spacex34 Posted August 9, 2013 Share Posted August 9, 2013 Downloadhttp://filesmelt.com/dl/Kerbin_9k+_Cloud_v2.zipkerbin1.png replaces your old kerbin1.png ;p Might require -force-d3d11 switchGood jobThank guyYou can have a cloudless version?By the wayI think you should get a pack with all the planets HD, but you may already be working on that and where is the "mirror" effect on the oceans ??Released v3.0Good job I will try it Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 I added what you found to all the relevant posts in this topic (well, 9k related posts). (Not forcing d3d11 on d3d10 hardware) Black hole caused by that switch on d3d10 hardware... etc. Is the switch you used -force-d3d10 then? And that works for you?The worst thing to do is testing... testing and more testing. I didn't know we could push KSP this far though ;P For me, it's gonna be a cloud-less planets now... I don't really like clouds that don't move ;p Link to comment Share on other sites More sharing options...
Sapphire Posted August 9, 2013 Share Posted August 9, 2013 Tried out your 9k Kerbin texture, eRe4s3r. Didn't change my DX, running on Windows 7 with an i5-2500 and 8GB of RAM, runs beautifully, and Kerbin looks great, fantastic work! Shame you're not doing more, Laythe could use some love. Link to comment Share on other sites More sharing options...
AncientGammoner Posted August 9, 2013 Share Posted August 9, 2013 eRe4s3r: I noticed when I tested out your 9k textures that when zoomed in (at the same location, the launch site) the 9k actually looked less clear than the 8k which was surprising. I played around with the scaling myself, and the textures generated over 8k look distinctively less clear than the 8k ones. I'm guessing this is because of the scaling from the 16k source. Check it out:Try out my 8k texture and tell me if you see the same thing:Kerbin 8k PNG, 31mb Link to comment Share on other sites More sharing options...
Silvester Posted August 9, 2013 Share Posted August 9, 2013 just a report, when using forced dx 11 the ram ussage of ksp reduced from 2,7 gb to just 1,4 gb for mebut there is so much shuttering image, and even all my rocket turn violet <= color ..... Link to comment Share on other sites More sharing options...
Gojira Posted August 9, 2013 Share Posted August 9, 2013 Uh, is there a way to disable the random Kerbal heads? Link to comment Share on other sites More sharing options...
Guest Posted August 9, 2013 Share Posted August 9, 2013 just a report, when using forced dx 11 the ram ussage of ksp reduced from 2,7 gb to just 1,4 gb for mebut there is so much shuttering image, and even all my rocket turn violet <= color .....I hit this, too. There was so much texture tearing and stuttering that it wasn't bearable to look at. Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 (edited) On that turn *I* noticed now that using the d3d11 switch breaks the atmosphere of Kerbin and several other grapical features That's a bummer.So I guess I should mention this in the mod posts... better to not use that switch after all. Although it means no 9k+ texture rendering... SIGHLast thing today.. testing whether d3d10 switch works better....eRe4s3r: I noticed when I tested out your 9k textures that when zoomed in (at the same location, the launch site) the 9k actually looked less clear than the 8k which was surprising. I played around with the scaling myself, and the textures generated over 8k look distinctively less clear than the 8k ones. I'm guessing this is because of the scaling from the 16k source. Check it out:Try out my 8k texture and tell me if you see the same thing:Kerbin 8k PNG, 31mbYes.. what you see there is why I pointed people to your 8k textures. But I wasn't 100% sure d3d10 would render high or not (it does not)Without the D3D11 switch the rendering scales down the next mipmap (which isn't even 8k)With the D3D11 switch you miss several graphic features although you get 9k+ texture rendering.It seems 9k+ textures are not something people ought to really use. Sorry about that.D3d10 switch does not trigger improved texture rendering.Wow, Now I am stumped ,/This is a clear thing thenPlanet Textures should not be sized higher than 8kBasically, this is a major issue with anything larger than 8k*4k and I clearly say here. People should get AncientGammoner 8k textures. 9k+ is not worth the missing effects (believe me) and AncientGammoner 8k textures work flawlessly. So there you have it ,) Experiment = Failed It's also important we note this down somewhere1) D3D11 switch is heavily bugged2) D3D10 switch does not include support for textures greater than 8k but is not bugged.3) 9k textures require D3D11 switch... and without it, are inferior (i am estimating they are about 5k in reality without the d3d11 switch) to 8k texturesSo planet texture artists beware, 8k is where you need to draw the line Edited August 9, 2013 by eRe4s3r Link to comment Share on other sites More sharing options...
Tingle Posted August 9, 2013 Author Share Posted August 9, 2013 Uh, is there a way to disable the random Kerbal heads?It's not enabled if you don't add more than one Head texture. Link to comment Share on other sites More sharing options...
spacex34 Posted August 9, 2013 Share Posted August 9, 2013 Planet Textures should not be sized higher than 8kSo what ? You have just rescale your work in 8K and it's good ;-) Link to comment Share on other sites More sharing options...
mushroomman Posted August 9, 2013 Share Posted August 9, 2013 If you're planning on making actual clouds, do you think you would also be able to make planetary rings? That would be amazing. Link to comment Share on other sites More sharing options...
eran100 Posted August 9, 2013 Share Posted August 9, 2013 Random heads for kerbals? I like it! Link to comment Share on other sites More sharing options...
Castun Posted August 9, 2013 Share Posted August 9, 2013 just a report, when using forced dx 11 the ram ussage of ksp reduced from 2,7 gb to just 1,4 gb for mebut there is so much shuttering image, and even all my rocket turn violet <= color .....Using the switch and the 9k textures, I had the purple colored craft problem too, once I got any supersonic or reentry flame effects. I think I will downgrade to an 8k texture and remove the switch, seems to cause issues.EDIT: I also ended up with some odd looking text in the resource display and the right click context menus. Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 Yes, the d3d11 toggle while allowing higher textures is completely bugged and without it, the 8k textures are superior (for... REASONS) . I removed links to the mods and will remove download links. Sadly this experiment failed ;P Link to comment Share on other sites More sharing options...
Korb Biakustra Posted August 9, 2013 Share Posted August 9, 2013 Will you update your 9K+Clouds texture to 8K? Link to comment Share on other sites More sharing options...
mushroomman Posted August 9, 2013 Share Posted August 9, 2013 I'm kind of confused about all this. What are these 8k textures and where did they come from? Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 Will you update your 9K+Clouds texture to 8K?I will do that yes. Although maybe until then someone else will have done them. I won't mind. Link to comment Share on other sites More sharing options...
Scrumilation Posted August 9, 2013 Share Posted August 9, 2013 Either way, both the textures are now uploaded and fixed, hopefully without glitches. What a quest this was. Results worth it? I say, yes! Although I prefer the "no clouds" version somewhat...By the way, one can do the clouds differently than I did them. I set them to be a bit transparent (ie, you can faintly see what's underneath) so more texture artists may do better textures ;P I was more testing than being artsy today.Either way. I need some testers, does it work without switch as well? Do you see differences forcing D3D10 or D3D11 ?Try without the d3d11 switch then ^^ It is no longer required.What hardware and OS? Just out of curiousityAnd just for the record, it does not REQUIRE that switch, that is optional, try with first, if any issues, run without.Without d3d11 or d3d10 switch you will NOT see the full texture quality of 9k+ textures, and in that case you should use the 8k textures linked in the thread. Visually there is a very slight difference and performance wise the d3d11 switch can have impact, but better 8k than nothing ;p** Although I think I wouldn't want do another high res planet texture ;pGTX 550tiwin 7 ultimate 32 bit (Too lazy to install 64bit version even having 8gb of ram) Link to comment Share on other sites More sharing options...
BFGfreak Posted August 9, 2013 Share Posted August 9, 2013 Yes, the d3d11 toggle while allowing higher textures is completely bugged and without it, the 8k textures are superior (for... REASONS) . I removed links to the mods and will remove download links. Sadly this experiment failed ;PWell it was a noble endeavor, and now we know the absolute upper limit of texture modding. Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 (edited) I'm kind of confused about all this. What are these 8k textures and where did they come from?Read starting from here. And enjoy my misguided attempt of going even higher than 8k ;pAlso moderated posts showing up after we are 10 pages further. HehehWell it was a noble endeavor, and now we know the absolute upper limit of texture modding.Indeed And hey, we found 8k textures in the process as well. Which is a huge visual improvement all around. Edited August 9, 2013 by eRe4s3r Link to comment Share on other sites More sharing options...
mushroomman Posted August 9, 2013 Share Posted August 9, 2013 Read starting from here. And enjoy my misguided attempt of going even higher than 8k ;pAlso moderated posts showing up after we are 10 pages further. HehehWell that explains everything.I was kind of worried about becoming obsolete already Give me a week at least! Link to comment Share on other sites More sharing options...
spacex34 Posted August 9, 2013 Share Posted August 9, 2013 HiHave you a software to convert a mbm file into readable image like JPEG, PNG? thank Well that explains everything.I was kind of worried about becoming obsolete already Give me a week at least!Have you plane to make the 8K texture ? Thank Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 Check the first post of this topic spacex34Specifically herehttp://forum.kerbalspaceprogram.com/showthread.php/44135-0-21-x-Universe-Replacer?p=577055&viewfull=1#post577055Also sorry for ignoring you all this time. Your posts showed up after the pages flipped due to moderation. So nobody noticed........ Link to comment Share on other sites More sharing options...
mushroomman Posted August 9, 2013 Share Posted August 9, 2013 HiHave you plane to make the 8K texture ? ThankNo not really. If I can find the planet textures in some slightly higher textures I might consider it. But it's not even close to a priority. Link to comment Share on other sites More sharing options...
eran100 Posted August 9, 2013 Share Posted August 9, 2013 Well that explains everything.I was kind of worried about becoming obsolete already Give me a week at least!A week to do what? Link to comment Share on other sites More sharing options...
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