likke_A_boss Posted February 5, 2014 Share Posted February 5, 2014 Hey rbray, any idea how to make this not compress the IVA textures of the KOS? This is my file for it but it isn't working.(http://imgur.com/7zKQOH9) Link to comment Share on other sites More sharing options...
rbray89 Posted February 5, 2014 Author Share Posted February 5, 2014 (edited) Hey rbray, any idea how to make this not compress the IVA textures of the KOS? This is my file for it but it isn't working.http://i.imgur.com/7zKQOH9.png(http://imgur.com/7zKQOH9)You are missing a closing bracket '}' at the end.Also, ONLY normalmaps should go in there. For textures you don't want re-sized, add another section like:OVERRIDES{ KSO/Spaces/.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = true }} Edited February 5, 2014 by rbray89 Link to comment Share on other sites More sharing options...
rbray89 Posted February 5, 2014 Author Share Posted February 5, 2014 Hey there,i was hoping someone could maybe help me out here a littleIt's about the "Uranium textures" not loading for different planets,I've read somewhere here in the forums about a guy that had the same problem, had to make an exception to the texure compressor cfg. But i can't figure out how to actually do this, ive read the cfg included but am non the wiser. If someone would send me in the right direction, i'd be much obliged (beware, i did NOT figure it out by reading the cfg, so please keep it simple )This is about the Interstellar mod btw ..And while i'm on the subject, is this mod the reason why rasterpropmonitor isnt showing anything on it's ... monitorThe config is already in there for interstellar, and has been for a few revisions now. Link to comment Share on other sites More sharing options...
Masakakihara Posted February 5, 2014 Share Posted February 5, 2014 I've read that you were gonna add it, but i'm still getting the [Exception]: UnityException: Texture 'WarpPlugin/PlanetResourceData/kerbin_uranium' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. - ErrorOnly when attaching the gamma ray spectrometer. It's not that much of an issue, but if i could fix it, would be nice.It's impossible to get any data of the debug menu with the spamThis is what the KSPI cfg looks like:NORMAL_LIST{}OVERRIDES{} Link to comment Share on other sites More sharing options...
rbray89 Posted February 5, 2014 Author Share Posted February 5, 2014 I've read that you were gonna add it, but i'm still getting the [Exception]: UnityException: Texture 'WarpPlugin/PlanetResourceData/kerbin_uranium' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. - ErrorOnly when attaching the gamma ray spectrometer. It's not that much of an issue, but if i could fix it, would be nice.It's impossible to get any data of the debug menu with the spamThis is what the KSPI cfg looks like:NORMAL_LIST{}OVERRIDES{}Umm... I don't ship with a KSPI config. Just checked. Did you add that? Also, the name has to match the folder exactly.WarpPlugin config:config_enabled = trueOVERRIDES{ WarpPlugin/[^/]* { compress = true mipmaps = false scale = 1 max_size = 0 make_not_readable = false } WarpPlugin/PlanetResourceData/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false }} Link to comment Share on other sites More sharing options...
rbray89 Posted February 5, 2014 Author Share Posted February 5, 2014 I've read that you were gonna add it, but i'm still getting the [Exception]: UnityException: Texture 'WarpPlugin/PlanetResourceData/kerbin_uranium' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. - ErrorOnly when attaching the gamma ray spectrometer. It's not that much of an issue, but if i could fix it, would be nice.It's impossible to get any data of the debug menu with the spamThis is what the KSPI cfg looks like:NORMAL_LIST{}OVERRIDES{}Also, you sure you are using the newest version? Link to comment Share on other sites More sharing options...
Masakakihara Posted February 5, 2014 Share Posted February 5, 2014 I'm really sorry for wasting your time, seems i had version 2.12, downloaded 19th of januariDidnt download directly from the forums probably and got an old link.Thanks for helping and elevating this game to new heights!Really appreciate what you're all doing (Mod-junkie) Link to comment Share on other sites More sharing options...
rbray89 Posted February 5, 2014 Author Share Posted February 5, 2014 I'm really sorry for wasting your time, seems i had version 2.12, downloaded 19th of januariDidnt download directly from the forums probably and got an old link.Thanks for helping and elevating this game to new heights!Really appreciate what you're all doing (Mod-junkie)NP. Just glad we got it figured out. Link to comment Share on other sites More sharing options...
likke_A_boss Posted February 6, 2014 Share Posted February 6, 2014 Dang, still not working. Still compressing the IVA. Here is my config: Link to comment Share on other sites More sharing options...
landeTLS Posted February 6, 2014 Share Posted February 6, 2014 Dang, still not working. Still compressing the IVA. Here is my config:http://i.imgur.com/wLKJVEW.pngYou need to change "compress = true" to "compress = false" if you dont want the textures compressed Link to comment Share on other sites More sharing options...
likke_A_boss Posted February 6, 2014 Share Posted February 6, 2014 You need to change "compress = true" to "compress = false" if you dont want the textures compressedNope, that didn't work either, but good catch. Link to comment Share on other sites More sharing options...
Shyster Posted February 7, 2014 Share Posted February 7, 2014 Installed the aggressive version of this mod last night. Everything is running fine, any my before-and-after comparison of memory usage came up with about a 1 GB reduction. Great job! Link to comment Share on other sites More sharing options...
Ruedii Posted February 8, 2014 Share Posted February 8, 2014 OpenGL currently supports multiple texture compression codecs, including several newer low-loss codecs, other than the popular early varieties S3TC (DXT1/DXT2) This is without considering the option of creating shaders to handle compression.According to my research, switching to the 3Dc (a.k.a. DXN, BC5, ATI2, RGTC2, LATC2) or 3Dc+ (a.k.a. BC4) would provide much better quality, and allow the compression of normal maps with minimal loss and fewer artifacts. In OpenGL 3Dc and 3Dc+ are implemented through the RGTC2 algorithm or LATC2 algorithms.BPTC is probably superior for regular textures, however only the latest cards will handle it, but LATC2 and RGTC2 are probably still superior for normals.Additionally, all three of these compression formats are open standards, and thus better supported by Open Source drivers on Linux, which currently take a bad quality hit in S3TC type compression, by using the S2TC algorithm that is significantly lower quality, even though it is a little faster and open-standard.Because the best texture formats are only available in newer cards I would recommend setting a list of fallbacks for compression algorithms for each purpose, with the option of changing them for specific textures. (For instance, you may want to use the high-compression list for some textures and the low-compression list for others.)If you would like I can repost this on the dev page for this plugin, or file it is a feature request in your Github page. Link to comment Share on other sites More sharing options...
NathanKell Posted February 8, 2014 Share Posted February 8, 2014 The question is, does *Unity* support those? Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 8, 2014 Share Posted February 8, 2014 Would it be possible to get a config for the new mini KSO shuttle pleasehttp://forum.kerbalspaceprogram.com/threads/68429-Kerbin-Shuttle-Orbiter-System Link to comment Share on other sites More sharing options...
EatVacuum Posted February 9, 2014 Share Posted February 9, 2014 Nope, that didn't work either, but good catch.I was having the same problem. I'd added the suggested code for WarpPlugin which may have fixed the indicators. But I was also seeing another issue - when the TextureCompressor plugin was in place, the Spectrometer was showing 0 ppm for Uranium abundance, the other two abundance indicators don't list the material or any number at all. But going to the 2-15 version resolved it for me, using the WarpPlugin.tfcg file as is, no mods required. Try upgrading if you haven't got 2-15. Link to comment Share on other sites More sharing options...
jpinard Posted February 10, 2014 Share Posted February 10, 2014 How do I turn off the mipmapping feature? It interpolates the differing textures together, and I'd like to see if I like the sudden change of high to low planet detail vs. the interpolated versions.Thanks! Link to comment Share on other sites More sharing options...
rbray89 Posted February 12, 2014 Author Share Posted February 12, 2014 The question is, does *Unity* support those?I think the idea would be that the shader would have to, but as it stands, the unity shader compiler most certainly does not, and even then, I don't have the KSP shader source to create new shaders, and I don't have any of the field names to grab the original values from the materials to create new materials with the new shaders.This just isn't possible from within a mod, and I don't think it is possible within unity. Link to comment Share on other sites More sharing options...
Kerbal01 Posted February 12, 2014 Share Posted February 12, 2014 Media fire mirror? Link to comment Share on other sites More sharing options...
lyndonguitar Posted February 13, 2014 Share Posted February 13, 2014 It saved me around 900 mb on this, thanks Link to comment Share on other sites More sharing options...
rbray89 Posted February 13, 2014 Author Share Posted February 13, 2014 Media fire mirror?Only Github. Link to comment Share on other sites More sharing options...
Mekan1k Posted February 13, 2014 Share Posted February 13, 2014 I too would like some specifications for the KSO shuttle Link to comment Share on other sites More sharing options...
Proot Posted February 13, 2014 Share Posted February 13, 2014 My KSO.tcfg file:config_enabled = trueNORMAL_LIST{ texture = KSO/Parts/internalkso/kerbin_lifter_norm_NRM texture = KSO/Parts/internalkso/kerbin_orbiter_docking_mod_norm_NRM texture = KSO/Parts/internalkso/kerbin_orbiter_engines_norm_NRM texture = KSO/Parts/internalkso/kerbin_orbiter_norm_NRM texture = KSO/Parts/internalkso/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}OVERRIDES{ KSO/Spaces/.* { compress = true mipmaps = true scale = 1 max_size = 0 } KSO/Parts/kerbin_orbiter { compress = false mipmaps = true scale = 1 max_size = 0 } KSO/RPM/[^/]* { compress = false mipmaps = false scale = 1 max_size = 0 }}I use a lot of personalized textures so maybe you only need the config_enabled and the NORMAL_LIST. Try to let the rest of the work to the mod. Link to comment Share on other sites More sharing options...
federicoaa Posted February 13, 2014 Share Posted February 13, 2014 Hi, I'm having some problems with the interstellar mod. The IVA of the lab is too pixelated.Also, the warp drive effect (the nian-cat-like light behind the ship) is all black (I checked uninstalling this mod and works fine).Thanks. Link to comment Share on other sites More sharing options...
KerbMav Posted February 13, 2014 Share Posted February 13, 2014 .There is a config to interstellar though - maybe it got an update adding textures/changin filenames? Link to comment Share on other sites More sharing options...
Recommended Posts