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HumanStuff (Slightly More) Realistic Spacesuits, Heads & Staff For KSP v1.8.1


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Is it possible that you could use normal fonts size & colors? It’s very hard to read and look at most of the time. Specifically on mobile. I really don’t want to sound rude, I just want to help out as just by scrolling through it gets very annoying. Not sure if it’s just me, but if the font size/color/formatting changes every sentence I tend to skip those wall of texts. Hope no offense was taken, thank you. 

Edited by ValiZockt
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Once PIGS ruled the HOTTEST "FRESH HEAD", BUT A LACK OF FEMALES CAUSED THEM TO DIE OFF :( 

 Now they RETURN!, WITH FEMALES:

Spoiler

zdMuDQj.png

Spoiler

YCkfEGe.png

Getting that female head right took like 11 attempts

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Poll results in:

Well i thought the A4/V2 would win... looks like people want to see the "V2-B Winged"  version.

Comming soon!

Please vote in the NEW POLL!

17 hours ago, ValiZockt said:

Is it possible that you could use normal fonts size & colors? It’s very hard to read and look at most of the time. Specifically on mobile. I really don’t want to sound rude, I just want to help out as just by scrolling through it gets very annoying. Not sure if it’s just me, but if the font size/color/formatting changes every sentence I tend to skip those wall of texts. Hope no offense was taken, thank you. 

OMG I'm sorry.

I will try to keep formatting "less fancy/huge" in future posts... any other feed back?

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17 hours ago, ValiZockt said:

Is it possible that you could use normal fonts size & colors? It’s very hard to read and look at most of the time. Specifically on mobile. I really don’t want to sound rude, I just want to help out as just by scrolling through it gets very annoying. Not sure if it’s just me, but if the font size/color/formatting changes every sentence I tend to skip those wall of texts. Hope no offense was taken, thank you. 

I edited this page and the OP, I will try to clean the rest tomorrow. Sorry again, I didnt realize some users would be on mobile.

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Flags, OVER 800, added to main install, both for "Fictional KSP" and "Realistic Humanstuff", Includes the nations of earth, and main Historical nations in the era of "Liquid Fuel" propelled rockets (roughly 1850's up)

95% the nations of Earth, many agencies and/or organizations and a few "common" flags like the "jolly roger", "pure white", etc.

Most "MAJOR" (all national, most others) are available in a "flapping looking" overlay. ALL are available as "flat" (not flapping looking) images also. All are 512x320 in size and are PNG (I am testing if DXT1-BC1 DDS is possible or worth it)

All flags are included for historical reasons. Over 50 KSP Styled "nations" (From cira 2015 Kerbialized Nations Pack, now defunct)

WARNING: The flags of Hong Kong, Taiwan, Tibet, The Emblem of the WW2 German National Socialist Party, The Flag of the USSR & CCCP Special Projects, The flag of the WW2 era Japanese "Imperial Ensign", The Confederate States of America, Intercosmos, Rhodesia & Aparti South  and a few nations that no longer exist due to local politics over the last century or so. ALL ARE INCLUDED ONLY FOR THE PURPOSE OF HISTORICAL ACCURACY, nothing else! .IF ANY OF THIS IS AN ISSUE, MESSAGE ME PLEASE and I am willing to move/remove any that offend the community AT LARGE

BigPack: Over 1500 textures added to decals, patches, logo's, flags etc

Lot of textures, maybe 150mb in size over all...good deal for 2000 textures

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Say what?

Edit:

oh wow I got one of the "Thread of the month" 5UFs3mP.png?1 mentions!

I dont feel worthy lol, congrats to EVERYONE.

And thank you everyone!

I;m totally putting that on OP for the month lol

Well good time to sneak peak this: An Asian language SearX search engine found, some "512x512" and smaller remakes from December. I'm remaking them larger and "flesh toned"

Spoiler

e8FrXA9.png

 

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UPDATE: *small skybox error (seems it didnt encode right)..i'm uploading fixed version

JUST NOTICED IN TESTING!:

I've been working on faces, suits and staff, somehow I moved the "bad example" (I have 2 examples to remind myself.. 1: alpha "exported" & 1: with "mipmaps") skybox to the upload folder...causing the default one to display.

I was testing a different visor then I was like...what happened to the Milky Way? Took me an hour to see the alpha was messed up

Looks like spacedock is under maintenance (uploads all say "Under maintenance, try checking forum for updates")

Please stand by

 

 

v1.2.1 "Freedom/Vostok One - MECO""

ITS 100% STABLE AND & ITS LIVE - LINK

SUPER IMPORTANT: like always delete last version

In the "HumanStuff" folder, inside KSP's "GameData" folder, There is a zip "UNZIP_ME_IN_GAMEDATA", with another zip INSIDE OF IT

MAKE SURE to unzip BOTH zip folders: THE 2ND FOLDER unzipped should be COPIED TO KSP's "GameData" folder, LIKE IT WAS A SEPARATE MOD 

...........................................

CKAN users can get "BigPack" EASY Workshop & extra textures on github here

# Change Log # //HumanStuff//

## 1.2.1
- Fixed staff, ALL OF THEM, but Gene... and added many minor items
## 1.1.1
- Fixed small error in structure stopping splash screen for ckan users also

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Sneak peak of whats waiting:

Ok this is my latest. 85% of what I have

ZC5kVai.png

Anything KSP/Squad "legal" related has ONLY been converted to DDS (trying to save users ram).

  • PS: scientist & intern suit needs retouch with larger NASA & JPL patch, too hard to notice it in VAB/SPH (& we are in VAB/SPH more than in "strategies building/etc, so if image looks "a bit big" in that scene...there are reasons)
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While space dock is down I pushed a big "measure twice pass", to textures etc: (i'm staying under 18 font and only 3 colors max, in all posts, from now on)

HumanStuff v1.2.4 waiting on space dock maintenance for CKAN release

I did a major double check to all textures etc after the skybox was discovered, found a few dxt1's hiding and some blue/red/yellow or orange normal maps (as dds all normal maps are "grey")

made skybox default a "Power of 2" (POT) texture @ 8192x8192 (8k) to stop log spam ...it was that or 4K soo 8K is good :) 

Honestly the number of textures found with "other language" searx search engine quires (compaired to english) yielded more of the files I was looking for and, checking, renaming, resizing, touching up and DXT compressing "got away from me"... I had too much to test 1 by 1 (so I thought).

SO if you are going over 1000+ files...use extreme care....finding and fixing errors is a bigger time hole than "using care" (and its always lost time 100%, unlike using "care") 

in the future sides must stay power of 2 or....2x2 = 4, 4x2= 8, 8x2= 16, 16x2= 32, 32x2= 64, 64x2= 128, 128x2=256, 256x2= 512, 512x2= 1024 (1K), 1024x2= 2048 (2K), 2048x2048= 4096 (4K)....so on so on

  • in light of this: packs (based on skybox "size"): 
  1. 512x512 This Min Spec, aimed at "=/>2gb" ram/iGPU pc's & 32bit users, that need "to get ram back"
  2. 1024x1024 This is aimed office PC/Laptop PC (PC's that use an iGPU)
  3. 2048x2048 This is aimed at "Esports" PC's (Current CPU's like Pentium Gold/i3 & AM4 Athlons with "decent" iGPU's)
  4.  4096x4096 This is the same size as "Stock" KSP. This is a "base line" install (attempt to keep ram use as close to "normal" compared to base TR install with TR heads, using a TR custom suit "pack" & skybox)
  5. 8192x8192 (High or 2x "Stock" as Default). This 2x (twice) the size of "Stock" KSP. Considered the standard for most "modern" PC's with a dedicated video card (GPU) & 4Gb, or more, ram
  6. And finally 16380x 16380 (Very high)..... unless my pc stops crashing at 16384 lol...This 4x (FOUR times) the size of "Stock" KSP. Considered the "max" for most "Unity Games", like KSP, Aimed "Gaming PC's" (Quad+ Core, 4gb+ GPU & 8Gb, or more, ram)
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HumanStuff v1.2.4 IS LIVE on space dock/CKAN also NOW.... YES A CKAN release

- huge improvements to all default textures/skybox

 

On 9/13/2020 at 4:53 AM, theJesuit said:

Wait you can change kerbal head shape/sizes?!?!

Oh you mean texture file sizes. I'll just go hide in the corner again.

Actually i reckon aiming for 1080p is enough.  Many gaming laptops still keep this as standard.  Not many would be playing ksp on a 8k monitor,  so if toull support only 2 the 1080 and 1440 would be fine.

"Heads up" lol, I thought of your post when I re-found this: these look "smoothed"

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On 9/13/2020 at 5:42 AM, hemeac said:

That was just in regards to the texture size of the images used for the kerbal heads.  There is a mod however that changes kerbals to my little ponies on spacedock...  

you too lol

Spoiler

 

 

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6 minutes ago, theJesuit said:

@Aazard not quitotwhatvwe are looking for but thanks for the heads up!

what are you looking for?

From the time we talked last my understanding of "whats going on is"....vastly improved.

I have arquired so many 3rd party textures now might have something close

I have make and female head normal maps (a la TRR pack from a few years back), but the meshes... if they are needing a blender user may have to mock up a "new 1"

PS I got all the backpacks etc and I can color the ones I found, unlike the one @hemeac was discussing a while back

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I want to be able to make kerbals that look more like my kids ")  or maybe shrink the heads a little so that i can photoshop MS paint their faces over the kerbal head without the garish head size verses body.

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10 minutes ago, theJesuit said:

I want to be able to make kerbals that look more like my kids ")  or maybe shrink the heads a little so that i can photoshop MS paint their faces over the kerbal head without the garish head size verses body.

humm, scaling the model? That might require a need 3d model?

ps finally... packs:

Spoiler

QWmgsJs.png

&

Spoiler

fKHBxJN.png

 

PS: you ever get a UI icon to replace correctly?

On 10/1/2020 at 5:01 AM, hemeac said:

Congrats

thanks!

I have something for you. it colors right.... not just 2 rows of pixels

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1st NOTE:

monolith contains a squad logo, we will NOT be changing it in light of:

"THE" RULES:

..[

5. Forbidden code

Your plugin may not:

  • Edit, delete, or create files outside of the KSP installation folder and the operating system temporary storage locations, unless optional to the user;
  • Introduce anything in the game meant for profit. This includes ads and donation buttons; or
  • Remove or modify Squad logo's or copyright notices. <<< ding ding ding

..]

So no monolith image alteration in anyway, doing so could violate terms. Making it dds is likely a "forgivable" offence, as LONG AS NO ONE FLIPPING SCREWS WITH IT, serious... mess with it and I'll remove it and you can lose 0.5mb of ram you could have saved.

This goes for anything that would be under these terms. so no touching the squad or legal screens, they will be there as dds ONLY as a kindness to low ram users. Lets not spoil that

Zero tolerance, I doubt squad would be kinder about it.

....................

2nd Note:

I am having issues with the "human skin toned" icons for EVA in map & "world" view. Also in the astronaut complex.

I'm working on it....

so the asian file named images....:

I started playing with file names...

They is:

  • 1 ground crew, "doctor", "intern" & Hazmat staff.... I believe......
  • maybe 5 of each mechanic (if i change suit colouts red blur green white and black, with 01 or 02 etc I get upto 5 guys each in different colored outfits...need to test more) 
  • Mechanics, ground crew, "doctors" have a "in hands prop" (marshal wands, "doctor" clipboard, them mechanics have: hammer, drill, wood, cross-wrench and maybe others???)... but I CAN NOT find the name of ground crew tool 
  • There are also 2 "mechanics" hats, but it looks like they share a normalmap? they are classic "hard hats"
  • I think I have some "ground crew" stuff ...they are "marshals" and one file in Chinese says "msl_main_head" so maybe thats it?

I can not get the backdrops to change either, the ones "inside" the astronaut complex etc... I'm abit lost here?

GENE KERMAN... I'm 99% sure this is a bad application of the 2D Texture to the 3D mesh, or The texture is just never "seen"... the "back of my mind" trouble this gives me when I'm falling asleep lol

new default, as mentioned above:

skybox : suit/big prop (like RCS pack, canpoy): head/small prop (like staff "props", "hats"): EnvMaps : icons big / small = 8192x8192 : 4096x4096 : 2048x2048 : 1024x1024 : 256x256 / 128x128

backdrops @ 2560x1440, big"windowed" backdrops 2048x2048, small "windowed" backdrops 1024x1024

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teeth and tongues are next, but all heads are 100% DXT5-BC3 and there is atleast 1 PERFECTLY clean template, of "White/Asian/Black/Brown" skin tone, boith male/female

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5 hours ago, Aazard said:

humm, scaling the model? That might require a need 3d model?

ps finally... packs:

  Hide contents

QWmgsJs.png

&

  Hide contents

fKHBxJN.png

 

PS: you ever get a UI icon to replace correctly?

thanks!

I have something for you. it colors right.... not just 2 rows of pixels

Awesome that you got that to work. Are you replacing the texture using something other than Texture Replacer?

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Quote

Awesome that you got that to work. Are you replacing the texture using something other than Texture Replacer?

nope... I honestly dont understand enough yet: I'm just deeply reading the logs/manuals and finding "old" textures ppl made on non-english websites

but unity and ksp (or TR) 100% have different implementation of support on DXT formats. 

if you see the manual, BC6h and BC7 are listed, as are DX10 header support...ksp (or TR) isnt liking that...it just "doesnt see the file for use"

the other 64kb and other uncompressed formats too...notta

DXT5-BC3 no DX10 header is "MAX" in my tests

SPOILED BELOW, DIDNT NOTICE THIS WAS RELEASE THREAD LOL

SO EVERYTHING BELOW "COULD" BE TRUE, OR THE RAVINGS OF A BROKEN MIND, AKA "I AM NOT AN EXPERT, DOUBLE CHECK ALL INFO WITH OTHER SOURCES"

Spoiler

 

for best results: well for me, in my tests... TL;DR: USE 16BIT IMAGE FILES, NOT 8BIT

  • ZERO: If your "master" is a png, REMAKE IT, its already ruined IMHO
  1. image to kirita image file type << sorry for pink, but Kirita IS SOO POWERFUL, it lacks a few "doo-dads" that paint.net has "out of the box", but now that I'm using it...wow, 16bit EXR images are nice!)
  2. scale (avoid!, REMAKE A NEW 16k ONE, DONT BE LAZY), use lanzcos filter, to 16384x16384. If you DO scale it, MAKE SURE YOU SPEND 1 MINUTE & CLEAN "MOST OF" THE ARTIFACTS! (THERE ARE PLUGINS THAT DO 98% OF IT)
  3. work on image, if needed save to:
  4. uncompressed tiff, ONLY if u need to export to paint.net
  5. convert 8bit to 16bit (FROM NOW ON PAINT.NET CANT OPEN/SEE IT, UNTIL ITS ENCODED BACK TO 8BIT, AS THE DDS)
  6. Save as EXR if over 4K,.... if 4K or under save as RLE compressed TIFF
  7. Save 2nd copy "vertically mirrored" (THIS IS A DIRECT ENCODE & BACKUP COPY)
  8. If its a "normal" MAKE SURE to convert to 16-bit grayscale, BEFORE YOU ENCODE, which provides 2^16 (2 to the 16 power) or 65,536 levels of "shades of grey" (called "luminance") and see if that "cleans it up" your suits in game
  9. Avoid NPOT (not power of two) sizes, KSP/TR will use them, but it causes log spam, and I bet its "less than optimal". aka no "inbetween sizes" once you hit 1K and up. even under 1K, you just get more "less drastic" size change options
  10. IF you somehow have a "not grey" normal, dont panic, open it and swap it to "grey-scale" at the highest "levels of" option, & resave...fixed
  11. once its "dds" only open in paint.net...Kirita doesnt like dds oddly (but EXR and 16bit is fine....:confused: )

This is a "master image", scale this down using lanzcos filter if need be, 

  • Nvidia tool can see "any format" you will be using (EXR/TIFF/TGA YES, BUT ONLY "COMPRESSED" VERSIONS, any type of WebP)
  • DDS Converter can see png, jpg and Tiff (NOT SURE ON TGA, I DONT USE IT OFTEN, too "old" for WebP, but I opened a feature request for WebP)
  • IF YOU ARE GOIN TO "SHOW IT OFF" USE NVIDIA TOOL, CPU ONLY MODE (yes cpu only) AND "HIGHEST" THE ONE BETTER THAN "PRODUCTION", CORRECT THE GAMMA, DO NOT WRAP OUTPUT RANGE, PRE-MULTIPLEX THE ALPHA IF ITS NOT TRANSPARENCY
  • only pre export alpha on layered images (not that it hurts, but y process it?)
  • dxt1...these days I see no need for it (minus equal to/less than 4gb ram and/or iGPU users
  • EXAMPLE: At 8k 1 of the 6 skybox images takes 2 min 36 sec, on a AM4 Ryzrn 5 3600XT @ 4.4ghz, make sure you have atleast 8Gb ram (a 8K 16bit image is over 6gb's in memory...by itself, 512MB JUST IN FILE SIZE
Spoiler

 

8tXRGMM.png

8DQSO0N.png

 

THATS 1024MB PER 16k IMAGE AS EXR, AND 170.6MB AS DXT5-BC3 PER IMAGE (TOO BIG FOR "DESKTOP GITHUB", BUT I'M SCARED OF THE LARGE FILE UTILITY) AT 8k DXT5-BC3 IMAGES ARE 85.3MB EACH, SO GITHUB IS FINE WITH THAT

  • gpu it takes like 4 sec, but results are not as "clean" (they look "pre-smoothed" if gpu is used)
  • SO: CUDA MODE = OFF ALWAYS BUT FOR "FAST" TESTING

Always use a Kaiser window filter for mipmap generation in KSP its better than BOX and triangle is basically "box or point++" and i think it confuses KSP

regaurdless of what you hear..mipmap everything, 3 is enough in /2 > /2 > /2 (4K main > mip 2K > mip 1k > mip 0.5K {512x512}) and just warn ppl "SET TO FULL RES" in menu settings of KSP

  • UNLESS YOU SET TR BY "CFG" NOT TOO, it (and stock KSP) will mipmap all images. Supply it them, save it the work (PS 13 levels of mipmaps "feels wrong", how far you reading that text from? 3 levels @ main/2, /2, /2 "feels right")

DO NOT use the AMD GUI tool, its "dds codec" is mismatched to unity (Its "DDS" vs the OpenGL/DirectX's "dds", but it does "krx extension"...that we dont need), command line can change that, but...why bother making it complicated?

  • "DDS" may represent DirextX 10 (or higher) header use, unsure. I'd avoid it, GPU encoding blows anyways (for quality, its speed is 100x faster), so the nvidia tool might complain it doesnt see CUDA for AMD GPU users, but no issue, it will still be your "best production encoder"

use dds converter for "simple" or bulk tasks, its really very potent for what it is, if you have 200 heads flipped, image optimized and needing encoding this is your friend..it can even mipmap! Not ideal for "show pieces", but @ 2K size its fine for use in "distribution" of "small textures"

  • match your normals in size to your color map, it will multiply the quality you get out. A normal should be as nice as possible...it is the "canvas"

Paint.net can do mid level mipmap generation, good upto 2k or 4k ish, ideal after edit for DXT5-BC5 color or Normals...I havent got to emmsives/height/specular stuff yet

and the nvidia tool for "production level tasks" (gui is good) all the way to 16K, its a serious encoder, results are better than paint.net or dds converter

Command line MS texcon is honestly the best results (gui lacks options)..but again unless you doing something nutty, and looks like thats not needed for KSP, then why command line (it freaks the new users out too)

PS: Nvidia or AMD... use "production" drivers, not "gaming ones"... the encoding time is slightly better

I have the TRR guide, that I am now re-writing for TR... The 1st page is a list of every texture & normal I have found, broken into a "makes sense like ("your" kerbals, "Main" Staff, "VAB/SPH" staff, backdrops, Navball.. etc.. etc), once I have the full list I will make "stock sized" copies of all the "stock looking remakes" and that will be part of the base of the "EasyBuilder Library". A ready to edit library of all the textures, listed with "short simple" directions on use..finally...then if i'm hit by a meteor or abducted by aliens...my work continues

Past TR all the others are lacking large user bases, but Kerbal Konstructs/advanced texture tool, but thats "complex".

You past that I dont think you can do anything inside TOS/EULA

 

PS: I'm experiment with "deleting alpha channel" on 16K images "that dont use it" to see if I can shrink their size under 100mb 

Edited by Guest
final edit, spoiled big info block, didnt notice this was release thread
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Update, Suggested Image formats & free FOSS (FREE and/or Open Source Software) tools list: These are what I'm using "daily driver", so...very well vetted.

DISCLAIMER: I AM LEARNING, I AM NOT AN EXPERT, CHECK INFO WITH OTHER "KNOWN GOOD/TRUE" SOURCES

* Start with "best product" work down, NEVER UP, if a file is already png/dds, IMHO... ITS PAST SAVING = SPEND THE 15min = REMAKE IT 16k 8BIT & 16BIT 

  • color pickers, "outlining shape" (not image) and importing "the color boarders" scaled, erase "color" > clean "boarder" to 2 x X (X equals size, 16K = 32pixels) pixels imho and "redoing color" is fastest remade copy. Selecting a section and "shifting/adjusting" color trumps "re-painting" EVERYTIME!
  • why 2 x "X"? when we scale image, as low as 512x512 from 16384x16384, we want the pixel line to divide "evenly", so 32 @ 16K is equal to 1 @ 0.5K (if your desired size is under 512x512, just make a fresh clean image, no resizer likes 1/32nd of original.)
  • Why 16 bit "per pixel" over 8 bit? these 3 pics say it all: We want "clean" color edges, DXT will make it 8bpp anyways (4bpp for DXT1), feed it the "best" sample (EXR or 8bpp TIFF) and it "tends too, in my experience" make a nicer result
    Spoiler

    16-Bit-featured-image-1200x628.jpg8bit-vs-16-bit-space-800x441.jpgG6ZSMuS.png

     

QUALITY OF FORMATS ORDERED (as masters): WHEN "RGB @ 24BIT" 2BPP IS "4 COLORS/SHADES" 4BPP IS 16, 8BPP IS 256 (ADD "ALHPA/32BIT" ITS , 4096) 16BPP IS 65,536 (ADD "ALPHA/32BIT" ITS 16,777,216)

*OPEN RASTER (ORA): Why? I know its just a implementation of 16bpp TIFF, but its used for "16bpp only". This helps compartmentalize 16bpp from 8bpp, so we dont try to open a 16bpp TIFF in Paint.net, the same reason we use both KRA & PDN

Start: 16bpp: KRA (16bit) > (o)EXR(e) (16bit) > OpenRaster (ORA) (16bit storage sized) ** TIFF UN > Compressed (8bit, to share between editors**  8bpp: PDN (8bit) > WebP "Uncompressed AS TEXT" (8bit) >  WebP "Compressed AS TEXT" (8bit storage sized) > "Optimized Uncompressed" PNG (8bpp least "quality"!) = ProductDDS DXT5-BC3 (8bit)

* PURPLE IS THE "LEAST LOSS" PATH, less format conversions (if you start PDN or KRAboth are considered a "free format") and "resizing" = better, work from 16k in 1 format > scale/convert ONCE (remember sharp/16bit!) > REDUNDANTLY backup > Save as "final production" format > encode and/or export to "distribution format" (final product) 
Example: Make a "new" 16K canvas as KRA or PDN > once done save as (open) EXR (extended) (if 16bit) or TIFF compressed as text (if 8bit) twice, once as vertically mirrored > Save each, as a backup, as ORA (for 16bit) or WebP (for 8bit) > "resize" down, if needed > encode the vertically mirrored EXR/WebP to DXT5 BC3 > thats your dds
* DXT5 BC3 seems ideal for everything, not the "nm" type, just BC3...odd, reading says otherwise...but testing gives comparisons...DXT5 BC5 is just a magic format for "quality" normals and colormaps

At 8K a 120mb KRA becomes: a 90mb EXR, 16bpp, a 27mb ORA, 16bpp, or a 11mb RLE Compressed TIFF, 8bpp, 5.5mb UNcompressed WebP, 8bpp, or a 1.4mb Compressed WebP, if 8bpp ..becoming an 85.3mb DXT5 BC3 dds file (64mb not mipped), or a 42.7mb DXT BC1 dds file (32mb not mipmapped)

This is why I store "library" files as WebP/ORA lossless compressed, @ "eack 1K 32bit" (with alpha, 1024x1024) the file size is, 8bpp WebP: under 180kb (0.175mb, 8K = 1.4mb), 16bpp ORA under 3.5mb (16K = 56mb), per image, at max quality

*WebP has format limitation of 16383x16383, for 16K (16384x16384) images @ 8bpp (ONLY for distribution! Always encode to dds at 8bpp from a TIFF!) use:

  • Tiff: with RLE Compression (in Kirita: ZIP > Max > using "Horizontal Differencing") this will be 22.25mb @ 16K 8bpp (or 1.4mb per 1024x1024 image "size" @ 8bpp)

Here is a 4K 8pbb, 24bit (no alpha) image, in 3 formats: WebP Compressed,Optimized PNG, WebP Uncompressed, Optimized PNG 

Spoiler

jf2BY3R.png

Mega post... Spoiled due to size. 95% of Tools I'm using, fairly expansive list

Spoiler

 

Image Editors: * YOU WOULD BE SURPRISED HOW POWERFUL COPY/PASTE IS, IN THE BEGINNING OF LEARNING THIS

  • Kirita: is your most "powerful" (and complex) image editor. It can handle EXR/RAW "16bit images" Requires pugins for optimal use. *Typically not for DDS files.
  • Paint.net: is your most "versatile" (and not too complex) image editor. It can handle DDS files, MipMaps & Encoding by default. "8bit images" ONLY. I suggest "optimized png" and normals plugins. *Typically for advanced plugins retouches DDS files "detailed" viewing.

DDS encoding: past using paint.net on simple stuff. Remember to "use the slightest sharpening" & ALWAYS convert images over 4K to 16bit PRE-DDS encoding

DO: Use DXT5 BC3 for everything (other than A8/L8). The quality is just better. Sure its bigger, but I'm sure alpha info can be "wiped"...somehow?. (Oddly few color maps "need" alpha, atleast from what I see)
* DO NOT use cuda/gpu accelerated encoding in "production work"..its just not as nice as "pure CPU" on "slowest
DO NOT save normals as low quality "grey scale"...use as much/many shades as possible, all "normals" should be grey as "dds" files
DO NOT use BC6h or BC7 until I figure out what is going on with them and unity & KSP. You can turn off alpha on DXT-5 BC3 in the "DDS Converter" tool. I need to test, but if its good, DXT1 holds VERY little benifit to a "Mordern Gaming PC, with a GPU" user
DO NOT use a DirectX 10+ "Header" or "wrap to output range". The header makes KSP just not see the file, and wrapping to output range can make wild artifacts (but not always, I'd test if you want to see)

  • AMD "GPU OPEN" GUI TOOL: WARNING- NO!...I just cant get this to behave. Saves as ".DDS" not ".dds", Images just dont work out. Nvidia tool is just better made for GUI use 
  • DDS Converter, GUI: Easy, Simple effective for "light" or "bulk" work. I wouldn't call it "production quality" though...but super good for smaller stuff. It likes png's and jpgs (I suggest png's with the "optimized" Paint.net plugin, NO "extra compression"! Best you'll get from it
  • Nvidia Texture Tool, Standalone GUI: is your most "powerful" (and useful) image encoder. It can handle EXR/RAW "16bit images", just dont toss it uncompressed Tiff or TGA's. I suggest EXR > TIFF with RLE > WebP as "text" with NO COMPRESSION! In that order
  • TexConvGUI: MS Texconv cmd tool with a GUI. Better than DDS Converter, not as fast for testing, just avoid BC6h/BC7. It does like EXR & TIFF, Sadly lacks a image preview like DDS Converter

Image conversion\Viewing:

  • Irfanview64: With full plug-in pack. Its Fast and handles all images we will view but EXR. has some ok features  but its 99% a viewer ONLY
  • XnView Classic: No free viewer is this powerful. over 500 formats supported. Better "tools" than Irfanview, but its 99% a viewer only still
  • XnConvert: Once you learn it...yikes its good. Spend some time reading on it and its so useful. Note: its dds is "DXT-1 BC1"/No "Alpha"/No Mipmaps, ONLY. it wants POT (power of 2) sizes or it gets...odd
  • Ceasium Image Compressor: Less a compressor than optimizer/converter. In my tests no GUI tool is this good. with alpha webp support I made a 26kb file 7kb...no visual loss
  • RIOT: As an app and plugin for IrfanView and XnView its unmatched for cleaning garbage, like a 4gb comment in meta data (writing a book?)

Showing off:

  • Imgur: Cause instagram is... well not for this type of stuff... and its awesome. Basically limitless image storage.
  • ShareX: Nothing takes an "easy custom" screenshot like shareX, nothing
  • OBS: Its THE streaming software, super supported
  • Lightworks: This is "easy pro level" video edition software. Very well supported by user base
  • PeerTube: Cause Youtube has...odd policies. Basically limitless video storage

Easy of life:

  • Windows 8.1:o: I know "what do I mean".. it can do anything Win10 can (with some tweaking) and uses the least system resources of a 64bit Windows OS other than XP Pro64. Uses same drivers as windows 10. Last "no MS-spyware mega bundle" Windows too
    * You can dual+ boot
    : windows doesnt dislike "other windows", but Win10 is nothing but Win8.1 + super MS Spyware (that is only my humble, personal, opinionYour win10 coa ("licence key") or "upgrade" to Win10 is allowed for Windows 8.1 activation: see here
  • DirectX & Drivers: I can not stress this enough. Update these OFTEN, from the website's of makers not Windows update. "Studio/Artist Driver packs" are in fact better for artists..wow
  • BLEACHBIT: SO GOOD, IT WAS ONCE USED FOR EVIL? (RUMOURS SAY) CCleaner would be deleted by this as "junk"
  • Classic Shell: unless your first windows was Windows 8....
  • CleanMem: Cause MS stopped saving you ram with windows 98se, after that they just said "buy more"
  • Bulk Rename utility: OMG the time saved...the time...
  • DoubleCommander, QT build beta: Again the time and confusion it saves to have a tabbed double pane file explorer. (the Qt beta is only so it can "match themes", like dark theme in windows 7+, beta isnt needed if you dont care)
  • Notepad++: < this should be everything that you dont use LibreOffice for. Its also a (not so) "simple" IDE
  • LibreOffice: MS Office ++...enough said. Its better than Jatre, has plugins out the...umm...documents folder
  • Mega: 50gb cloud free, with auto upload? too useful for backups
  • Degoo: 100GB cloud default free...more?, without referrals +125mb per day (+0.5gb per referral), if you watch an add on mobile, max 1TB. Lacks Megas ability to deal with files over 100mb (split zip big files @ 97mb per "part")
  • Brave: A safe but fast web browser. Uses anything Chrome does. Has better security than Firefox
  • Kaspersky AV Free: If you use nothing but this, at least its very good.
  • SpyBot S&D Free: You must immunize! why get infected, to clean, then infected again next week? A super good malware scanner too 
  • CPU-Z/GPU-Z: simple, compact, informative about the system your looking at.
  • 7Zip: Zip method: Zip > Deflate64 (A 32BIT CPU WITH "64BIT SUPPORT" IS FINE WITH THIS) > Max word size > max compression. = smallest files with no corruption. Normal windows Winzip can see/unzip this (CKAN too)
  • MSI AFTERBURNER & KOMBUSTOR, + AMD/NVIDIA/INTEL "CPU/GPU TOOLS": Get the most out of your system safely. Test the result before use! 115% stock is considered "average/safe", as "a rule of thumb" 
  • Redo Rescue & Rescucezilla: Because Clonezillia has no GUI & Iperius isnt user friendly, this is an easy backup solution combo (output to your mega drive "local folder" and/or degoo cloud, "split zip" it, @ 97mb "parts", need be)
  • Joplin: Logs, note, super hidden info/link....logs...to do's... lists... etc that you cant lose. Basically limitless document/web link storage

Advanced Tools: * 95% of users should not need these

  • * MS DirectX "ToolKits": "REAL" DirectX "mode" testing (like your GPU is DX12, you want to test DX9c, 10.x or 11.x)
  • * Mint Linux: Simple, current, popular, well supported. Good dual boot option. "REAL" OpenGL testing (Unless your a Mac user)
  • * Genie: Notepad++'s "big bro"
  • * Iperius BackupClonezilla: No "possible" backup or migration task is out of reach when these are combined
  • * Fillizalla: FTP the easy way
  • AIO Run times: LINK so useful I'm linking it. This is 90% of the run-times even an advanced user should need.
  • * HWiNFO: EXPANSIVE INFO.Cause you really need to see details that other monitors dont give you
  • * Cmdr: Run powershell...run... This is a real cmd prompt tool...
  • * Visual Studio 2019: Viewing .cs projects. SUPER informative. "The IDE / Scripting tool", unless your a huge Mac head or Linux guru...
  • * Github desktop: You need this if you use Github (uploading/forking), DO NOT USE WEB INTERFACE for "work"
  • * SearX: The meta search engine google fears
  • * Python: Everything uses this
  • * RichText to MarkDown/WikimediaJust follow the rules of "what markdown can do", formatting wise (common "Lorem ipsum", aka "gibberish/dummy" entry, the areas for imgur images inserts), inside libreoffice, life saver
  • * HdX: CONFUSING, POWERFUL, a "Hex editor"
  • * NTlite: Integrate updates, drivers, automate Windows & apps setup. Speedup Windows based dev tasks & have it all set for the next time. Optionally remove OS components, simplify installs. Reduce attack vectors, free up drive space. You can do all on your existing Windows in-place, no re-install
  • * qDir: Cause you need double "double commander", you multi-tasker
  • Trails (Qubes OS better), ProtonMail & VPN, Secondary "popular" email provider (you dont use normally), ClamWin & Magic Wormhole: you might be searching "odd places", for deep searches, this is a nice safe way to download scan and send yourself files
  • * Windows Server 2003 x86/x64 dual boot "gena" iso. If it has a x86 cpu and 64mb ram..that boots...this boots it into a "real usable environment" with network & "modern" tool support.
  • * The Windows 8.1 version of above
  • MediCat USB & All in One System Rescue Toolkit: Like the above 2 , but for If your working with a Mac or Linux only system
  • DaVinci Resolve: makes Lightworks look like MS-Movie maker
  • * Ceasium, ImageMagick, Nvidia & MS DXT cmd line tools: nothing is this powerful, or easy to mess up

 

Edited by Guest
removed "unused, not ideal" formats, they were confusing statement
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Ok so testing the flags (in order of what I feel is immersive) I found they were all AMD tool made, so no good.

I have done a pass to all, DXT5-BC3, and double checked the file names for any of my "temp naming conventions" all are good.

Minor "release push" today, v1.2.5,  soon

.........

THEN:

Next icons, then its a pass to the template library :/, thats going to SUCK, its over 1000 files TO:

  1. Make sure all have orientation "right side up" (need to sort :( )
  2. Make sure all are size to "stock equivalent" at POT sizes (vital!)
  3. Make sure to scrub metadata.
  4. Make them all, but 16K masters, 32bit lossless WebP's, (steps 1, 2 , 3, & 4 are single "run/pass")
  5. THEN take all 2000+ for an optimize pass for size in XnConvert with ROIT plugin

Lucky all steps are 2 "runs/passes" inside XnConvert, or maybe 1 &  1 "run/pass" in RIOT, stand-alone

But this should knock 500mb off pack until I learn how too make optional attachments..i hope, thats Library: 1100 images @ 1mb avg or about 1.1GB... for HumanStuff pack 200 images, avg size 55mb, thats 1.2GB... combined, thats maybe 2.3GB total, both parts

  • I'm considering hitting all normals down to RGBA Crunched DXT5 from BC3, still better than DXT1 but  might get file to 75% size. At 8K: 85.3mb down to 63.9mb, basically giving "free mipmapping" and saving 0.1mb (compared to DXT5 BC3 not mipmapped)
  • I'm considering testing normals not mipmapped also, to see it it even helps a normal, this could save another 25% file size! (At 8K: 63.9mb down to 56.2mb, over-all a saving of 21.9mb!)

LIVE: GitHub / SpaceDock

 

Edited by Guest
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Great mod, a few issues though. 

  • It's absolutely gigantic, even bigger than BDB. Running on a Ryzen 7, 2060S, and 16GB RAM, it doesn't run well.
  • OP, and subsequent posts could be a little easier on the reader's eyes.

Hope these issues can be solved, and I'm looking forward to installing it if it's size is reduced.

Edited by alberro+
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4 hours ago, alberro+ said:

Great mod, a few issues though. 

  • It's absolutely gigantic, even bigger than BDB. Running on a Ryzen 7, 2060S, and 16GB RAM, it doesn't run well.
  • OP, and subsequent posts could be a little easier on the reader's eyes.

Hope these issues can be solved, and I'm looking forward to installing it if it's size is reduced.

Suggestions on OP?

I have run on syndrome......

Mod size is due to the easybuilder work shop. It has to become a separate mod...its too big

I'll pull it out today

POOR PERFORMANCE ON A R7 WITH A GTX2060S + 16GB.

I WOULD LIKE TO SEE YOUR LOGS PLEASE!

FOR EVERYONE. i WILL NOT DISTRIBUTE A MOD THAT PERFORMS "POORLY".

  • I WILL ADDRESS THIS ASAP!

@alberro+ please detail your issues

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