shaw Posted February 24, 2014 Author Share Posted February 24, 2014 v1.0.1 released..Nothing new, just explicitly disabled mipmap generation when TC is detected, although it should already work properly in 1.0, but just in case. Configuration file has also been updated with less confusing comments and some new mod directories have been added to mipmap generation pool (for some mods that have PNG textures but don't use proper directory hierarchy).Reflections for helmet visors will be added some time in the future. I currently don't play KSP, I've lost interest, so expect it maybe after KSP 0.24 comes out. Link to comment Share on other sites More sharing options...
shaw Posted February 25, 2014 Author Share Posted February 25, 2014 Seems like reflection is not possible without ruining transparency. Link to comment Share on other sites More sharing options...
tygoo7 Posted February 25, 2014 Share Posted February 25, 2014 Seems like reflection is not possible without ruining transparency.Does it work without transparency? I would still love the visor to look like that. Maybe you could have a separate download? Link to comment Share on other sites More sharing options...
Proot Posted February 26, 2014 Share Posted February 26, 2014 Doesn't matter, many thanks for try Shaw!. Reflections on cockpit glass using an added texture layer is it not possible either? Link to comment Share on other sites More sharing options...
Pingonaut Posted February 27, 2014 Share Posted February 27, 2014 I have a custom space suit set for this Kerbal, and it works fine in space. On the ground, he has no jetpack and the default suit. Any help? Link to comment Share on other sites More sharing options...
Beetlecat Posted February 27, 2014 Share Posted February 27, 2014 I have a custom space suit set for this Kerbal, and it works fine in space. On the ground, he has no jetpack and the default suit. Any help?http://i.imgur.com/DuwOBNI.pngIs it grabbing a different texture since he's on the ground / breathable atmosphere (and removing the helmet/EVA pack)? In scanning the "parts" list it doesn't seem to indicate that.Oh -- are the IVA textures used when on Kerbin? That would explain the no helmet and no pack. Maybe you need to copy your custom suit into the IVA versions as well. Link to comment Share on other sites More sharing options...
shaw Posted February 27, 2014 Author Share Posted February 27, 2014 Is it grabbing a different texture since he's on the ground / breathable atmosphere (and removing the helmet/EVA pack)? In scanning the "parts" list it doesn't seem to indicate that.Oh -- are the IVA textures used when on Kerbin? That would explain the no helmet and no pack. Maybe you need to copy your custom suit into the IVA versions as well.That's right, IVA textures are used on Kerbin.The jetpack is not "missing" but is invisible intentionally because some people (and I) think it looks silly to have the IVA suit and the jetpack. If you want to keep EVA suit (+ helmet and jetpack) on Kerbin, change that in the configuration file. Link to comment Share on other sites More sharing options...
Pingonaut Posted February 27, 2014 Share Posted February 27, 2014 That's right, IVA textures are used on Kerbin.The jetpack is not "missing" but is invisible intentionally because some people (and I) think it looks silly to have the IVA suit and the jetpack. If you want to keep EVA suit (+ helmet and jetpack) on Kerbin, change that in the configuration file.Oh, I thought since it was Jebediah it would use that one, do I need to just copy and rename the suit I have for his EVA suit? Link to comment Share on other sites More sharing options...
Proot Posted March 2, 2014 Share Posted March 2, 2014 I'm back to 1.0 version. I can't manage properly normals and compression without split in 1.0.1+Texture Compressor:If I create a .tcfg for TR compression without split textures, it TC o TR resizes or compress too much anyway (maybe only with jpg, it's possible?). I don't know why. Also, I have problems with mip mapping: without .tcfg 1.0.1 don't create mipmaps, but with a specific .tcfg is too much compression.It's only me? I'm doing something wrong? Link to comment Share on other sites More sharing options...
shaw Posted March 2, 2014 Author Share Posted March 2, 2014 I guess not, it's TC that resizes/compresses too much. TR 1.0.1 doesn't compress textures nor generate mipmaps if it detects TC while 1.0 doesn't compress but still generates mipmaps if it detects TC. Link to comment Share on other sites More sharing options...
Proot Posted March 2, 2014 Share Posted March 2, 2014 (edited) I guess not, it's TC that resizes/compresses too much. TR 1.0.1 doesn't compress textures nor generate mipmaps if it detects TC while 1.0 doesn't compress but still generates mipmaps if it detects TC.Btw Shaw, Could be implemented the next feature in future releases?:I use just a single suit for all veterans (no variations), but now I must put the same textures 3 times (suit+normal) in the custom folders (one for each custom kerbal). Could TR manage the same suit for all customs if you put it in the main Custom Kerbals folder? (I mean you can use one single custom suit in main custom folder and heads in his named folders, or put the suit inside the named folders having custom suit for each kerbal as now)If I do it now TR just don't work fine. I make myself clear? (srry for my *rappy english) Edited March 2, 2014 by Proot Link to comment Share on other sites More sharing options...
shaw Posted March 5, 2014 Author Share Posted March 5, 2014 Actually, it worked so once. I.e. when there was just a head texture for a Kerbal in `CustomKerbals/` the default suit was used not a generic one. However, I don't think that's consistent behaviour. If you specified a head texture for a Kerbal the default suit was used otherwise a generic one since TR doesn't detect an empty directory in `CustomKerbals/`. Link to comment Share on other sites More sharing options...
sharpspoonful Posted March 5, 2014 Share Posted March 5, 2014 Would it be possible to set an alias file so it will refer to the original file? Link to comment Share on other sites More sharing options...
shaw Posted March 8, 2014 Author Share Posted March 8, 2014 Would it be possible to set an alias file so it will refer to the original file?No, that would introduce too much additional configuration files and complexity. I'm not going to implement that unless really necessary. Link to comment Share on other sites More sharing options...
Proot Posted March 8, 2014 Share Posted March 8, 2014 Wow, this update looks amazing! Downloading! Thanks Shaw! Link to comment Share on other sites More sharing options...
shaw Posted March 8, 2014 Author Share Posted March 8, 2014 (edited) Released 1.1.There is a bunch of new features:One can now configure which suit to use when a custom Kerbal has only the head texture in its directory. In recent TR versions a random generic suit (from `GenericKerbals/) was assigned while in older versions the default suit (the one from `Default/`) was used in such case. Now that can be set in the configuration file and the old behaviour is the default, so Proot would be able to de-duplicate Jeb's, Bill's and Bob's IVA suits.There is a new options to use consecutive suit assignment instead of random one. Let's say the standard team consists of three Kerbals: a commander, a pilot/engineer and a scientist. Put all three suits into `GenericKerbals/` as (`Commander`, `Engineer` and `Scientist`, names are important because KSP loads them in alphabetic order) and set consecutive suit assignment in the configuration file. Then every third Kerbal, starting with Jeb, will have the commander's suit, every third Kerbal starting with Bill will be an engineer and every third Kerbal starting with Bob a scientist.Simple fake reflections. It doesn't actually generate skybox like the Reflection shader plugin, but uses a pre-generated static skybox that is included in `EnvMap/` directory. Unfortunately, the reflection shader included in KSP doesn't support transparency. It is activated automatically for helmet visor if the visor texture is not transparent.Texture compression and mipmap generation can now be forced on even when TC is detected. The config file options are now `never`, `auto` and `always` instead of `false` and `true`. Edited March 8, 2014 by shaw fixed link Link to comment Share on other sites More sharing options...
Proot Posted March 8, 2014 Share Posted March 8, 2014 Seriously shaw, unbelievable work on this release. Your solution to get reflections on visors is clever, elegant and very simple (in the best of ways). This is (immo) one of the 10 must have mods for KSP in EVERY install. Link to comment Share on other sites More sharing options...
Hammer Tech Posted March 8, 2014 Share Posted March 8, 2014 Seriously shaw, unbelievable work on this release. Your solution to get reflections on visors is clever, elegant and very simple (in the best of ways). This is (immo) one of the 10 must have mods for KSP in EVERY install.Oooh does this mean Pimp My Kerbals will be getting reflective visors and stuff? Link to comment Share on other sites More sharing options...
Tourman Posted March 8, 2014 Share Posted March 8, 2014 I am not sure why, but this mod is unusable for me. Whenever I use texturereplacer, I get a huge memory leak where the memory usage will keep growing by a few hundred MB in < 15min, to the point where the game crashes at 3.3GB or so used. I have a lot of mods including texturecompressor, but if I remove texturereplacer.dll the memory leak goes away. I can use UniverseReplacer as well without any issues. This has been happening for the last 2-3 releases when I first started using the mod. The latest release is far worse, because in 1.0 I could play maybe a couple of hours before the game would crash.The memory leak is apparent even when idle, to the tune of a few MB a second. Link to comment Share on other sites More sharing options...
Beetlecat Posted March 8, 2014 Share Posted March 8, 2014 Oooh does this mean Pimp My Kerbals will be getting reflective visors and stuff? Standing by to wait for version updates! Link to comment Share on other sites More sharing options...
curiousepic Posted March 8, 2014 Share Posted March 8, 2014 Has anyone made a homeworld-inspired skybox? Link to comment Share on other sites More sharing options...
shaw Posted March 8, 2014 Author Share Posted March 8, 2014 I am not sure why, but this mod is unusable for me. Whenever I use texturereplacer, I get a huge memory leak where the memory usage will keep growing by a few hundred MB in < 15min, to the point where the game crashes at 3.3GB or so used. I have a lot of mods including texturecompressor, but if I remove texturereplacer.dll the memory leak goes away. I can use UniverseReplacer as well without any issues. This has been happening for the last 2-3 releases when I first started using the mod. The latest release is far worse, because in 1.0 I could play maybe a couple of hours before the game would crash.The memory leak is apparent even when idle, to the tune of a few MB a second.Could you send me your log?Does it also happen when TR is the only mod you're using? Could you try to figure out in combination with which mod that happens? Link to comment Share on other sites More sharing options...
Mekan1k Posted March 8, 2014 Share Posted March 8, 2014 How do I use this properly? Do I need to rename stuff or what?http://forum.kerbalspaceprogram.com/threads/60961-0-23-TextureReplacer-1-1-%288-3-2014%29/page27?p=908396#post908396And where do I put it? Link to comment Share on other sites More sharing options...
shaw Posted March 8, 2014 Author Share Posted March 8, 2014 How do I use this properly? Do I need to rename stuff or what?http://forum.kerbalspaceprogram.com/threads/60961-0-23-TextureReplacer-1-1-%288-3-2014%29/page27?p=908396#post908396And where do I put it?Just put it into `GameData/TextureReplacer/GenericKerbals`. (Everything is explained in README). Link to comment Share on other sites More sharing options...
Green Skull Posted March 8, 2014 Share Posted March 8, 2014 (edited) As soon as I saw there was an update I had to try it out!Trying to release my first downloads next week!I also agree with proot - one of the top ten mods!Keep up the amazing work! Edited March 8, 2014 by Green Skull Added better photo Link to comment Share on other sites More sharing options...
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