rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 Just uploaded a new version that uses EVE_TEXTURE_CONFIG as the config top node instead of TEXTURE_CONFIG in case TR uses that. Try the newest build out. Link to comment Share on other sites More sharing options...
SR1978 Posted December 22, 2015 Share Posted December 22, 2015 15 minutes ago, rbray89 said: Just uploaded a new version that uses EVE_TEXTURE_CONFIG as the config top node instead of TEXTURE_CONFIG in case TR uses that. Try the newest build out. The error is still there. I noticed another exception before the "unable to parse"-error. Spoiler EVE_TEXTURE_CONFIG MAINMENU (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) TextureConfigObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Getting readable tex from BoulderCo/Textures/cubeXn.png (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnityException: Texture 'BoulderCo/Textures/cubeXn' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels32 (int) at UnityEngine.Texture2D.GetPixels32 () [0x00000] in <filename unknown>:0 at Utils.TextureConverter.IMGToTexture (.TextureInfo texture, TextureFormat format, Boolean mipmaps) [0x00000] in <filename unknown>:0 at Utils.TextureConverter.GetReadable (.TextureInfo texture, TextureFormat format, Boolean mipmaps) [0x00000] in <filename unknown>:0 at TextureConfig.TextureConfigObject.ReplaceIfNecessary (System.String name, TextureFormatSimplified format, Boolean isNormalMap, Boolean mipmaps, Boolean isReadable) [0x00000] in <filename unknown>:0 at TextureConfig.TextureConfigObject.Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[TextureConfig.TextureConfigObject].StaticSetup (EVEManager.GenericEVEManager`1 instance) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) (Filename: Line: -1) AddonLoader: Instantiating addon 'ShaderProperties' from assembly 'Utils' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'Core' from assembly 'scatterer' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Scatterer] Detected Direct3D 9.0c [nvd3dum.dll 10.18.13.5900] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'TRActivator' from assembly 'TextureReplacer' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) CloudsObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) CloudsObject: Cleaning Clouds! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnityException: Unable to parse "_MainTex" in "settings"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.Parse (System.Reflection.FieldInfo field, System.Object& obj, System.String[] value, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 Rethrow as UnityException: Unable to parse "settings" in "OBJECT"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsObject.LoadConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1+<SetupDelay>d__27[Atmosphere.CloudsObject].MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) AtmosphereObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AtmosphereObject: Cleaning Atmosphere! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ShadowObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) CityLightsObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnityException: Unable to parse "_CityOverlayTex" in "cityLightsMaterial"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.Parse (System.Reflection.FieldInfo field, System.Object& obj, System.String[] value, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 Rethrow as UnityException: Unable to parse "cityLightsMaterial" in "OBJECT"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at CityLights.CityLightsObject.LoadConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1+<SetupDelay>d__27[CityLights.CityLightsObject].MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) PQSWrapper: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) TerrainObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [ModuleManager] Total loading Time = 18.896s (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Link to comment Share on other sites More sharing options...
rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 31 minutes ago, SR1978 said: The error is still there. I noticed another exception before the "unable to parse"-error. Hide contents EVE_TEXTURE_CONFIG MAINMENU (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) TextureConfigObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Getting readable tex from BoulderCo/Textures/cubeXn.png (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnityException: Texture 'BoulderCo/Textures/cubeXn' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels32 (int) at UnityEngine.Texture2D.GetPixels32 () [0x00000] in <filename unknown>:0 at Utils.TextureConverter.IMGToTexture (.TextureInfo texture, TextureFormat format, Boolean mipmaps) [0x00000] in <filename unknown>:0 at Utils.TextureConverter.GetReadable (.TextureInfo texture, TextureFormat format, Boolean mipmaps) [0x00000] in <filename unknown>:0 at TextureConfig.TextureConfigObject.ReplaceIfNecessary (System.String name, TextureFormatSimplified format, Boolean isNormalMap, Boolean mipmaps, Boolean isReadable) [0x00000] in <filename unknown>:0 at TextureConfig.TextureConfigObject.Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[TextureConfig.TextureConfigObject].StaticSetup (EVEManager.GenericEVEManager`1 instance) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) AddonLoader:OnLevelWasLoaded(Int32) (Filename: Line: -1) AddonLoader: Instantiating addon 'ShaderProperties' from assembly 'Utils' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'Core' from assembly 'scatterer' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [Scatterer] Detected Direct3D 9.0c [nvd3dum.dll 10.18.13.5900] (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AddonLoader: Instantiating addon 'TRActivator' from assembly 'TextureReplacer' (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) CloudsObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) CloudsObject: Cleaning Clouds! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnityException: Unable to parse "_MainTex" in "settings"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.Parse (System.Reflection.FieldInfo field, System.Object& obj, System.String[] value, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 Rethrow as UnityException: Unable to parse "settings" in "OBJECT"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsObject.LoadConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsManager.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1+<SetupDelay>d__27[Atmosphere.CloudsObject].MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) AtmosphereObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) AtmosphereObject: Cleaning Atmosphere! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ShadowObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) CityLightsObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) UnityException: Unable to parse "_CityOverlayTex" in "cityLightsMaterial"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.Parse (System.Reflection.FieldInfo field, System.Object& obj, System.String[] value, .ConfigNode node) [0x00000] in <filename unknown>:0 at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 Rethrow as UnityException: Unable to parse "cityLightsMaterial" in "OBJECT"! at Utils.ConfigHelper.LoadObjectFromConfig (System.Object obj, .ConfigNode node) [0x00000] in <filename unknown>:0 at CityLights.CityLightsObject.LoadConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1+<SetupDelay>d__27[CityLights.CityLightsObject].MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) PQSWrapper: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) TerrainObject: Loading... (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [ModuleManager] Total loading Time = 18.896s (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) I still need the rest of your logs... Link to comment Share on other sites More sharing options...
SR1978 Posted December 22, 2015 Share Posted December 22, 2015 24 minutes ago, rbray89 said: I still need the rest of your logs... Logfiles Let me know if you need additional logs. Link to comment Share on other sites More sharing options...
SR1978 Posted December 22, 2015 Share Posted December 22, 2015 I might have found the root cause. TR unloads the cubemap textures so EVE can't access them anymore. Spoiler [LOG 16:26:36.327] [TR.Loader] Unloaded BoulderCo/Textures/cubeXn [LOG 16:26:36.329] [TR.Loader] Unloaded BoulderCo/Textures/cubeXp [LOG 16:26:36.330] [TR.Loader] Unloaded BoulderCo/Textures/cubeYn [LOG 16:26:36.332] [TR.Loader] Unloaded BoulderCo/Textures/cubeYp [LOG 16:26:36.333] [TR.Loader] Unloaded BoulderCo/Textures/cubeZn [LOG 16:26:36.334] [TR.Loader] Unloaded BoulderCo/Textures/cubeZp I modified following TRs "@Default.cfg" line to match the new paths: keepLoaded = ^BoulderCo/(CityLights|Atmosphere|Textures)/ ^CommunityResourcePack/ and now it works Link to comment Share on other sites More sharing options...
iPat Posted December 22, 2015 Share Posted December 22, 2015 My apologies, as it's probably already been answered somewhere in this 200-page thread, but… I run Kerbal on a little MacMini. A full install of EVE seems to be simply too much for it to handle. The one element out of all of them that I'd really like to see is the 2D cloud layer. (Volumetric clouds seem to be too much for it to process.) Could you explain for me how I might build a minimal install, that only creates the 2D cloud layers? Which components do I remove? Which ones do I need to keep? Thank you. Link to comment Share on other sites More sharing options...
rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 (edited) Uploaded a new version that *should* address the TR issues. EDIT: Should be up now... forgot to sync. Edited December 22, 2015 by rbray89 Link to comment Share on other sites More sharing options...
rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 Actually, now that I think about it, it probably won't... Let me think about this for a bit. I think there is another way to get around this, that should be better in the long run anyways. @shaw Does Texture Replacer compress textures? There are some textures in EVE that probably shouldn't be compressed as they are using the color data as an alpha map for different faces. Link to comment Share on other sites More sharing options...
ATG Posted December 22, 2015 Share Posted December 22, 2015 (edited) Just a heads up for TextureReplacer users....The recent dev releases of EVE will not render clouds unless you edit the TextureReplacer cfg path to keep the cloud cubmaps from being unloaded. Change this line: keepLoaded = ^BoulderCo/(Clouds|Atmosphere)/ To: keepLoaded = ^BoulderCo/Textures/ Edit: sorry, I must have missed SR1978 already reported this above. Edited December 22, 2015 by ATG Link to comment Share on other sites More sharing options...
SR1978 Posted December 22, 2015 Share Posted December 22, 2015 7 minutes ago, rbray89 said: Actually, now that I think about it, it probably won't... Let me think about this for a bit. I think there is another way to get around this, that should be better in the long run anyways. @shaw Does Texture Replacer compress textures? There are some textures in EVE that probably shouldn't be compressed as they are using the color data as an alpha map for different faces. Yes, actually it doesn't work, same issue as before. Whats wrong with just updating TR config to match the new paths? Link to comment Share on other sites More sharing options...
rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 13 minutes ago, ATG said: Just a heads up for TextureReplacer users....The recent dev releases of EVE will not render clouds unless you edit the TextureReplacer cfg path to keep the cloud cubmaps from being unloaded. Change this line: keepLoaded = ^BoulderCo/(Clouds|Atmosphere)/ To: keepLoaded = ^BoulderCo/Textures/ Awesome, thanks! 6 minutes ago, SR1978 said: Yes, actually it doesn't work, same issue as before. Whats wrong with just updating TR config to match the new paths? Ideally, EVE should be able to work without changing other mods... That being said, I guess it isn't the end of the world if we need to wait for a TR update. Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 22, 2015 Share Posted December 22, 2015 (edited) Ok, testing on the latest Github release still has Jool clouds not working. Every time I hit apply I'm getting a NullReferenceException in the debug console. Here's some updated logs just in case something changed. KSP.log output_log.txt Edit: Also just noticed that when going to Jool in map view or the tracking station, it removes the clouds from other bodies as well.... Edited December 22, 2015 by Nhawks17 Link to comment Share on other sites More sharing options...
shaw Posted December 22, 2015 Share Posted December 22, 2015 1 hour ago, rbray89 said: @shaw Does Texture Replacer compress textures? There are some textures in EVE that probably shouldn't be compressed as they are using the color data as an alpha map for different faces. It does compress readable textures. DDSes are not readable, TGAs shouldn't be used because they sometimes crash Unity, PNGs and JPEGs are already compressed when Unity loads them (may be re-compressed again after mipmaps are generated), so that leaves only (deprecated) MBMs as candidates for compression. You don't need to fix @Default.cfg, just add somewhere a .cfg file containing: TextureReplacer { keepLoaded = ^BoulderCo/Textures/ } I may add this to @Defaults.cfg in the next version, so such file could be removed in future releases of EVE. What about "keepLoaded = ^BoulderCo/(Clouds|Atmosphere)/"? Is this still necessary? Link to comment Share on other sites More sharing options...
rbray89 Posted December 22, 2015 Author Share Posted December 22, 2015 1 hour ago, shaw said: It does compress readable textures. DDSes are not readable, TGAs shouldn't be used because they sometimes crash Unity, PNGs and JPEGs are already compressed when Unity loads them (may be re-compressed again after mipmaps are generated), so that leaves only (deprecated) MBMs as candidates for compression. You don't need to fix @Default.cfg, just add somewhere a .cfg file containing: TextureReplacer { keepLoaded = ^BoulderCo/Textures/ } I may add this to @Defaults.cfg in the next version, so such file could be removed in future releases of EVE. What about "keepLoaded = ^BoulderCo/(Clouds|Atmosphere)/"? Is this still necessary? Cool! Thanks, I'll add that in. Will the keepLoaded stop TR from compressing textures? 1 hour ago, Nhawks17 said: Ok, testing on the latest Github release still has Jool clouds not working. Every time I hit apply I'm getting a NullReferenceException in the debug console. Here's some updated logs just in case something changed. KSP.log output_log.txt Edit: Also just noticed that when going to Jool in map view or the tracking station, it removes the clouds from other bodies as well.... I'll take a look at this once I get home... very odd. Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 22, 2015 Share Posted December 22, 2015 17 minutes ago, rbray89 said: I'll take a look at this once I get home... very odd. Awesome, thank yah! Link to comment Share on other sites More sharing options...
shaw Posted December 22, 2015 Share Posted December 22, 2015 3 hours ago, rbray89 said: Cool! Thanks, I'll add that in. Will the keepLoaded stop TR from compressing textures? No. Link to comment Share on other sites More sharing options...
rbray89 Posted December 23, 2015 Author Share Posted December 23, 2015 1 hour ago, shaw said: No. Hmmm... that could be troublesome. I may have to change the order in which I load things then. Link to comment Share on other sites More sharing options...
Joshwoo70 Posted December 23, 2015 Share Posted December 23, 2015 (edited) @rbray89 yes i am running TR with EVE... going to try out the latest build though... UPDATE : no textures from boulderCo are being loaded... log: http://pastebin.com/yDPGgVZz @Nhawks17@rbray89 looks like Clouds.dll is having some issues. CloudsObject: Cleaning Clouds! NullReferenceException at (wrapper managed-to-native) UnityEngine.Behaviour:set_enabled (bool) at Atmosphere.CloudsPQS.set_enabled (Boolean value) [0x00000] in <filename unknown>:0 at Atmosphere.CloudsPQS.Remove () [0x00000] in <filename unknown>:0 at Atmosphere.CloudsObject.Remove () [0x00000] in <filename unknown>:0 at Atmosphere.CloudsManager.Clean () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].DrawConfigManagement (Rect placementBase, UnityEngine.Rect& placement) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].DrawGUI (Rect placementBase, Rect placement) [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerClass.DrawMainWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 Edited December 23, 2015 by Joshwoo69 Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 23, 2015 Share Posted December 23, 2015 3 hours ago, Joshwoo69 said: @Nhawks17 looks like mine and yours are the same issue : NullReferenceException: Object reference not set to an instance of an object at PQSManager.PQSManagerClass.ApplyConfigNode (.ConfigNode node) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Apply () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[PQSManager.PQSWrapper].StaticSetup (EVEManager.GenericEVEManager`1 instance) [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1+<SetupDelay>d__27[PQSManager.PQSWrapper].MoveNext () [0x00000] in <filename unknown>:0 Yep, that's what I was getting as well. Link to comment Share on other sites More sharing options...
shaw Posted December 23, 2015 Share Posted December 23, 2015 15 hours ago, rbray89 said: Hmmm... that could be troublesome. I may have to change the order in which I load things then. How and where (in your code) you load these textures? Link to comment Share on other sites More sharing options...
rbray89 Posted December 23, 2015 Author Share Posted December 23, 2015 5 minutes ago, shaw said: How and where (in your code) you load these textures? In a new Texture Config module. I am doing a major re-write now to correct some of the design problems with my original loading mechanism. The new loading mechanism should work considerably better, and should offer me the flexibility to load things in the order I need them to. Link to comment Share on other sites More sharing options...
rbray89 Posted December 23, 2015 Author Share Posted December 23, 2015 Posted a new version that should be TR compatable. We re-load any textures that don't meet our requirements. Still need to: Fix jool, add IVA textures and IVA kerbals for non-active parts, and migrate textures to the new system. I'm also considering moving away from the current cubemap system towards a less restrictive one. Should be backwards compatible with everything though. Link to comment Share on other sites More sharing options...
Alexoff Posted December 23, 2015 Share Posted December 23, 2015 Is it possible to add some clouds for unstock planets or it's not working yet? Link to comment Share on other sites More sharing options...
rbray89 Posted December 23, 2015 Author Share Posted December 23, 2015 8 minutes ago, Alexoff said: Is it possible to add some clouds for unstock planets or it's not working yet? should work. Link to comment Share on other sites More sharing options...
rbray89 Posted December 23, 2015 Author Share Posted December 23, 2015 On 12/10/2015 at 5:37 AM, Valerian said: One little question, are EVE's textures in general loaded and unloaded from memory depending on the currently visible celestial bodies? Kopernicus implemented that recently for its own textures, it's actually quite easy to do, thanks to Unity's OnBecameVisible() and OnBecameInvisible() It seems to help a lot with memory. I think ATM is going to get a bit of an upgrade because of this. Link to comment Share on other sites More sharing options...
Recommended Posts