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Quicktex Available on Github License: LGPL Quicktex is a python library and command line tool for encoding and decoding DDS files. It is based on the RGBCX encoder, which is currently one of the highest quality S3TC encoders available. Quicktex has a python front end, but the encoding and decoding is all done in C++ for speed comparable to the original library. While it is not only useful for KSP, KSP is what I initially made it for, so I think it can go here for support and visibility. It should have higher quality than NVTT or DDS4KSP, while still being reasonably fast, as well as having a (in development, unstable) python API for custom scripting and tricky image types like light cookies. Installation If you are on macOS, you need to first install openMP from homebrew to enable multithreading, since it is not included in the default Apple Clang install: brew install libomp To install, just install from PyPI using pip (the package manager built into python) pip install quicktex and setuptools will take care of any python dependencies for you. The package also makes tests, stub generation, and docs available. To install the required dependencies for them, install with options like so (Docs are still a work in progress): pip install quicktex[tests,stubs,docs] Quicktex will be available on Pypi once it is out of alpha. Usage Usage: quicktex [OPTIONS] COMMAND [ARGS]... Encode and Decode various image formats Options: --version Show the version and exit. --help Show this message and exit. Commands: decode Decode DDS files to images. encode Encode images to DDS files of the given format. To decode DDS files to images, use the decode subdommand, along with a glob or a list of files to decode. To encode images to DDS files, use the encode subcommand, plus an additional subcommand for the format. For example, quicktex encode bc1 bun.png will encode bun.png in the current directory to a bc1/DXT1 dds file next to it. For KSP textures I recommend quicktex encode auto -r [filenames] encode and decode both accept several common parameters: -f, --flip / -F, --no-flip: Vertically flip image before/after converting. [default: True] -r, --remove: Remove input images after converting. -s, --suffix TEXT: Suffix to append to output filename(s). Ignored if output is a single file. -o, --output: Output file or directory. If outputting to a file, input filenames must be only a single item. By default, files are converted in place.
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I'm experimenting with making my own parts, and reusing the stock textures to reduce memory usage like what SXT does, but I'm getting a NullReferenceExeption when it attempts to compile the part with any external texture references in the MODEL flag. When I uncomment the texture lines it will work, but falls back to the dummy textures. In unity I have a few materials that use the dummy textures I set up. I'm wondering if I need to use specific shaders or something? I'm using the KSP/specular shaders for them Here are the errors I'm getting: [LOG 09:38:07.498] PartLoader: Compiling Part 'KBM/Parts/Rack/KBM_4U_RCS/KBM_4U_RCS' [ERR 09:38:07.498] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 [ERR 09:38:07.498] PartCompiler: Cannot compile part The contents of KBM/Parts/Rack: KBM_4U_RCS.cfg Rack.mbm RackRCS.mu hex.mbm hexNormal.mbm rcs.mbm my Config file
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I have been pounding my head into my keyboard over what could be causing this effect when Mac and Linux users (openGL) use DDS textures. I am pretty sure it has to do with the way I'm saving these textures, So what I have done is compiled multiple versions of the same textures in DDS format, each saved a little differently. What I need is a few testers on those OS's to try out each one of these texture packs and see if the above effect appears or not. (obviously we don't want it) WHAT YOU NEED TO DO: Start a new game and go to the tracking station, tab to Versuch and report what you see here. If any of these packs work with Linux or Mac, please report which pack you used and your OS This moon (Versuch), replaces the Mun in the stock game. REQUIRES KOPERNICUS To Install 1. Install Kopernicus LINK 2. Install the Versuch folder into your Gamedata folder DOWNLOADS: Versuch A1 Versuch B1 If these don't work, I will experiment more. **Versuch is just a test moon and is not career ready but you can still enjoy it in sandbox mode if you choose to keep it.
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Hello. I am having problems with this one dds texture. It is a texture for a simple structural part that uses Interstellar Fuel Switch to change between textures. It doesn't work however and the log simply states: [LOG 19:36:58.743] Load(Texture): Benji13sStructuralDisks/Parts/StructuralDisks/textureGreen [WRN 19:36:58.753] Texture load error in 'C:\Users\Benji\Documents\KSP 1.2\GameData\Benji13sStructuralDisks\Parts\StructuralDisks\textureGreen.dds' As far as I can tell, it is exactly the same as my other (working) texture, except that it is 3mb in size. The working one is 683kb. Is this the problem? How do I fix it if it is? Link to the texture's are below. The broken texture is the green one. Thanks to any help, I'm sure it's a simple fix, I just don't know much about how KSP manages textures. Thanks, Benji13. Working texture: https://www.dropbox.com/s/ywxqaxhvc1wmyls/textureDarkGreyMetal.dds?dl=0 Broken texture: https://www.dropbox.com/s/nlwy4jaa8rzsk1f/textureGreen.dds?dl=0
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So I'm making planets and every single tutorial says you need a .dds file. First of all, how to make them without using SE? And if you use Space Engine, like me atm, then when I use a .dds file in my textures folder, the planet turns up completely black or completely white as a texture? Anybody knows what's going wrong?
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