eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 (edited) All links are down.Mega links work fine for me .... anyway, I guess I am on a lost post here when I just want to kinda mention that I wish kerbals (and suits) looked like > this < for science.. and explosions!But I guess this goes beyond what a retexture can do ;p Edited August 9, 2013 by eRe4s3r Link to comment Share on other sites More sharing options...
tygoo7 Posted August 9, 2013 Share Posted August 9, 2013 Will the next version have a folder for EVA Kerbal? I figured out how to get the textures to png. Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 (edited) Will the next version have a folder for EVA Kerbal? I figured out how to get the textures to png.It already has.... -> UniverseReplacer\Textures\KerbalsUnless you mean something different... Edited August 9, 2013 by eRe4s3r Link to comment Share on other sites More sharing options...
Sapphire Posted August 9, 2013 Share Posted August 9, 2013 Bleh, GIMP tosses me an error when I try and open up the Kerbal spacesuit .dds files. :c Link to comment Share on other sites More sharing options...
tygoo7 Posted August 9, 2013 Share Posted August 9, 2013 What is the file of that grey and orange suit in Kerbalizer?Bleh, GIMP tosses me an error when I try and open up the Kerbal spacesuit .dds files. :cConvert it to PNG. Thats what I did. Link to comment Share on other sites More sharing options...
buzz66boy Posted August 9, 2013 Share Posted August 9, 2013 My first spotlight is outdated now, so here is a new one: Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 (edited) Nmhnmh... Just noticed that the kerbin2.png I tested with and uploaded a few pages back has somehow managed to save without an alpha channel despite it being saved from a 32bit tga with alpha channel.. .. sigh Edited August 9, 2013 by eRe4s3r Link to comment Share on other sites More sharing options...
Sapphire Posted August 9, 2013 Share Posted August 9, 2013 Nmhnmh... Just noticed that the kerbin2.png I tested with and uploaded a few pages back has somehow managed to save without an alpha channel.. i uploaded the wrong file.. weee I just noticed this too and I was about to come in and say that. At least it makes the planet look nice from a few angles. Link to comment Share on other sites More sharing options...
spacex34 Posted August 9, 2013 Share Posted August 9, 2013 Tomorrow I will try to get the v0.2 pack 8KWorking on the alpha channel and bump mapping (I don't know what it's possible to yet) Link to comment Share on other sites More sharing options...
Sandworm Posted August 9, 2013 Share Posted August 9, 2013 Hyperedit + custom texture + custom heightmaps = crowd-sourced solar systems.Honestly, the developments related to this mod may be to KSP what custom maps are to Minecraft. That is my hope. My fear is that Squad will not want to let go of creative control. In the mean time I'm learning everything I can about unity and textures in an attempt to catch up.(And I just ordered 500$ worth of new components to better run KSP ... As I did with minecraft two years ago.) Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 (edited) I just noticed this too and I was about to come in and say that. At least it makes the planet look nice from a few angles. Hehe, just get the new file -> http://filesmelt.com/dl/Kerbin2.tga it's now a tga. For the life of me I can't figure out why it doesn't save this with alpha channel as png. Now it really looks pretty in the RIGHT angle ;P Apparently I can't just "drag" an alpha channel over into an image and save it as that, even though I have superPNG in photoshop (and specifically said, Save with Alpha)The funny thing is, in my test this even WORKED, but I wanted to make sure the alpha is right, so I loaded and hit ctrl+S and my alpha channel was gun.. ah the joys of modding.And yeah, this appears like a real noob mistake, but who'd expect the save dialog of photoshop to remove the alpha channel out of a png that had the correct alpha channel in it on load. I seem to find all sorts of funny errors lately ;pEither way, I am curious what the artists here can do with kerbin2 . I think with the right combination of diffuse/alpha in kerbin1 and specular/bump in kerbin2 the planet could be made to look photorealistic. But it goes beyond my understanding how to do that. Edited August 9, 2013 by eRe4s3r Link to comment Share on other sites More sharing options...
gardocki Posted August 9, 2013 Share Posted August 9, 2013 Sadly the plugin is crashing my game during loading. I can run this with a 2k skybox replacement, but if I try to install the 8k planet pack or run a 4k skybox, the game crashes. I can run all of it with a clean install though, so I think it must have something to do with a memory limit. Thing is, I have 32GB of RAM and a GTX580 so I'm not exactly running a low-end system. Has anyone else run into this problem? Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 (edited) Sadly the plugin is crashing my game during loading. I can run this with a 2k skybox replacement, but if I try to install the 8k planet pack or run a 4k skybox, the game crashes. I can run all of it with a clean install though, so I think it must have something to do with a memory limit. Thing is, I have 32GB of RAM and a GTX580 so I'm not exactly running a low-end system. Has anyone else run into this problem?Yes and it does not matter how much ram you have. The game will crash as soon as it tries to load more than 3.99gb of Ram (well, it could be 3.1gb too, but if it crashes you are out of ram ;P Mods and this plugin together can crash you.Here some guidelines (if you crash)Don't use a 4k skybox, use a 2k skybox . That's optimal res.Don't use high res versions of planets that you don't ever plan to visit.Only use -1- or at most -2- 8k planet textures at a time. Make *sure* none of the large textures use TGA as file format. There's a weird glitch with ram usage and super high res tga.I think we should also add a FAQ to the first post.. heh. Edited August 9, 2013 by eRe4s3r Link to comment Share on other sites More sharing options...
JeBuSBrian Posted August 9, 2013 Share Posted August 9, 2013 Sadly the plugin is crashing my game during loading. I can run this with a 2k skybox replacement, but if I try to install the 8k planet pack or run a 4k skybox, the game crashes. I can run all of it with a clean install though, so I think it must have something to do with a memory limit. Thing is, I have 32GB of RAM and a GTX580 so I'm not exactly running a low-end system. Has anyone else run into this problem?Your machine specs have almost no bearing on KSP. Anything over ~3.1GB RAM cannot be used. So, if this mod pushes your game over that limit, you're screwed. Link to comment Share on other sites More sharing options...
El wonso Posted August 9, 2013 Share Posted August 9, 2013 (edited) Sadly the plugin is crashing my game during loading. I can run this with a 2k skybox replacement, but if I try to install the 8k planet pack or run a 4k skybox, the game crashes. I can run all of it with a clean install though, so I think it must have something to do with a memory limit. Thing is, I have 32GB of RAM and a GTX580 so I'm not exactly running a low-end system. Has anyone else run into this problem?If u installed spacex's pack there are two files in /textures/moons/gilly, both called gilly1. One is jpg file, while the other is png file. Removing jpg solved that crash issue for me. Oh, and do not keep like various unused packs in gamedata folder, also erase any unused textures because KSP would load them anyway, even files like Kerbal Space Program\GameData\UniverseReplacer\Textures\Planets\Kerbin1337.png which have no purpose and are not used.So: Do not keep anything that game does not use in gamedata Mind the names! Files with identical names (but different extensions) cause crashes If you use texture without clouds, erase the one with clouds (just erase texture variants you don't use)PS I have 4GB RAM inside my PC and using 8k planets + 2k skybox do not crashes KSP but it uses almost 3GB of RAM so I have no spare memory for other things like multiple chrome processes. But since you have 32GB you should be fine (you still can not use whole because KSP works in 32bits).Your machine specs have almost no bearing on KSP. Anything over ~3.1GB RAM cannot be used. So, if this mod pushes your game over that limit, you're screwed.Why ~3.1? On 32 bits you can write 4GB of data.If the application has the IMAGE_FILE_LARGE_ADDRESS_AWARE flag set in the image header, each 32-bit application receives 4 GB of virtual address space in the WOW64 environment. If the IMAGE_FILE_LARGE_ADDRESS_AWARE flag is not set, each 32-bit application receives 2 GB of virtual address space in the WOW64 environment.http://msdn.microsoft.com/en-us/library/windows/desktop/aa384219(v=vs.85).aspx Edited August 9, 2013 by El wonso Link to comment Share on other sites More sharing options...
Whirligig Girl Posted August 9, 2013 Share Posted August 9, 2013 Okay, I am getting no textures for anything but the skybox. Link to comment Share on other sites More sharing options...
eRe4s3r Posted August 9, 2013 Share Posted August 9, 2013 (edited) Speaking of the skybox.. if I use cubethesphere, does anyone here know what my image resolution and aspect needs to be to get perfectly clear 2k sized tiles? I actually can paint spacescapes and.. i want to do a true fantasy one, ie colorful and brighter. Like the inside of a nebula to some extend...Would it be correct to paint it at 6k*6k and make it fully tileable? (Just making sure I don't misunderstand...) working at 6k*6k is not fast ;p Edited August 9, 2013 by eRe4s3r Link to comment Share on other sites More sharing options...
JeBuSBrian Posted August 9, 2013 Share Posted August 9, 2013 Why ~3.1? On 32 bits you can write 4GB of data.It's just one of those things. Mileage may vary depending upon your system, but not by much. Even with 4GB being addressable, only about three-quarters of that is available for the program to use. So, no matter how many gigabytes of additional RAM your system has, you will never see a benefit, so long as KSP is 32bit. Link to comment Share on other sites More sharing options...
spacex34 Posted August 9, 2013 Share Posted August 9, 2013 (edited) Yes I will add information on my post about performance optimizationBasically- Delete the planets or moons that you don't think they improve the graphism- For example, keep Duna, Kerbin, Jool, Laythe and delete other if you want- If you use texture without clouds, erase the one with clouds (just erase texture variants you don't use) Edited August 9, 2013 by spacex34 Link to comment Share on other sites More sharing options...
El wonso Posted August 9, 2013 Share Posted August 9, 2013 It's just one of those things. Mileage may vary depending upon your system, but not by much. Even with 4GB being addressable, only about three-quarters of that is available for the program to use. So, no matter how many gigabytes of additional RAM your system has, you will never see a benefit, so long as KSP is 32bit.I think you are talking about about 32bit OS with 4GB of RAM or more. The thing is, that not just RAM needs to be addressed (don't quote on that pls) so the OS can not use whole 4GB of RAM.But since things differ in 64bit OS, a 32bit software (like KSP) gets whole 4GB (source above). Link to comment Share on other sites More sharing options...
spacex34 Posted August 9, 2013 Share Posted August 9, 2013 For clouds I saw this on reeditSince the Kethane mod is able to overlay a hex grid for resource info that floats above the ground, it should be possible to something similar with clouds too. Hopefully. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted August 9, 2013 Share Posted August 9, 2013 Got it fixed, I had an old version Anyway, I can't wait to see some Kerbal textures! Link to comment Share on other sites More sharing options...
gardocki Posted August 9, 2013 Share Posted August 9, 2013 Yes and it does not matter how much ram you have. The game will crash as soon as it tries to load more than 3.99gb of Ram (well, it could be 3.1gb too, but if it crashes you are out of ram.Duh...I should have realized that. Well, here's to hoping for a 64-bit build someday. Link to comment Share on other sites More sharing options...
JeBuSBrian Posted August 9, 2013 Share Posted August 9, 2013 I think you are talking about about 32bit OS with 4GB of RAM or more. The thing is, that not just RAM needs to be addressed (don't quote on that pls) so the OS can not use whole 4GB of RAM.But since things differ in 64bit OS, a 32bit software (like KSP) gets whole 4GB (source above).I'm on a 64bit OS, but never see KSP approach 4GB before crashing. I'm not going to say that it stops at 3.1GB, because I'm never looking at the number the moment it crashes, but it doesn't get much higher. Link to comment Share on other sites More sharing options...
El wonso Posted August 9, 2013 Share Posted August 9, 2013 Duh...I should have realized that. Well, here's to hoping for a 64-bit build someday.The important thing is, the crash is not (probably) caused by lack of RAM. Link to comment Share on other sites More sharing options...
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