Manollo Posted April 28, 2015 Share Posted April 28, 2015 (edited) Hello,I've a just a small problem. ATM resize also icon's mod :Is there a way to let just these guys in "HD" ^^ ? Edited April 28, 2015 by Manollo Link to comment Share on other sites More sharing options...
jbmacnchee Posted April 28, 2015 Share Posted April 28, 2015 Is there a way to let just these guys in "HD" ^^ ?You'll have to manually tell ATM to ignore those icons. Go into GameData/ActiveTextureManagement/ActiveTextureManagerConfigs folder and create a new .cfg file named "DistantObject.cfg" with the text:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = DistantObject enabled = true OVERRIDES { DistantObject/Icons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } }}This is an example for DistantObject, but you'll have to do this for each mod that has a fuzzy icon. The name of the .cfg file has to be the name of the mod's root folder, the "folder = " line needs to say the mod's folder name and the "DistantObject/Icons/.* is the address for the icons within that folder. Hope this helps. Link to comment Share on other sites More sharing options...
Capt. Hunt Posted April 28, 2015 Share Posted April 28, 2015 yes, in fact I also did a complete reinstall, it's still not working. In fact, now all the buttons in the space center stopped working. Link to comment Share on other sites More sharing options...
Trann Posted April 28, 2015 Share Posted April 28, 2015 You'll have to manually tell ATM to ignore those icons. Go into GameData/ActiveTextureManagement/ActiveTextureManagerConfigs folder and create a new .cfg file named "DistantObject.cfg" with the text...I have learned something. Much thanks. Link to comment Share on other sites More sharing options...
funk Posted April 28, 2015 Share Posted April 28, 2015 I'm not familiar in which way KSP 1.0 handles the loading of textures. So far I've recognized, that if I use ATM aggressive the used RAM increases about 200mb. I've only a few part mods installed and I'm running openGL mode. What's the cause of this behaviour? I assume DDS conversion is only for faster loading in game and at the start to push textures to VRAM. So my question is: Is it useable to scale textures when using OpenGL? Does RAM usage benefit of scaling? Link to comment Share on other sites More sharing options...
_rmc Posted April 29, 2015 Share Posted April 29, 2015 yes, in fact I also did a complete reinstall, it's still not working. In fact, now all the buttons in the space center stopped working.I'm having the same problem, the buttons and the flags are not working. Fresh install too. Link to comment Share on other sites More sharing options...
Sarda Posted April 29, 2015 Share Posted April 29, 2015 Me and several people have been getting gray textures in Karbonite with this version of ATM, unsure who's end is causing it. Link to comment Share on other sites More sharing options...
Canauos Posted April 29, 2015 Share Posted April 29, 2015 Me and several people have been getting gray textures in Karbonite with this version of ATM, unsure who's end is causing it.Yes ! Me too !And with Infernal Robotic reworked too Link to comment Share on other sites More sharing options...
Black-Talon Posted April 29, 2015 Share Posted April 29, 2015 Welcome back and glad you got a good break - and I hope you keep the balance to stay well!I wanted to bring up the topic of maintaining original texture aspect ratio. Awhile back I realized when I set a high enough scale to push against the minimum size, or set a low enough maximum size, that the handful of textures that don't have a 1:1 aspect ratio get resized to have a 1:1 aspect ratio. I made a tweak that I shared in this long rambling post here - http://forum.kerbalspaceprogram.com/threads/59005-1-0-Release-5-0-April-28-2015-Active-Texture-Management-Save-RAM%21?p=1812908&viewfull=1#post1812908 (important parts/code is at the bottom).Since then I've had mixed feelings about whether maintaining aspect ratio of the original textures is important or not - curious for your thoughts on the topic? Link to comment Share on other sites More sharing options...
Manollo Posted April 29, 2015 Share Posted April 29, 2015 You'll have to manually tell ATM to ignore those icons. Go into GameData/ActiveTextureManagement/ActiveTextureManagerConfigs folder and create a new .cfg file named "DistantObject.cfg" with the text:ACTIVE_TEXTURE_MANAGER_CONFIG{ folder = DistantObject enabled = true OVERRIDES { DistantObject/Icons/.* { compress = true mipmaps = false scale = 1 max_size = 0 } }}This is an example for DistantObject, but you'll have to do this for each mod that has a fuzzy icon. The name of the .cfg file has to be the name of the mod's root folder, the "folder = " line needs to say the mod's folder name and the "DistantObject/Icons/.* is the address for the icons within that folder. Hope this helps.Works great ! Thank you for the nice explanation ! Link to comment Share on other sites More sharing options...
gardocki Posted April 30, 2015 Share Posted April 30, 2015 Anyone else running into the issue that ATM does absolutely nothing in version 1.0? I've got the latest version but no matter what I use (Basic, Aggressive, or custom) the memory footprint barely changes at all. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 30, 2015 Share Posted April 30, 2015 FYI, CKAN is NOT installing the correct version of ATM.If you installed via CKAN, go to the ATM github page and download the correct zip file for what you want. Link to comment Share on other sites More sharing options...
westamastaflash Posted April 30, 2015 Share Posted April 30, 2015 Anyone else running into the issue that ATM does absolutely nothing in version 1.0? I've got the latest version but no matter what I use (Basic, Aggressive, or custom) the memory footprint barely changes at all.It appears the stock parts are already compressed now - this is probably what you are seeing. Link to comment Share on other sites More sharing options...
gardocki Posted April 30, 2015 Share Posted April 30, 2015 It appears the stock parts are already compressed now - this is probably what you are seeing.Ah, that would make sense. Thanks! Link to comment Share on other sites More sharing options...
FrancoisH Posted April 30, 2015 Share Posted April 30, 2015 Hello there,I would like to know if you plan on updating CKAN package because it still the 0.9 version of the module Thank you Link to comment Share on other sites More sharing options...
gerbilDan Posted April 30, 2015 Share Posted April 30, 2015 alright so i just tried installing the KSPI mod updated to 1.0 by sswelm via https://github.com/sswelm/KSPInterstellar. so im trying to run my initial compression run and im well aware that it could take a while..... but 18 hours on a single file? its getting stuck on the aluminium hybrid parts in the warp section of the mod. ironically its also the last main folder before fully being loaded. my fps counter even hit as high as 3600 before i decided to close and restart the load. ATM run lighting fast like its suppose to til it hits that warp folder again.ive already tried just deleting the folder, but then i get stuck at the loading screen before the main menu. the game seems to almost freeze but the window remain completely responsive, ram, and processor counts continually flex. im a little lost here, and i don't think i can even post a log because i have crashed from ram lock or even gotten a full load in with the mods loaded.any one else getting this???? Link to comment Share on other sites More sharing options...
Wyseman76 Posted April 30, 2015 Share Posted April 30, 2015 It appears the stock parts are already compressed now - this is probably what you are seeing.This is true but the game is decompressing them into memory and they are still full scale. ATM is not able to reduce the scale of the textures anymore and is not reducing the memory footprint of the squad textures. This in my case has put a huge impact on how many mods you can run. I personally am pushing the boundary with karbonite, karbonite+, Kolonisation, USIlife, Proc Fairings, Real Chute, Magic Smoke Infernal Robotics, Dmagic Science and Scatterer. I hover around 3.3 gigs of memory and eventually crash after a few launches. This is at best 1/6th the number of part mods I had in the .90 version. Very disappointing. I hope everyday that unity 5 comes soon and a functioning 64bit version comes with it. Link to comment Share on other sites More sharing options...
Capt. Hunt Posted April 30, 2015 Share Posted April 30, 2015 I'm having the same problem, the buttons and the flags are not working. Fresh install too.I'm glad to hear I'm not the only one having this issue, any idea what's going on? I want to be able to use ATM so I can install more mods. Link to comment Share on other sites More sharing options...
darqen27 Posted April 30, 2015 Share Posted April 30, 2015 This is true but the game is decompressing them into memory and they are still full scale. ATM is not able to reduce the scale of the textures anymore and is not reducing the memory footprint of the squad textures. This in my case has put a huge impact on how many mods you can run. I personally am pushing the boundary with karbonite, karbonite+, Kolonisation, USIlife, Proc Fairings, Real Chute, Magic Smoke Infernal Robotics, Dmagic Science and Scatterer. I hover around 3.3 gigs of memory and eventually crash after a few launches. This is at best 1/6th the number of part mods I had in the .90 version. Very disappointing. I hope everyday that unity 5 comes soon and a functioning 64bit version comes with it.There is a 64 bit version for Linux that works perfectly.You could always partition off a drive for linux if you want more mods. Link to comment Share on other sites More sharing options...
_rmc Posted April 30, 2015 Share Posted April 30, 2015 I'm glad to hear I'm not the only one having this issue, any idea what's going on? I want to be able to use ATM so I can install more mods.My problem was with CKAN installing an old version of ATM. Download directly from github solves for me. Link to comment Share on other sites More sharing options...
Sarda Posted April 30, 2015 Share Posted April 30, 2015 Every single time I start the game I need to delete the Karbonite cache and let it rebuild it because if I don't it will always have grey textures on the second load. It's the only mod that ATM seems to be doing this too. Link to comment Share on other sites More sharing options...
Wyseman76 Posted April 30, 2015 Share Posted April 30, 2015 There is a 64 bit version for Linux that works perfectly.You could always partition off a drive for linux if you want more mods.This is exactly my plan as I just ordered an SSD just for KSP and mods. Do you have experience with KSP under linux? How is the performance. Link to comment Share on other sites More sharing options...
Dazpoet Posted April 30, 2015 Share Posted April 30, 2015 Are there no more 32 and 64bit versions and different operating systems? It's just basic and aggressive now? Link to comment Share on other sites More sharing options...
Bizz Keryear Posted May 1, 2015 Share Posted May 1, 2015 Are there no more 32 and 64bit versions and different operating systems? It's just basic and aggressive now?No more KSP64 anymore so no more 64bit variant of the texture compressor. (I think)@rbray89 thanks for the update but could you please poke CKAN and tell it that 5-0 is out (that thing is still stuck on 4-3) Link to comment Share on other sites More sharing options...
somnambulist Posted May 1, 2015 Share Posted May 1, 2015 It appears the stock parts are already compressed now - this is probably what you are seeing.They're not optimally sized and Squad still left many duplicate textures in place. ATM will fix the latter on the fly once it supports DDS textures. Link to comment Share on other sites More sharing options...
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