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Proot

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Everything posted by Proot

  1. I have some more normals list, but I dont want to flood the thread with code and more code, I'm gonna send them to Rbray for test and inclusion in stock files if he want it.
  2. I dont' use Unity at all ATM. Despite to be unemployed, I don't have time to learn and do much more things than now (believe me, I do A LOT of things, I'm a very renacentist person in that sense, lol). Nazari1382 gave me permission to use my textures and tweaks in his .MU and config files, so for the moment that is what I'm using. Perhaps in the near future I should dust off the zbrush, and learn something of Unity to do my own parts, but sadly for now my economic survival is more important, lol...
  3. For flames I usually use a single blurried spot (in the color you want). Then I apply any type of distortion effect which after, in the particle graphics "accumulation", looks more like real small flame "thonges" (Is that expression well done in english?). Smoke is even much more easy: just make your own brush for the effect and then use it in a single color, that avoid the "accumulation" of dark "glitches" in the smoke effect, given it an much more smooth look.
  4. And the last ones: TurboNisu: NORMAL_LIST { texture = TurboNisu/Parts/bigTankCap/bigTankCap_NRM texture = TurboNisu/Parts/largeAdapterTank/largeAdapterTank_NRM texture = TurboNisu/Parts/simpleLandingStrut/landingStrut_NRM texture = TurboNisu/Parts/smallAdapterTank/smallAdapterTank_NRM texture = TurboNisu/Parts/smallTankCap/smallTankCap_NRM texture = TurboNisu/Parts/smallTankCapRCS/smallTankCap_NRM texture = TurboNisu/Parts/tinyTankCap/tinyTankCap_NRM texture = TurboNisu/Parts/trianglePlate3/trianglePlate_NRM } Interstellar: NORMAL_LIST { texture = WarpPlugin/Parts/Command/scienceModule/nrml_NRM texture = WarpPlugin/Parts/Electrical/AntimatterCollector/trap_normals copy_NRM texture = WarpPlugin/Parts/Electrical/AntimatterReactors/n__NRM texture = WarpPlugin/Parts/Electrical/ElectricalGeneratorsL/n_normals copy_NRM texture = WarpPlugin/Parts/Electrical/ElectricalGeneratorsS/n_normals_small_NRM texture = WarpPlugin/Parts/Electrical/HeatRadiator/n2_normals3_NRM texture = WarpPlugin/Parts/Electrical/NuclearReactor1Sphere/Nuke_Reactor_Sr_Nrm 1_NRM texture = WarpPlugin/Parts/Electrical/NuclearReactor3Sphere/NR_JR_NRM_NRM texture = WarpPlugin/Parts/Electrical/RadialHeatRadiator/n_NRM texture = WarpPlugin/Parts/Electrical/SmallFusionReactor/n2_normals_NRM texture = WarpPlugin/Parts/Electrical/WarpDrive/1_normals copy_NRM texture = WarpPlugin/Parts/Engines/MethaneEngine/n__NRM texture = WarpPlugin/Parts/Engines/MPD/n_normals copy_NRM texture = WarpPlugin/Parts/Engines/solarSail/ArmExtNORM_NRM texture = WarpPlugin/Parts/Engines/solarSail/BaseNORM_NRM texture = WarpPlugin/Parts/Engines/solarSail/DoorNORM_NRM texture = WarpPlugin/Parts/Engines/ThermalRocketNozzle/n_1_NRM texture = WarpPlugin/Parts/Engines/ThermalTurbojet/n_normals_NRM texture = WarpPlugin/Parts/Engines/vista/N_normals copy_NRM texture = WarpPlugin/Parts/FuelTank/AntimatterTanks1/small_normals_NRM texture = WarpPlugin/Parts/FuelTank/AntimatterTanks2/big_n_NRM texture = WarpPlugin/Parts/FuelTank/LongAmmoniaTank/BOX_normals_NRM texture = WarpPlugin/Parts/FuelTank/LongWaterTank/BOX_normals_NRM texture = WarpPlugin/Parts/Utility/DTMagnetometer/n_ copy_NRM texture = WarpPlugin/Parts/Utility/GammaRaySpectrometer/GRS_NRM texture = WarpPlugin/Parts/Utility/GCMassSpectrometer/BOX_normals_NRM texture = WarpPlugin/Parts/Utility/LCMassSpectrometer/BOX_normals_NRM texture = WarpPlugin/Parts/Utility/MicrowaveThermalPowerReceiver/mter_normals texture = WarpPlugin/Parts/Utility/phasedArray1/n_normals_NRM texture = WarpPlugin/Parts/Utility/phasedArray2/n_normals_NRM texture = WarpPlugin/Parts/Utility/Refinery/sphere_normalst_NRM texture = WarpPlugin/spaces/sci/N_normals 1_NRM }
  5. Sorry for multiple posting but forum goes to error if I put this in only one message: Squad parts: NORMAL_LIST { texture = Squad/Parts/Command/Mk1-2Pod/mk 1-2 external shell Variant-Hatch NRM texture = Squad/Spaces/mk1CockpitInternal/model002 texture = Squad/Spaces/mk1CockpitInternal/model004 texture = Squad/Parts/FuelTank/RCSTank1-2/model001 texture = Squad/Parts/Aero/winglet2/model001 texture = Squad/Parts/Aero/NoseCone/model001 texture = Squad/Spaces/landerCabinSmallInternal/ksp_s_landerCan_internal_normal texture = Squad/Spaces/cupolaInternal/ksp_l_cupola_internal_normal texture = Squad/Parts/FuelTank/RCStankMini/ksp_m_rcsTank_normal texture = Squad/Parts/Electrical/batteryBankLarge/ksp_l_batteryPack_normal texture = Squad/Parts/Engine/engineLargeSkipper/ksp_l_midrangeEngine_normal texture = Squad/Parts/Command/probeCoreHex/ksp_m_hexProbe_normal texture = Squad/Parts/Engine/engineLargeSkipper/ksp_l_midrangeEngine_fairing_norm texture = Squad/Parts/Engine/liquidEngineMini/ksp_m_liquidEngine_norm texture = Squad/Parts/Engine/liquidEngineMini/ksp_m_liquidFuelEngine_fairing_norm texture = Squad/Parts/Engine/liquidEngine3/engine3_n texture = Squad/Parts/Science/MaterialBay/science_module_small_nrm texture = Squad/Parts/FuelTank/fuelTankSmall/tank3_n texture = Squad/Parts/Command/mk2LanderCabin/outershell_n texture = Squad/Parts/Command/mk1pod/outer shell NRM texture = Squad/Parts/Utility/decoupler1-2/model001 texture = Squad/Parts/Command/Mark1Cockpit/Mk1C_NRM texture = Squad/Parts/Command/mark3Cockpit/MK3NRM texture = Squad/Parts/Science/MaterialBay/science_module_small_nrm }
  6. This maybe would help someone... I'm doing my own texture confings to save memory for my compilation, so here comes some details of my list (not all is tested) My KSO Normal list: NORMAL_LIST { texture = KSO/Parts/kerbin_lifter_norm_NRM texture = KSO/Parts/kerbin_orbiter_docking_mod_norm_NRM texture = KSO/Parts/kerbin_orbiter_engines_norm_NRM texture = KSO/Parts/kerbin_orbiter_norm_NRM texture = KSO/Parts/kerbin_space_station_norm_NRM texture = KSO/RPM/MFD_norm_NRM texture = KSO/Spaces/internalkso/analog_gauges_norm_NRM texture = KSO/Spaces/internalkso/cockpit_interior_lower_norm_NRM texture = KSO/Spaces/internalkso/cockpit_interior_norm_NRM texture = KSO/Spaces/internalkso/RCS_panel_norm_NRM texture = KSO/Spaces/internalstation/kerbin_space_station_interior_norm_NRM texture = KSO/Spaces/internalstation/SST_Stick_Petals_norm_NRM texture = KSO/Spaces/ksotug/analog_guages_norm_NRM texture = KSO/Spaces/ksotug/KSOS_Arm_norm_NRM texture = KSO/Spaces/ksotug/RCS_panel_norm_NRM texture = KSO/Spaces/ksotug/SST_Stick_Petals_norm_NRM } PorkWork's inflatables: NORMAL_LIST { texture = PorkWorks/Parts/inflato2/Inflato2_NRM texture = PorkWorks/Parts/inflatoFlat/InflatoFlat_NRM texture = PorkWorks/Parts/orbitalorb/model001_NRM }
  7. I dream with dynamical music loading for KSP that can override the stock music... Use more than 4 or 5 songs it's impossible for me now... Keep on the good work Pizzaoverhead, this can be a KSP must have.
  8. Are, in fact, Nazari1382's effects. I've only using my own textures and tweak configs for Squad's flames and smokes, with his "Hot Rockets!" .MU files. But I can do any new texture for FX that you want! Just tell me!
  9. Alex, you got me waiting like a noob boyfriend: stupidly nervous and expecting a whole new world of possibilities... You are making a lot of advances, are you planning a definitive release?
  10. Oh, no! I've only do that pod, the big decoupler, and the big grey tanks (because I hate them, lol). Oh! and the legs! (because I always end up using the stock ones). And in a Squad/Nasa style. But I'm in L-O-V-E (and using over stock) your engine textures!
  11. Loadondemand.log remains white after the first line. In every try. So I can't tell you a lot... The game loads seem to finish (some times at 2.7GB, some at 3.1GB...), but the game crashes before the main title. My log: https://mega.co.nz/#!4pMynRJS!WoSNK3NLU9Pz1_eTzfhznnb94Twx1gfTgCNUTJIPesM
  12. I was expecting those fantastic srb... But good luck in your new project.
  13. Too large non part textures for me. I can't use this. But this looks good, so I'm suscribed and expectant for posterior versions. Good luck and keep on the good work.
  14. I'm very interested in this mod for the management of my compilation http://forum.kerbalspaceprogram.com/threads/70693-WIP-Renaissance-Compilation-%28artworks-remake%29. This will be a future alternative to ATM or could be used together at some point? Someone have tested both for compare savings and performance? (this texture management plus the basic ATM compression would be great for mod junkies as me)
  15. I don't know if could be used completely in RSS, but I guess not in the real earth version. I'm doing this as enhancement of the vanilla game, and no planning other versions atm.
  16. Oh, one more thing Rbray: auroras seem to be impossible in this version, where the the light of a layer can not shine in shadowed zones. Will this change in future versions?
  17. Only the scaled settings, I think. Falloffs, detail distances and so on...
  18. The scaled settings of my configs back to default values every time I start the game. That values remain in the config file, but not applied again, meanwhile the rest of configs yes. It's only me or it's a bug? Is the only thing I need to resolve ATM to release my new pack.
  19. I'm working now with the normal-normals lol (in the usual blue-base/green/orange-pink/green/dark-green colors), and looks very cool, but that seems to work only in some textures... I can't find why, but (as example), decouplers only take well the normal as high maps (a grey version of the normal). This must be a Unity thing with the normal handling, but I don't know how the difference is established by the game. Nvidia has a good PS plugin to make normals, If you use gimp try this: https://code.google.com/p/gimp-normalmap/ or http://registry.gimp.org/node/69
  20. Rbray, is there a way to fade more kerbin1.png in the areas where volumetrics are generated? The "open hole" effect is too evident immo, and the too obvious horizontal texture in that zone spoil the volumetric effect. Maybe the volumetrics and the fading with that texture should work like the detail blending? I mean, as you approximate to the clouds and in the center of the volumetrics kerbin1.png should be barely visible and completely replaced by the detail texture and the volumetrics clouds. Despite that the fading effect is close to perfection but maybe too short in distance for my taste. Could it be increased?
  21. In fact is not "hd". Is the same texture size of stock, but a bit more clean, detailed. 100% redone. Screenshot is compressed, so uncompresed looks even better. Emulated docking style from KOS (wich has a great desing).
  22. ALCOR on HOTAS is the best and funniest capsule ever; period.
  23. Thank you all. I'm improving this even more. And it's bad that I say this, but I love the results, lol. The new volumetric clouds, thanks to Rbray89's mod, gonna blow your mind. You may laugh, but one of the things with that I'm fighting more is the bake of the Kerbal joysticks in the EVA suits. That piece is terribly done, all seems to look bad, but I'm doing promising advances... Sadly smokescreen plugin seem to produce frame lag in launch with many boosters... I hope new versions would improve that.
  24. Jool, Laythe and Kerbin have his respective auroras in the pack. Eve has a diferent type one, as green glow above the upper atmosphere. But I must rebuild all, again, for the new configuration system of the plugin. I think this completely worth, the Rbray89's new version of Visual Enhancements is simply amazing and give us a new world of possibilities.
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