Jump to content

[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update


Tiberion

Recommended Posts

Well due to item #3 in this post: http://forum.kerbalspaceprogram.com/showthread.php/35225-Some-lesser-known-bits-of-info-for-addon-developers

I have had to double-back and re-export what I have done so far. Unfortunitely, TGAs are 2x to 5x larger than PNGs, so the download size is going to suffer because of this.

Slowly getting there; no ETA yet.

And no ouion, no new parts; need to get all the old stuff updated first.

Link to comment
Share on other sites

Nope, the texture filename/path is encoded into the .Mu file when I export it from Unity - I would have to re-export it again to use PNG.

So its either bigger download, or 15 minute load times. :/

Link to comment
Share on other sites

There aren't really that many copied and scaled parts left, mostly the fairings at this point, and a few SAS/ASAS models. (Wel I'm not sure if your RCS and decouplers are sharing or not, haven't looked close enough)

They'd basically have to share the same UVMap.

Chestburster; I don't know the technical details too well, but I think Unity should be decompressing both PNG and TGA and arriving at roughly the same memory usage. I'll do some testing to see here when I get a chance.

Link to comment
Share on other sites

Sounds good. Oh, and thanks a lot for the update.:wink: The occasional progress reports are highly appreciated.

This is, and have been for a long time, a must have in KSP imho, so thank you for all your efforts guys.

Link to comment
Share on other sites

Thanks guys :)

I am starting to see the light at the end of the tunnel here, I mostly need to sort out some engines to go with the new tanks (placeholder engines using the old models, the new engines will be rolled out in future version as time permits) Most of the other pieces are converted and loading now properly now. Then we'll see how buggy things are.

Link to comment
Share on other sites

There aren't really that many copied and scaled parts left, mostly the fairings at this point, and a few SAS/ASAS models. (Wel I'm not sure if your RCS and decouplers are sharing or not, haven't looked close enough)

They'd basically have to share the same UVMap.

Chestburster; I don't know the technical details too well, but I think Unity should be decompressing both PNG and TGA and arriving at roughly the same memory usage. I'll do some testing to see here when I get a chance.

Unfortunately I had to scrap the shared textures, so the same shaped models looked different in the editor preview window. Also with the downsized textures your only looking at saving a few hundred K combining textures, so not really worth the effort.

Link to comment
Share on other sites

Alas, if only some enterprising young software engineer could write a blueprint translation program, we could download everything off NASA and presto chango, we'd have every nick-nack and bulkhead from the legacy programs to sift through and include.

That would make it easier to train people. Personally, when people come at me and are all "HOW TO PLAY KSP!" I point them at the Mercury and Gemini wikis and say "TRY TO BUILD THAT"

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...