Green Skull Posted April 8, 2014 Share Posted April 8, 2014 Awesome, thanks.I know I mentioned this issue a long while back, but I find it odd that the ATM mod compresses the Toolbar icons in the first place. Even with basic compression, they come out looking like a blurry, pixelated mess. I always ended up removing the config for Toolbar because of this. I can't imagine the RAM savings for it are that great.Every little bit helps Link to comment Share on other sites More sharing options...
NathanKell Posted April 8, 2014 Share Posted April 8, 2014 It only looks like melted chocolate below Full-ResAaaaand the OP specifically instructs you to only use Full-Res, since ATM will handle all texture size scaling. Link to comment Share on other sites More sharing options...
OrtwinS Posted April 9, 2014 Share Posted April 9, 2014 Using the stable basic version: KSP won't load. Gets stuck at the first thing it tries to load (currently engineer, I suppose KSP loads alphabetically...).Delete ActiveTextureManager and everything works again. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 9, 2014 Share Posted April 9, 2014 Using the stable basic version: KSP won't load. Gets stuck at the first thing it tries to load (currently engineer, I suppose KSP loads alphabetically...).Delete ActiveTextureManager and everything works again.Did you wait a bit longer? As mentioned in the OP:KSP WILL LOOK LIKE IT FROZE (WHITE SCREEN) SIMPLY WAIT, AND IT WILL EVENTUALLY LOAD.I get the freezing, usually for about a minute or two, then loads as normal. Link to comment Share on other sites More sharing options...
OrtwinS Posted April 9, 2014 Share Posted April 9, 2014 Did you wait a bit longer? As mentioned in the OP:I get the freezing, usually for about a minute or two, then loads as normal.No white screen, and I waited 10 minutes. Nothing Would it be more profitable to make a stand-alone program to execute this compressing stage and save the compressed files. Wouldn't that immensely speed up loading times? (at the cost of some diskspace... You'd need to do it again every time you add/remove a plugin though. Link to comment Share on other sites More sharing options...
Green Skull Posted April 9, 2014 Share Posted April 9, 2014 No white screen, and I waited 10 minutes. Nothing Would it be more profitable to make a stand-alone program to execute this compressing stage and save the compressed files. Wouldn't that immensely speed up loading times? (at the cost of some diskspace... You'd need to do it again every time you add/remove a plugin though.ATM creates a file cache so after the first load the second is much faster. Link to comment Share on other sites More sharing options...
Proot Posted April 9, 2014 Share Posted April 9, 2014 This maybe would help someone... I'm doing my own texture confings to save memory for my compilation, so here comes some details of my list (not all is tested)My KSO Normal list:NORMAL_LIST{ texture = KSO/Parts/kerbin_lifter_norm_NRM texture = KSO/Parts/kerbin_orbiter_docking_mod_norm_NRM texture = KSO/Parts/kerbin_orbiter_engines_norm_NRM texture = KSO/Parts/kerbin_orbiter_norm_NRM texture = KSO/Parts/kerbin_space_station_norm_NRM texture = KSO/RPM/MFD_norm_NRM texture = KSO/Spaces/internalkso/analog_gauges_norm_NRM texture = KSO/Spaces/internalkso/cockpit_interior_lower_norm_NRM texture = KSO/Spaces/internalkso/cockpit_interior_norm_NRM texture = KSO/Spaces/internalkso/RCS_panel_norm_NRM texture = KSO/Spaces/internalstation/kerbin_space_station_interior_norm_NRM texture = KSO/Spaces/internalstation/SST_Stick_Petals_norm_NRM texture = KSO/Spaces/ksotug/analog_guages_norm_NRM texture = KSO/Spaces/ksotug/KSOS_Arm_norm_NRM texture = KSO/Spaces/ksotug/RCS_panel_norm_NRM texture = KSO/Spaces/ksotug/SST_Stick_Petals_norm_NRM}PorkWork's inflatables:NORMAL_LIST{ texture = PorkWorks/Parts/inflato2/Inflato2_NRM texture = PorkWorks/Parts/inflatoFlat/InflatoFlat_NRM texture = PorkWorks/Parts/orbitalorb/model001_NRM} Link to comment Share on other sites More sharing options...
Proot Posted April 9, 2014 Share Posted April 9, 2014 Sorry for multiple posting but forum goes to error if I put this in only one message:Squad parts:NORMAL_LIST{ texture = Squad/Parts/Command/Mk1-2Pod/mk 1-2 external shell Variant-Hatch NRM texture = Squad/Spaces/mk1CockpitInternal/model002 texture = Squad/Spaces/mk1CockpitInternal/model004 texture = Squad/Parts/FuelTank/RCSTank1-2/model001 texture = Squad/Parts/Aero/winglet2/model001 texture = Squad/Parts/Aero/NoseCone/model001 texture = Squad/Spaces/landerCabinSmallInternal/ksp_s_landerCan_internal_normal texture = Squad/Spaces/cupolaInternal/ksp_l_cupola_internal_normal texture = Squad/Parts/FuelTank/RCStankMini/ksp_m_rcsTank_normal texture = Squad/Parts/Electrical/batteryBankLarge/ksp_l_batteryPack_normal texture = Squad/Parts/Engine/engineLargeSkipper/ksp_l_midrangeEngine_normal texture = Squad/Parts/Command/probeCoreHex/ksp_m_hexProbe_normal texture = Squad/Parts/Engine/engineLargeSkipper/ksp_l_midrangeEngine_fairing_norm texture = Squad/Parts/Engine/liquidEngineMini/ksp_m_liquidEngine_norm texture = Squad/Parts/Engine/liquidEngineMini/ksp_m_liquidFuelEngine_fairing_norm texture = Squad/Parts/Engine/liquidEngine3/engine3_n texture = Squad/Parts/Science/MaterialBay/science_module_small_nrm texture = Squad/Parts/FuelTank/fuelTankSmall/tank3_n texture = Squad/Parts/Command/mk2LanderCabin/outershell_n texture = Squad/Parts/Command/mk1pod/outer shell NRM texture = Squad/Parts/Utility/decoupler1-2/model001 texture = Squad/Parts/Command/Mark1Cockpit/Mk1C_NRM texture = Squad/Parts/Command/mark3Cockpit/MK3NRM texture = Squad/Parts/Science/MaterialBay/science_module_small_nrm} Link to comment Share on other sites More sharing options...
Green Skull Posted April 9, 2014 Share Posted April 9, 2014 Excellent Proot I will add them to my configs! Link to comment Share on other sites More sharing options...
Proot Posted April 9, 2014 Share Posted April 9, 2014 And the last ones:TurboNisu:NORMAL_LIST{ texture = TurboNisu/Parts/bigTankCap/bigTankCap_NRM texture = TurboNisu/Parts/largeAdapterTank/largeAdapterTank_NRM texture = TurboNisu/Parts/simpleLandingStrut/landingStrut_NRM texture = TurboNisu/Parts/smallAdapterTank/smallAdapterTank_NRM texture = TurboNisu/Parts/smallTankCap/smallTankCap_NRM texture = TurboNisu/Parts/smallTankCapRCS/smallTankCap_NRM texture = TurboNisu/Parts/tinyTankCap/tinyTankCap_NRM texture = TurboNisu/Parts/trianglePlate3/trianglePlate_NRM}Interstellar:NORMAL_LIST{ texture = WarpPlugin/Parts/Command/scienceModule/nrml_NRM texture = WarpPlugin/Parts/Electrical/AntimatterCollector/trap_normals copy_NRM texture = WarpPlugin/Parts/Electrical/AntimatterReactors/n__NRM texture = WarpPlugin/Parts/Electrical/ElectricalGeneratorsL/n_normals copy_NRM texture = WarpPlugin/Parts/Electrical/ElectricalGeneratorsS/n_normals_small_NRM texture = WarpPlugin/Parts/Electrical/HeatRadiator/n2_normals3_NRM texture = WarpPlugin/Parts/Electrical/NuclearReactor1Sphere/Nuke_Reactor_Sr_Nrm 1_NRM texture = WarpPlugin/Parts/Electrical/NuclearReactor3Sphere/NR_JR_NRM_NRM texture = WarpPlugin/Parts/Electrical/RadialHeatRadiator/n_NRM texture = WarpPlugin/Parts/Electrical/SmallFusionReactor/n2_normals_NRM texture = WarpPlugin/Parts/Electrical/WarpDrive/1_normals copy_NRM texture = WarpPlugin/Parts/Engines/MethaneEngine/n__NRM texture = WarpPlugin/Parts/Engines/MPD/n_normals copy_NRM texture = WarpPlugin/Parts/Engines/solarSail/ArmExtNORM_NRM texture = WarpPlugin/Parts/Engines/solarSail/BaseNORM_NRM texture = WarpPlugin/Parts/Engines/solarSail/DoorNORM_NRM texture = WarpPlugin/Parts/Engines/ThermalRocketNozzle/n_1_NRM texture = WarpPlugin/Parts/Engines/ThermalTurbojet/n_normals_NRM texture = WarpPlugin/Parts/Engines/vista/N_normals copy_NRM texture = WarpPlugin/Parts/FuelTank/AntimatterTanks1/small_normals_NRM texture = WarpPlugin/Parts/FuelTank/AntimatterTanks2/big_n_NRM texture = WarpPlugin/Parts/FuelTank/LongAmmoniaTank/BOX_normals_NRM texture = WarpPlugin/Parts/FuelTank/LongWaterTank/BOX_normals_NRM texture = WarpPlugin/Parts/Utility/DTMagnetometer/n_ copy_NRM texture = WarpPlugin/Parts/Utility/GammaRaySpectrometer/GRS_NRM texture = WarpPlugin/Parts/Utility/GCMassSpectrometer/BOX_normals_NRM texture = WarpPlugin/Parts/Utility/LCMassSpectrometer/BOX_normals_NRM texture = WarpPlugin/Parts/Utility/MicrowaveThermalPowerReceiver/mter_normals texture = WarpPlugin/Parts/Utility/phasedArray1/n_normals_NRM texture = WarpPlugin/Parts/Utility/phasedArray2/n_normals_NRM texture = WarpPlugin/Parts/Utility/Refinery/sphere_normalst_NRM texture = WarpPlugin/spaces/sci/N_normals 1_NRM} Link to comment Share on other sites More sharing options...
Green Skull Posted April 9, 2014 Share Posted April 9, 2014 New version 4 of configs is here Green Skull ATM configs v4To install simply remove old file and replace with new version from download. File location is here :KSP_win\GameData\BoulderCo\ActiveTextureManagerConfigs Link to comment Share on other sites More sharing options...
Proot Posted April 9, 2014 Share Posted April 9, 2014 I have some more normals list, but I dont want to flood the thread with code and more code, I'm gonna send them to Rbray for test and inclusion in stock files if he want it. Link to comment Share on other sites More sharing options...
Dimetime35c Posted April 9, 2014 Share Posted April 9, 2014 They should be at full res. it's the Interstellar mods science pod things IVA that looks horrible! I did notice the handles and knobs on the equipment are rendered fine. It's just everything else is jumbled. Link to comment Share on other sites More sharing options...
NathanKell Posted April 9, 2014 Share Posted April 9, 2014 One from me, for Firespitter (I assume all textures with NRM in their name will be correctly accounted for, and thus I do not include them):ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = Firespitter enabled = true NORMAL_LIST { texture = Firespitter/Parts/Fuselage/FS_oblongFuselageRocketFuel/model001 texture = Firespitter/Parts/biPlane/textures/normal_flat texture = Firespitter/Parts/Aero/FS_oblongNoseIntake/model001 texture = Firespitter/Parts/Fuselage/FS_oblongNose/model001 texture = Firespitter/Parts/Command/FS_fighterCockpit/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselageBattery/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuel/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselageRocketFuel/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselage/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselageHalf/model001 } OVERRIDES { Firespitter/Spaces/.* { compress = true mipmaps = false scale = 1 max_size = 0 } }} Link to comment Share on other sites More sharing options...
rbray89 Posted April 9, 2014 Author Share Posted April 9, 2014 One from me, for Firespitter (I assume all textures with NRM in their name will be correctly accounted for, and thus I do not include them):ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = Firespitter enabled = true NORMAL_LIST { texture = Firespitter/Parts/Fuselage/FS_oblongFuselageRocketFuel/model001 texture = Firespitter/Parts/biPlane/textures/normal_flat texture = Firespitter/Parts/Aero/FS_oblongNoseIntake/model001 texture = Firespitter/Parts/Fuselage/FS_oblongNose/model001 texture = Firespitter/Parts/Command/FS_fighterCockpit/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselageBattery/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuel/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselageRocketFuel/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselage/model001 texture = Firespitter/Parts/Fuselage/FS_oblongFuselageHalf/model001 } OVERRIDES { Firespitter/Spaces/.* { compress = true mipmaps = false scale = 1 max_size = 0 } }}Configs can now be included in the mods with whatever name you would like. Preferrably, something that indicates it is for ATM. Link to comment Share on other sites More sharing options...
JedTech Posted April 9, 2014 Share Posted April 9, 2014 (edited) Do you think MOD makers will get into the habit of excluding their parts from compression just because they really like their own parts?I worry because it seems to me that everyone will start excluding themselves, and then ATM will no longer have auto-amazing performance increasing capabilities. Edited April 9, 2014 by JedTech Link to comment Share on other sites More sharing options...
rbray89 Posted April 9, 2014 Author Share Posted April 9, 2014 Do you think MOD makers will get into the habit of excluding their parts from compression just because they really like their own parts?I worry because it seems to me that everyone will start excluding themselves, and then ATM will no longer have auto-amazing performance increasing capabilities.The guys behind KSO actually reached out to me to include a config for their craft. I think most modelers are also players, don't want to see crashes due to memory, and recognize that if you are running with ATM, you aren't necessarily looking for the highest quality textures out there. Link to comment Share on other sites More sharing options...
NathanKell Posted April 9, 2014 Share Posted April 9, 2014 Yeah, AFAIK I'm the only one guilty of this. I have my reasons though--I don't want multiple planet textures loaded at once, and the heightmap *cannot* be loaded compressed. Link to comment Share on other sites More sharing options...
MildMicah Posted April 9, 2014 Share Posted April 9, 2014 This mod is not working for me...I am using KAS, Kethane, KWR, Near future, and Kerbin Mini Shuttle. Upon launching the executable, the game loads about 9-15 items then stops, and locks my system up completely, to where I have to cut the power completely. Not too sure why (obviously) Link to comment Share on other sites More sharing options...
rbray89 Posted April 9, 2014 Author Share Posted April 9, 2014 This mod is not working for me...I am using KAS, Kethane, KWR, Near future, and Kerbin Mini Shuttle. Upon launching the executable, the game loads about 9-15 items then stops, and locks my system up completely, to where I have to cut the power completely. Not too sure why (obviously)OS? Pertinent system info? Double check the install, KSP might need longer to load, don't do anything until it has finished. You will either get a white screen or it will look like it froze. Could take a few minutes. Link to comment Share on other sites More sharing options...
lincourtl Posted April 10, 2014 Share Posted April 10, 2014 New version 4 of configs is here Green Skull ATM configs v4To install simply remove old file and replace with new version from download. File location is here :KSP_win\GameData\BoulderCo\ActiveTextureManagerConfigsAwesome! Thank you. If you have the time, and you feel like it, could you do a config for Yanfret's Chaka Monkey Exploration System? Link to comment Share on other sites More sharing options...
angelblade22 Posted April 10, 2014 Share Posted April 10, 2014 can any one please upload the mod on any other site than github because the site not opening for me please Link to comment Share on other sites More sharing options...
MildMicah Posted April 11, 2014 Share Posted April 11, 2014 Windows 8. But it has worked just fine up till this point. and its plenty. 8 gigs of ram 2 gigs of 635m geforce graphics, dedicated - i7 quad quad core. Link to comment Share on other sites More sharing options...
rbray89 Posted April 11, 2014 Author Share Posted April 11, 2014 Windows 8. But it has worked just fine up till this point. and its plenty. 8 gigs of ram 2 gigs of 635m geforce graphics, dedicated - i7 quad quad core.Basic or aggressive? What did you do recently that broke it? Link to comment Share on other sites More sharing options...
Green Skull Posted April 12, 2014 Share Posted April 12, 2014 Latest version of configs including ChakkaMonkey as requested. Green_Skull_ATM_configs_v5To install simply remove old file and replace with new version from download. File location is here :KSP_win\GameData\BoulderCo\ActiveTextureManagerCon figs Link to comment Share on other sites More sharing options...
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