT: Hm, are reflections showing up at all, or is it that you can't turn on cabin lights?
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