rbray89 Posted March 18, 2014 Author Share Posted March 18, 2014 One thing you can do is to change the textureCompressor.tcfg and modify the "scale" and "scale_normals" item. to something larger ie. 4 & 4.### Resize the texture by the scale specified. Use powers### of two for best efficiency. 1 is no scalling, 2, is 1/2### 4 is 1/4, etc. scale = 2### Specifies a maximum dimension for both width and height### of textures, AFTER any scalling. ie. if this is set to ### 256, and you have a 1024X1024 texture and scale set to 2,### the resulting texture will be 256x256. Use it without ### scalling to only shrink larger textures. max_size = 0### Section for normalmapped textures. Same as above, but### apply only to normal maps. compress_normals = false mipmaps_normals = false scale_normals = 2 max_size_normals = 256 Link to comment Share on other sites More sharing options...
JewelShisen Posted March 18, 2014 Share Posted March 18, 2014 I thought so. Oh, well, I have my own fix: making "Lite" editions of the mods I use, like B9. I remove the parts that are essentially eyecandy (if I did that entirely for B9, I'd delete it, lul ees so pretty) like the structural panels and railings, and that big fat HL fuselage system that I never use... I still crash every so often, but it's OK now. Aww. You don't like the HL mods? Link to comment Share on other sites More sharing options...
smart013 Posted March 18, 2014 Share Posted March 18, 2014 Hi,first - for me this mod is the best of the best. Really. Makes KSP so much more playable on my rig. Thanks for that!One Question: i use KSP Interstellar, and your mod on aggressive. Is there a way to exclude the IVA View of the Interstellar Science Module from compressing? Right now there is nothing left to look at after its compressed, way too blurry Link to comment Share on other sites More sharing options...
BigOto2 Posted March 19, 2014 Share Posted March 19, 2014 (edited) When I use this mod with the Clouds and City Lights add-on (the high-res version), it freezes very early on load when it says "kerbin1". I've tested it with just these two mods in my GameData, otherwise it's a completely clean installation. This is definitely not an out of memory error as I have 8 GB and it is barely using more than 1 when it freezes. It seems to work just fine with the lo-res version of the clouds. Any ideas? Edited March 19, 2014 by BigOto2 Link to comment Share on other sites More sharing options...
likke_A_boss Posted March 19, 2014 Share Posted March 19, 2014 Just give it a while*. It'll load.*May take up to 30 minutes on only the first load. Link to comment Share on other sites More sharing options...
Superfluous J Posted March 19, 2014 Share Posted March 19, 2014 rbray, you should change the picture of Jeb, Bill, and Bob to a simple text message "This could take a ton of time. Don't cancel it. Just let it go."And after a half hour switch to "I know it's been a half hour. Trust me. If something was wrong it'd have crashed." Link to comment Share on other sites More sharing options...
team.leit Posted March 19, 2014 Share Posted March 19, 2014 rbray, you should change the picture of Jeb, Bill, and Bob to a simple text message "This could take a ton of time. Don't cancel it. Just let it go."And after a half hour switch to "I know it's been a half hour. Trust me. If something was wrong it'd have crashed."This sounds like a good idea, I think it would be very handy for some people.team.leit Link to comment Share on other sites More sharing options...
rbray89 Posted March 19, 2014 Author Share Posted March 19, 2014 rbray, you should change the picture of Jeb, Bill, and Bob to a simple text message "This could take a ton of time. Don't cancel it. Just let it go."And after a half hour switch to "I know it's been a half hour. Trust me. If something was wrong it'd have crashed."This sounds like a good idea, I think it would be very handy for some people.team.leitHaha, that would be awesome. I'm actually working on a workaround for it. Textures that aren't res-called will not be cached. Next release incoming. Link to comment Share on other sites More sharing options...
Jethro Bodine Posted March 20, 2014 Share Posted March 20, 2014 I just recently switched from Stable-Basic to Stable-Aggressive (2-15). It gave me back a ton of memory (thank you!), however I noticed my Kerbalnauts' fancy reflective visors (via shaw's TextureReplacer addon) are no longer very reflective.I suspect aggressive scaling/compression has made the environmental maps too small/fuzzy to be noticeable. Assuming I'm correct, can I set an exception for those images? If so, could you talk me through it like I'm a big dumb dumb (which sometimes I am)?They're in the directory GameData\TextureReplacer\EnvMap\ if that helps. Thanks again! Link to comment Share on other sites More sharing options...
rbray89 Posted March 20, 2014 Author Share Posted March 20, 2014 I just recently switched from Stable-Basic to Stable-Aggressive (2-15). It gave me back a ton of memory (thank you!), however I noticed my Kerbalnauts' fancy reflective visors (via shaw's TextureReplacer addon) are no longer very reflective.I suspect aggressive scaling/compression has made the environmental maps too small/fuzzy to be noticeable. Assuming I'm correct, can I set an exception for those images? If so, could you talk me through it like I'm a big dumb dumb (which sometimes I am)?They're in the directory GameData\TextureReplacer\EnvMap\ if that helps. Thanks again! Hmmm... What format are they in? PNG? If so, then this mod isn't actually doing anything to them. There is no TextureReplacer config file, so they would be skipped. Link to comment Share on other sites More sharing options...
Jethro Bodine Posted March 20, 2014 Share Posted March 20, 2014 Hmmm... What format are they in? PNG? If so, then this mod isn't actually doing anything to them. There is no TextureReplacer config file, so they would be skipped.Hmm... yes they are in PNG. I wonder what else I could have changed? I recently added Rubber Ducky's "Distant Object Enhancement", but a) I'm fairly certain reflections were working after that, and seems very unlikely it would have any effect on shaw's mod anyway.Maybe I just haven't been in dark enough space lately? I'll keep fiddling with it. Thanks for your quick reply and wonderful mods! I very much appreciate it. Link to comment Share on other sites More sharing options...
Jethro Bodine Posted March 20, 2014 Share Posted March 20, 2014 UPDATE: Wow, I really am a dumb dumb. I just glanced at my downloads history and realized I updated TextureReplacer only moments before switching to aggressive. Silly, me. I bet didn't install correctly and/or I need to restructure my configs. Sorry for the mix up. My bad! :/ Link to comment Share on other sites More sharing options...
Taki117 Posted March 21, 2014 Share Posted March 21, 2014 How do I go about Blacklisting textures? Link to comment Share on other sites More sharing options...
wenzel32 Posted March 22, 2014 Share Posted March 22, 2014 You, good sir, rock.Yes, he does!! That's a really awesome thing for a modder to do. I'm going to install this now, and see how it goes. Wish me luck, my friends! Link to comment Share on other sites More sharing options...
rbray89 Posted March 22, 2014 Author Share Posted March 22, 2014 How do I go about Blacklisting textures?You have to add an override entry in the config for the mod you want to override/exclude.from BoulderCo.tcfg:config_enabled = trueNORMAL_LIST{ texture = BoulderCo/Clouds/Textures/bump1}OVERRIDES{ BoulderCo/Clouds/Textures/kerbin1 { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = false }} Link to comment Share on other sites More sharing options...
mrsinister Posted March 22, 2014 Share Posted March 22, 2014 Just wanted to say thank you for this mod. Link to comment Share on other sites More sharing options...
MD5Ray01 Posted March 22, 2014 Share Posted March 22, 2014 This mod has basically saved me. I have not had Kerbal crash since installing it. Link to comment Share on other sites More sharing options...
likke_A_boss Posted March 25, 2014 Share Posted March 25, 2014 Much strangeness going on here. I made a new set of configs for a *test* mod set up, and it broke the plugin. Nothing compresses and no cashes are made. I am stumped. It works fine again if I only use the included configs, so the problem lies between the chair and keyboard here, just no idea what.(why does thing thing never work?)http://imgur.com/a/LIVgG Link to comment Share on other sites More sharing options...
Jethro Bodine Posted March 25, 2014 Share Posted March 25, 2014 Big dummy here again. I thought I had a handle on the .tcfg syntax, but apparently I don't. Maybe someone smarter than me (probably most of you) can help?I've got a mod - let's call it BigDummysMod - and it's got several subdirectories. What I'm trying to do is aggressively Texture Manage two of the subdirectories, and leave the rest completely, entirely, and most certainly untouched (no Active Texture Management).So the path might look something like this: GameData/BigDummysMod/ with subdirectories A, B, C, & D. I want to actively texture manage A & B, but I don't want C & D to change in the slightest.I tried using an override entry in BigDummysMod.tcfg (as outlined above), but still ended up with all the subdirectories' textures getting compressed/scaled. Could somebody walk me through the proper steps? Do I have to create an override entry for each individual file, rather than just by directory? Link to comment Share on other sites More sharing options...
rbray89 Posted March 25, 2014 Author Share Posted March 25, 2014 Much strangeness going on here. I made a new set of configs for a *test* mod set up, and it broke the plugin. Nothing compresses and no cashes are made. I am stumped. It works fine again if I only use the included configs, so the problem lies between the chair and keyboard here, just no idea what.http://imgur.com/a/LIVgG(why does thing thing never work?)http://imgur.com/a/LIVgGBig dummy here again. I thought I had a handle on the .tcfg syntax, but apparently I don't. Maybe someone smarter than me (probably most of you) can help?I've got a mod - let's call it BigDummysMod - and it's got several subdirectories. What I'm trying to do is aggressively Texture Manage two of the subdirectories, and leave the rest completely, entirely, and most certainly untouched (no Active Texture Management).So the path might look something like this: GameData/BigDummysMod/ with subdirectories A, B, C, & D. I want to actively texture manage A & B, but I don't want C & D to change in the slightest.I tried using an override entry in BigDummysMod.tcfg (as outlined above), but still ended up with all the subdirectories' textures getting compressed/scaled. Could somebody walk me through the proper steps? Do I have to create an override entry for each individual file, rather than just by directory?Both of you need to post the config files so we can see what is going on. Note that the file is case sensetive to the mod directory. (eg. BoulderCo != boulderCo) Link to comment Share on other sites More sharing options...
Jethro Bodine Posted March 25, 2014 Share Posted March 25, 2014 from BigDummysMod.tcfg:config_enabled = trueOVERRIDES{ BigDummysMod/C { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } BigDummysMod/D { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false }}Should I have included a "/" after the directory? Such as:OVERRIDES{ BigDummysMod/C/? Link to comment Share on other sites More sharing options...
Crater Posted March 25, 2014 Share Posted March 25, 2014 from BigDummysMod.tcfg:config_enabled = trueOVERRIDES{ BigDummysMod/C { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } BigDummysMod/D { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false }}Should I have included a "/" after the directory? Such as:OVERRIDES{ BigDummysMod/C/?they're not folder names, they're (regular expression) patterns that need to match the filenames, so in your case, try something likeconfig_enabled = trueOVERRIDES{ BigDummysMod/C/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } BigDummysMod/D/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false }}(notice the "slash dot star" on the ends of them). Link to comment Share on other sites More sharing options...
rbray89 Posted March 25, 2014 Author Share Posted March 25, 2014 they're not folder names, they're (regular expression) patterns that need to match the filenames, so in your case, try something like...(notice the "slash dot star" on the ends of them).This is correct. Link to comment Share on other sites More sharing options...
i8jello Posted March 25, 2014 Share Posted March 25, 2014 Can you make the Aggressive version work with Interstellar? Or is Warp Plugin interstellar?Thx! Link to comment Share on other sites More sharing options...
rbray89 Posted March 25, 2014 Author Share Posted March 25, 2014 Can you make the Aggressive version work with Interstellar? Or is Warp Plugin interstellar?Thx!Warp Plugin is interstellar Link to comment Share on other sites More sharing options...
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