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Posts posted by Endraxial
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On 1/6/2017 at 6:59 AM, Rayder said:
Is there a quick fix for Jool's texture? There's a small seam going from pole to pole, kind of like the texture is just a tad too small; looks like a black line. I'm using the high resolution textures.
The Jool texture has a black line on the right side for some reason. It happens. I'll try to fix it. I believe you'll want to put that in Game Data -> SVEKopernicus -> Jool -> Plugin Data.
Surprised you're using that older Mun texture, OP. It does match the surface textures pretty well, though.
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I got the itch to play KSP and decided to look for visual mods and was utterly disappointed that most weren't updated. Ended up finding this because of my name being thrown around. Looks good. The brighter and richer colors help a lot with the look (the desert is bright and actually looks like a desert) and with your other mod that adds the planet textures it all comes together nicely.
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Glad you like it. Eve will look similar to this in the next version:
http://i.imgur.com/bhulndv.jpg
And as extra, a new pic of the new planets remake. This time, Tylo:
*drools* That Tylo is magnificent. I can't wait to crash into it.
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Reflections are awesome. I love how this was like an upgraded and supported alternative to Universe Replacer and now it's so much more than that. Shame the old thread broke, but I suppose a fresh start isn't bad either.
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That might work. You will also maybe have to resize them to about 128x128 like the default EnvMaps.
That's what I did for the skybox in my pack (well, they're 256x256 actually), but I also brightened the images a bit for more apparent reflectivity. It worked out fairly okay, but I can't tell if they're working "as intended".
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The question likely has been asked a million times before, but I arrive here with 78 pages to read and "Search" did not yield any relevant results: what's the step-by-step procedure to recycle UniverseReplacer textures to make them work with TextureReplacer?
I currently have all my textures in UnvierseReplacer\Textures\Planets, and \Moons, \Skybox, and \Kerbals. Compiling the best texture packs I found was already a hassle, so I'd like to keep them all with TextureReplacer and then maybe add some new features like helmet reflexions and so on.
You simply have to rename the texture images and move them TR's "Default" folder. There's a read me file that tells you what every planet (and other textures, plus their normal maps) should be named for them to work. I'll put the planets and moons in a code tag below.
Default/moho00 // Moho
Default/Eve2_00 // Eve
Default/evemoon100 // Gilly
Default/KerbinScaledSpace300 // Kerbin
Default/NewMunSurfaceMapDiffuse // Mün
Default/NewMunSurfaceMap00 // Minmus
Default/Duna5_00 // Duna
Default/desertplanetmoon00 // Ike
Default/dwarfplanet100 // Dres
Default/gas1_clouds // Jool
Default/newoceanmoon00 // Laythe
Default/gp1icemoon00 // Vall
Default/rockyMoon00 // Tylo
Default/gp1minormoon100 // Bop
Default/gp1minormoon200 // Pol
Default/snowydwarfplanet00 // EelooNice, and yeah they do look very similar. I suppose they would, being the same galaxy and allMine is 4096, too, it's just that the screenshot from my game makes it look less.
Ooh, I forgot to credit MeCripp for help fixing it in the previous post; I managed to work it out on my own, but he offered his assistance and provided it
Personally I prefer Hammer's texture.
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So, using this plugin that was linked is it possible to create a normal-map/heightmap of my planet textures to increase the appearance of depth? Or is that not necessary? I know Tingle's Celestial Bodies texture pack had heightmaps that, I believe, were based off of the 16k web maps.
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Hi Guys, i'm using blubbermonkeys' skybox. >> http://forum.kerbalspaceprogram.com/showthread.php?p=903890#post903890
And I get this result, very not pretty banding from the shading off.
http://tof.canardpc.com/preview2/2f8708e5-3c00-47f2-913b-ab8cef2b485a.jpg
I've looked again at the huge 6000*6000*24 source galaxy textures in PNG, and when zooming to at least 50% that shadingoff is also visible.
I haven't tweaked luminosity in the game, but maybe I missed something.
PS : i'm using ActiveTextureManagement at its latest version, it might the source of trouble ?
Man, that's hella gross. There's banding in the textures themselves but not quite to that degree. This COULD be an issue with active texture management poorly optimizing the texture and increasing the obviousness of the bandings. I'd switch that off and see if it helps. If that doesn't work I could suggest resizing the images. I seriously don't think a 6k skybox is necessary. Resizing them to 4096 squared should help slightly with compression, if that's the issue. Also, you could consider lowering the brightness of the textures themselves which might help a little as well.
A very nice Jool texture (not mine) from the Artwork Forum: http://forum.kerbalspaceprogram.com/threads/74876-A-little-Jool-texture-I-m-working-on-RELEASED%21 I thought it would be a shame if people would not see it here. Has a great stock feel, still fresh and different!That's pretty great. I love Jool textures that aren't just a Jupiter recoloring.
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I wonder when we'll be replacing asteroid textures
From what I've played, the asteroid textures are surprisingly nice looking. Probably not worth it to replace them, but then again where's the fun if we can't conquer those as well?
I cant get this Download Link to work. Is it working for anybody or is it broken?Hit refresh in your web browser and see if that brings it up. Mega can apparently cause trouble for some. Proot really needs to consider a mirror link on another file host.
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Guys, I'm proud to announce a new, experimental version of my texture back. It greatly reduces the initial load time of the game and also gives each planet a new snazzy look with desaturation for realism and optimized texture sizes. Feedback is greatly appreciated as I'm trying out new things.
Totally not an april fool's prank. May want to backup your current textures, if any.
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The progression and learning curve of figuring out how to orbit and transfer to the Mun, landing on the Mun, making a return trip, and rendezvous/docking were the most fun I've had with the game. Failure after failure and that sense of joy when you finally get things right. Of course I'd like to experience that again. At this point, for me, it's just trying to construct a ship capable of reaching your destination because if you've conquered the Kerbin system you pretty much know how to make it anywhere else. (Okay, there's learning transfer angles, I guess, if you're that particular about saving fuel.)
Course I do try to meta-game a little bit. Attempt challenges, try silly things, break the game's physics. That's all fun, too. but not particularly "rewarding," and I like games that feel rewarding.
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Same, I tried downloading it as Proot suggested it complements his HD Clouds. I wonder if there is a new version.
I have an issue with MEGA and having to reload sometimes for the download link to appear. I'm sure he'll add a mirror download for it soon. Shame the site has issues, because at least it doesn't throw CAPTCHAs in your face.
This may be outside the realm of feasibility (or good taste), but has anyone suggested the idea of some sort of HUD reflection for visors?Obviously something that detailed wouldn't be realistic... perhaps this is a bit more appropriate inspiration?
http://seriousgamesresearch.org/wp-content/uploads/2013/04/kerbal-space.jpg
How far can we take this mod before it needs to have a name change? What's next, lens flares? Customizable solar lighting? Water shaders?!
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Everyone's talking about visor reflections and I'm sitting here trying to find a way to make my texture pack update sound just as awesome. I think this is the last update unless that NASA redirect mission asteroid has a moddable texture. I'd move on to other stuff, but Proot is doing a great job at the non-planet stuff and I don't think I'd be able to out-magic him.
Oh! And happy St. Patrick's Day!
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Should've sent a poet...
Hi there people, new to the forums,just wanted to say thanks to them that created the texture replacer mod, is great fun to play with
here's a quick screenshot of my star trek kerbals that i'm working on. Would love to know what you guys think -
http://th07.deviantart.net/fs71/PRE/i/2014/072/4/c/ksp_star_trek_by_thabryc-d7a0kl1.jpg
http://fc00.deviantart.net/fs70/i/2014/072/2/8/ksp_star_trek_2_by_thabryc-d7a0yqt.png
These are freaky, but awesome.
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Does anyone know how to use gimp really well? I can't figure out how to blend the nebula into the background of stars too well, as well as making it partially transparent to let some of the originals blend in.
It's not too hard to do. Load the skybox image, then load/drag'n'drop the nebula over it. Reposition and on the right window (which show layers) should have a slider for transparency. From there it's just a bunch of tweaking. Usually I work with many duplicate layers when doing planet textures.
Something like this is what I assume you're trying to do. Tools on the left window can also have an opacity setting, such as the eraser. Can be useful.
No you aren't he will probably have it fixed soon enoughDownload from the SpacePort is available. Had the same issue.
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128x128 optimized reflections, all curiously lightweight than my previous visor texture. Great work Shaw!
-snippy-
Dangit, Proot. I'm still fiddling with boring textures and you're doing gorgeous stuff like THIS. *jealous fist shake*
Speaking of boring textures, I think I fixed one of my (many) long standing problems. Ike finally looks kind of nice instead of a mushy gray blob, so I'm getting close to pushing an update of my pack. The more I play with and compare new and old textures I notice blurriness and ugly spots and tell myself I can do better, so I keep redoing them from scratch. Totally not going insane.
Edit: Updated my pack. Have a 3200x2000 image of Kerbin to celebrate. A few planets have been redone entirely, but a handful still desperately need changing, so I'm just calling this v1.5 for now.
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Can someone suggest a good looking texture for the galaxy? Maybe with realistic small stars without visible large neighbouring galaxies or nebulae? Maybe even our own real stars?
One of my favorites is this one but it's more of an enhanced vanilla look rather than realistic. (Also, I believe the names of the files would need to be changed for TR.) I think it'd be cool if someone could somehow stitch a skybox of the stars we see in our own night sky. Even being able to pinpoint constellations and such.
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I'd really like to take Proot's approach and add textures in my pack for Kerbals and have my own skybox, but they're more difficult than planet textures. At least I know that a planet texture is flipped and wrapped around a sphere. EVA textures are mapped to a more complex model and I always get noticeable seams in the skybox. 'Tis a learning experience to get these things to work.
Great textures! Hope you don't mind if I use some details to get better results with my pack.Don't think I ever replied to this. You can use the textures for whatever you want, dude. Chances are I might like your version more than my own. Also, your clouds and city lights pack is amazing.
Endraxial's planet pack is a lot lighter weight. You should try that pack instead.Compression helps. I know a lot of people have problems with memory running out, especially when using other mods. and of course smaller size means a quicker download. I don't know if that's optimal for Texture Replacer, though, because the colors in my images are indexed. Haven't had any issues.
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And Endraxial's planets.. why is Kerbins texture all white? Its not labaled as a normal map so.. where is the normal map for it? Whats the deal with normal maps, do I need them? Some packs have them others don't.
Lol.. idk why this just isn't going smooth for me.
It's because of two things. First, the land textures are transparent, because otherwise planets with bodies of water will appear really shiny. The transparency in the image basically removes the light reflection. Second, the image is compressed which is what ends up making the land look white in some image editors. It shouldn't look like that in-game, though.
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But... Kerbals. I'm pretty sure Curly, Larry and Moe would be more appropriate
I'm okay with this. Just make sure they don't get into a slapstick fight in the cockpit.
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This pack started back in late November of 2013 where I took an interest in modding Kerbal Space Program. I found the Universe Replacer mod by Tingle but didn't like most of the texture packs available at the time. So I used GIMP and fiddled around and created my own textures. Most of them weren't great, but a lot of people liked them, so I decided to start over and try to learn more about image editing. After a number of revisions too high to count these textures are what I have. They are by no means professional or "high quality" in my opinion, but I am frequently working on the textures to make them even better. Unfortunately, I don't get a lot of feedback, so most of what I do to the textures are personal preference! So, please, give me feedback if you can! This pack started as being a personal project, but I want others to enjoy it too.
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A Wild Download Link Appears!Ike, Dres, Mun, Tylo, and Vall have been "softened" slightly with minor dusty/rocky effects.
Eve has been darkened slightly, still prefer to use a cloud mod for it instead of a texture.
Visor reflect textures darkened. I noticed the galaxy looked a bit weird with super contrast.
Redone Kerbin texture with brighter snowcapped mountains. May need more tweaking.
Expect completely overhauled textures after KSP 0.26 is released!
Other Downloads:
Highly Recommended Mods:
Visual Enhancements: Clouds and City-Lights
Astronomer's Visual Pack for Visual Enhancements.
and check out Proot's sweet artworks mod.
Credit to Zexyterrestrial for permission to use his skybox in this pack. Thanks of course to Tingle for the Celestial Bodies Revamped Pack as well as the Universe Replacer mod, and also saik0 for the web maps of all planets and moons. Finally thanks to shaw for Texture Replacer and Proot for being a bro and using one of my older Mun textures in his pack.
Any feedback or tips are welcome.
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If you have links to your work it would be an honour add that info in the pack.
If the rest of your planets and moons textures are so great I bet your KSP looks awesome! Would be very generous of you share the rest of your art work.
Haha, you're too kind. I'm far from an artist. I've just been experimenting with different things and learning as I go. I've never even really used image editing programs before I started dabbling with KSP textures.
I'm getting close to updating my pack, which in my opinion is much better than the old version. The main thing holding me back is a good Eve texture because there's not much to work off of. But when I update it you can feel free to do whatever you want with them. (In fact, I think I'm going to update it sometime today.)
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Proot, your Mun texture looks awwwfully familiar. I'm flattered. <3 I can spare my current planet textures if you want to give them a makeover.
As shown by Nova on his Alternis Kerbol thread, he once set it to be a bright red and the result was interestingI really wish I could use that mod just for its warmer lighting. I love how Kerbin looks during the day.
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I love that touch! Stunning! Biomes are now even more visible! Could you explain me how transparency affects Kerbin texture?
Tingle puts it best into words in his Universe Replacer thread:
Kerbin1 consist of the DiffuseMap which is on the RGB channels and a SpecularMapClipper which is stored on the ALPHA channel. In the case of Kerbin, Laythe and Eve - bodies with water, the ALPHA channel is where you define the areas of water that the Specular map should be applied to, which will result in a reflection effect only on the oceans.I honestly have no idea how it "works," but I believe it's how Unity reads textures. It took me a while to figure out how to fix my own Kerbin using only GIMP. Basically I have to split the texture into two layers. Land and water. Put the water texture on top of the land texture, then decrease the land texture's opacity. I have no idea just how transparent you can make the land texture before it bugs out in game. As far as I can tell 30-50% works just fine. Then simply save it, and optionally use a program like pngquant/pnggoo to compress it. Be sure to make a backup of your original texture, though. Tweaking textures after making them transparent is a pain.
That's just how I do it, though. There's probably a much better way.
[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
in KSP1 Mod Releases
Posted · Edited by Endraxial
Believe me, I had a lot of seams when I was doing this. It's very easy to overlook and there's a lot of celestial bodies to keep an eye on! You're welcome, but they're really nothing special! It's great people like Proot, Avera9eJoe, and you can find use of them.