Nansuchao Posted July 27, 2015 Share Posted July 27, 2015 Just Google it: Nathen Active Texture Management Config. Sorry but I'm on mobile, it's difficult to link the thread. Link to comment Share on other sites More sharing options...
CreepyD Posted August 1, 2015 Share Posted August 1, 2015 I was stupid - tried this mod in 1.0.4, although I clearly don't need it.Running in OpenGL is a much better option.But.. How do I undo what it's done to my base textures? They are all very poor quality now.I tried re-adding it to my gamedata and putting everything to False, even in the global file.It's clearly not acting on my textures now, but it wont restore the old ones.Any help? Link to comment Share on other sites More sharing options...
fallout2077 Posted August 1, 2015 Share Posted August 1, 2015 But.. How do I undo what it's done to my base textures? They are all very poor quality now.I tried re-adding it to my gamedata and putting everything to False, even in the global file.It's clearly not acting on my textures now, but it wont restore the old ones.Any help?As far as I know, ATM keeps a cache of the textures that it downgraded in a cache folder inside the ATM directory. You need only remove ATM from your GameData folder to revert the changes. If I am wrong, somebody please correct me, but I do believe that is how you go about undoing the changes that ATM makes. Link to comment Share on other sites More sharing options...
cicatrix Posted August 3, 2015 Share Posted August 3, 2015 Is there any way I can tell ATM NOT TO COMPRESS textures smaller than certain size?I am a mod friendly player and frequently install new mods so I'm sort of tired adding config files for each mod manually Link to comment Share on other sites More sharing options...
damerell Posted August 4, 2015 Share Posted August 4, 2015 Is there any way I can tell ATM NOT TO COMPRESS textures smaller than certain size?I am a mod friendly player and frequently install new mods so I'm sort of tired adding config files for each mod manuallySubmit pull requests to github to fix the mods you use? I did when I used ATM. (PS, rbray, I've got an open one for Connected Living Space). Link to comment Share on other sites More sharing options...
cicatrix Posted August 4, 2015 Share Posted August 4, 2015 Submit pull requests to github to fix the mods you use? I did when I used ATM. (PS, rbray, I've got an open one for Connected Living Space).That's no what I'm asking. I can write a simple config file myself. It's that I don't want to. I want to be able to tell ATM not to bother with small PNG files (icons) at all. Link to comment Share on other sites More sharing options...
damerell Posted August 4, 2015 Share Posted August 4, 2015 That's no what I'm asking. I can write a simple config file myself. It's that I don't want to. I want to be able to tell ATM not to bother with small PNG files (icons) at all.I agree that would be nice... but it hasn't happened, for all that ATM has smooshed icons forever. All I'm saying is, if you write a simple config file yourself, spare other people having to bother, just as I hope I have done for some mods you use. Link to comment Share on other sites More sharing options...
cicatrix Posted August 10, 2015 Share Posted August 10, 2015 Can someone explain why my textures remain blurred even after I removed ATM and completely deleted its folder from /GameData folder (removed texturecache). Most textures are displayed normally now, but some of them (Chatterer icon, RealChute and Targetron) are still blurred. I deinstalled those mods with CKAN, cleaned their folders and re-installed them again - the icons are still blurred, what's happenning? Link to comment Share on other sites More sharing options...
Atmoz Posted August 10, 2015 Share Posted August 10, 2015 Hello world !Nice as a mod, but I see no difference.My KSP and its mods , launch , uses 3127 Mb RAM, with or without the Active Manager Texture BASIC X86It's works with a version of Windows 7 x64 ?I must make special handling after installation (via CKAN ) ?I must continue to use -force -opengl on ksp.exe ?Thank you and sorry for my bad english... Link to comment Share on other sites More sharing options...
damerell Posted August 11, 2015 Share Posted August 11, 2015 My KSP and its mods , launch , uses 3127 Mb RAM, with or without the Active Manager Texture BASIC X86As mentioned above, ATM does little in the 1.0 world. You're better off trimming unwanted parts: http://forum.kerbalspaceprogram.com/threads/101309-Script-AutoPruner-v1-1-Prune-those-parts-that-suck-up-your-RAM!-%282015-018%29 may help Link to comment Share on other sites More sharing options...
NotAnOrange Posted August 14, 2015 Share Posted August 14, 2015 Has anyone else suggested making this a standalone application so it doesn't have to deal with KSP's ram limits itself? If not, could be a good idea. Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 15, 2015 Share Posted August 15, 2015 As mentioned above, ATM does little in the 1.0 world. You're better off trimming unwanted parts: http://forum.kerbalspaceprogram.com/threads/101309-Script-AutoPruner-v1-1-Prune-those-parts-that-suck-up-your-RAM!-%282015-018%29 may helpnot completely true. My 1.0.4 install will crash on load without ATM to manage the planetary textures - all planetary texture packs are still mostly non-DDS since no one has been willing to completely update them while the next EVE version remains in heavy development. Any older mods that still work in 1.0.4 (mostly part mods) will also have non DDS textures that you'll want ATM for - especially the ones that still use TGA files! Link to comment Share on other sites More sharing options...
Amedee Posted August 15, 2015 Share Posted August 15, 2015 Just Google it: Nathen Active Texture Management Config. Sorry but I'm on mobile, it's difficult to link the thread.If I google that, top result is http://forum.kerbalspaceprogram.com/threads/59005-1-0-Release-5-0-April-28-2015-Active-Texture-Management-Save-RAM%21?p=2103980&viewfull=1#post2103980 Link to comment Share on other sites More sharing options...
Borogove Posted August 17, 2015 Share Posted August 17, 2015 Can someone explain why my textures remain blurred even after I removed ATM ...?Check Settings->Texture Quality is at Full Res? Link to comment Share on other sites More sharing options...
Puppier Posted August 18, 2015 Share Posted August 18, 2015 If I google that, top result is http://forum.kerbalspaceprogram.com/threads/59005-1-0-Release-5-0-April-28-2015-Active-Texture-Management-Save-RAM%21?p=2103980&viewfull=1#post2103980http://forum.kerbalspaceprogram.com/threads/97328-1-0-2-Naten-s-Active-Texture-Management-Configs-v0-1-4 Link to comment Share on other sites More sharing options...
LloydTMCG Posted August 23, 2015 Share Posted August 23, 2015 Hope this actually prevents me from crashing Link to comment Share on other sites More sharing options...
Fox62 Posted September 18, 2015 Share Posted September 18, 2015 (edited) Is there any precedent for the game to yell at you for "Too many heap sections" while it's loading while using this mod?*EDIT* Yeah, I'm getting an error that says "Fatal error in gc: Too many heap sections." Here's the error files:https://www.dropbox.com/sh/af3ux4tp69u6ycf/AAAJzLljyhCgETFXx306A3cBa?dl=0Can anyone make heads or tails of this? Edited September 18, 2015 by Fox62 Link to comment Share on other sites More sharing options...
Galacticat Posted September 23, 2015 Share Posted September 23, 2015 (edited) I really can't play without this mod with my larger load order, but it keeps making all the Infernal Robotics textures black. Is there a way to fix this? Can we expect an update on that? The guys over at Infernal Robotics say the fault lies with this mod, though I'm not entirely sure what is happening. I also tried the 'fix' stated on their thread, but that didn't work. Edited September 23, 2015 by Budz42 Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 24, 2015 Share Posted September 24, 2015 I just make sure to delete the MSI folder from the texture cache before I run the game Link to comment Share on other sites More sharing options...
damerell Posted September 24, 2015 Share Posted September 24, 2015 I really can't play without this mod with my larger load order, but it keeps making all the Infernal Robotics textures black. Is there a way to fix this? Can we expect an update on that? The guys over at Infernal Robotics say the fault lies with this mod, though I'm not entirely sure what is happening. I also tried the 'fix' stated on their thread, but that didn't work.You can use ATM configuration files to completely exclude IR from consideration. Link to comment Share on other sites More sharing options...
Biker Joe Posted September 28, 2015 Share Posted September 28, 2015 Is this safe to run in 1.0.4?Haven't it downloaded but I've a feeling I'm gonna need it at this rate! Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 28, 2015 Share Posted September 28, 2015 You can use ATM configuration files to completely exclude IR from consideration.The 'fix' he referenced included a config to make ATM ignore IR but that doesn't actually seem to work, I don't have the link handy but it was a recent discussion on the IR threadIs this safe to run in 1.0.4?Haven't it downloaded but I've a feeling I'm gonna need it at this rate!Works just fine, cept for the IR issue noted above Link to comment Share on other sites More sharing options...
damerell Posted September 28, 2015 Share Posted September 28, 2015 Is this safe to run in 1.0.4?Haven't it downloaded but I've a feeling I'm gonna need it at this rate!Is it safe to run? Yes (if you don't mind it mangling your icons). Does it do much? No, unless you have mods with the older non-DDS textures and don't convert them yourself (which is easy).The 'fix' he referenced included a config to make ATM ignore IR but that doesn't actually seem to work, I don't have the link handy but it was a recent discussion on the IR threadI would write my own if I used IR and ATM. ATM config files are not very deep magic. Link to comment Share on other sites More sharing options...
Drew Kerman Posted September 29, 2015 Share Posted September 29, 2015 (if you don't mind it mangling your icons)This only happens if you use the Aggressive version. The Basic version by default (which are the configs I use) will not compress things enough to notice any change to your iconsI would write my own if I used IR and ATM. ATM config files are not very deep magic.It's been tried (this is from the IR Rework OP FAQ), apparently there's something on ATM's end that needs to be fixed. I tried it myself before even seeing that config and it didn't work. Some workarounds are included. This is the fix I believe Budz42 was referring too Link to comment Share on other sites More sharing options...
damerell Posted September 29, 2015 Share Posted September 29, 2015 (edited) This only happens if you use the Aggressive version. The Basic version by default (which are the configs I use) will not compress things enough to notice any change to your iconsOh really? Then why did I write https://github.com/rbray89/ActiveTextureManagement/commit/8216c3b6ace916551d236f6ccf6eb774dd7e1ce0 ?Hint: I've never used the Aggressive version. If the Basic version doesn't smoosh your icons, it's because of some combination of the KSP "Texture Quality" setting (which does affect the behaviour) and configuration files in ATM written for you (by people like me).It's been tried (this is from the IR Rework OP FAQ), apparently there's something on ATM's end that needs to be fixed.I didn't look into that at the time because ATM was becoming increasingly irrelevant in the new world of DDS textures, but that ATM configuration is obviously bogus both because of the spurious whitespace and because those regexes don't recurse into subdirectories (like the ones where the textures actually are).So, I suspect what I first said is true: ATM config files are not very deep magic.PS: rbray, I've had another open pull request for a while fixing CLS's icon... and I have a sneaky suspicion, even though I don't use IR, I'm going to end up fixing this one, too. Edited September 29, 2015 by damerell Link to comment Share on other sites More sharing options...
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