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[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!


rbray89

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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 :cool:

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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.

:(

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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.

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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.

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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.

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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
}

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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
}

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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
}

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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.

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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.

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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
}
}
}

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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.

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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 by JedTech
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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.

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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)

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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.

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New version 4 of configs is here Green Skull ATM configs v4

To install simply remove old file and replace with new version from download. File location is here :

KSP_win\GameData\BoulderCo\ActiveTextureManagerConfigs

Awesome! Thank you. If you have the time, and you feel like it, could you do a config for Yanfret's Chaka Monkey Exploration System?

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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?

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