shaw Posted March 8, 2014 Author Share Posted March 8, 2014 As soon as I saw there was an update I had to try it out!http://i1332.photobucket.com/albums/w615/greenskullinc/FASAblackvisor2_zps865d3dc2.pnghttp://i1332.photobucket.com/albums/w615/greenskullinc/kovietblackvisor_zps1ff613bb.pngTrying to release my first downloads next week!I also agree with proot - one of the top ten mods!Keep up the amazing work!Oops, I forgot to flip one of the faces of environment map. You can see it in the visor of FASA kerbonaut. Link to comment Share on other sites More sharing options...
curiousepic Posted March 8, 2014 Share Posted March 8, 2014 Hmm, I found some nice Homeworld backgrounds... is there a way to convert from a single panoramic image to the cubic skybox needed? Link to comment Share on other sites More sharing options...
Proot Posted March 9, 2014 Share Posted March 9, 2014 (edited) Shaw if I use .tcfg settings for TR, visor transparency and visor reflections stops working. Even if specify false compression for the reflections... What I'm doing wrong?config_enabled = trueNORMAL_LIST{texture = TextureReplacer/Default/EVAjetpackNRMtexture = TextureReplacer/Default/EVAtextureNRMtexture = TextureReplacer/Default/kerbalHelmetNRMtexture = TextureReplacer/Default/kerbalMainNRMtexture = TextureReplacer/GenericKerbals/Blue/kerbalMainNRMtexture = TextureReplacer/GenericKermins/Orange/kerbalMainNRM}OVERRIDES{ TextureReplacer/[^/]* { compress = false mipmaps = true scale = 1 max_size = 0 make_not_readable = true } TextureReplacer/EnvMap/.* { compress = false mipmaps = false scale = 1 max_size = 0 }}I want your texture compression (sightly less harder than TM) for TR's textures, and the rest of texture handling (including mipmapping and managing normals) for TM... but dont' seem to work well. Edited March 9, 2014 by Proot Link to comment Share on other sites More sharing options...
BLUAV8R Posted March 9, 2014 Share Posted March 9, 2014 No matter what I do I can't seem to get visor reflections to work I use a non-transparent file for the visor yet still nothing appears. The visor simply becomes a plastic looking piece that simply has the sun reflection and nothing else.Any suggestions as to what I need to do? Link to comment Share on other sites More sharing options...
Green Skull Posted March 9, 2014 Share Posted March 9, 2014 (edited) It doesn't do it for me. There must be a mod or something you are both using that conflicts?*EDIT* Doesn't work on my main beast KSP install. The only mod affecting textures across three installs I tried is texture compressor - so maybe a conflict here? Edited March 9, 2014 by Green Skull Link to comment Share on other sites More sharing options...
shaw Posted March 9, 2014 Author Share Posted March 9, 2014 (edited) The problem with transparency/reflections is that KSP loads all PNGs as transparent (in DXT5 format). TR fixes this during mipmap generation; it checks if there are any transparent pixels in a texture. If not it's converted to RGB and then, during texture compression phase, to DXT1.TextureCompressor probably doesn't support that trick, so all PNGs remain in DXT5 and TR thinks they are transparent. That could be fixed by converting visor texture to TGA (RGB) or JPG. Edited March 9, 2014 by shaw Link to comment Share on other sites More sharing options...
WhiteWeasel Posted March 9, 2014 Share Posted March 9, 2014 Well it seems this is the better and more supported texture mod for KSP, so I suppose I'm going to focus my next texture pack update for this mod.^Seeing as this is the more popular texture mod, I'm going to ask for help here now. I'm trying to modify a texture for the sky box in ksp, I got Raredens' high res one, but wanted to add some flair to it by adding a nebula. Thing is I want to kinda make it (a little) transparent around the edges so the stars blend better and get rid of ugly "cut offs". The nebula should probably be scaled up a bit more, so its' stars are the same size/density as the background texture. What I managed so far:Javascript is disabled. View full albumI'm using GIMP. Link to comment Share on other sites More sharing options...
Green Skull Posted March 9, 2014 Share Posted March 9, 2014 The problem with transparency/reflections is that KSP loads all PNGs as transparent (in DXT5 format). TC fixes this during mipmap generation; it checks if there are any transparent pixels in a texture. If not it's converted to RGB and then, during texture compression phase, to DXT1.TextureCompressor probably doesn't support that trick, so all PNGs remain in DXT5 and TC thinks they are transparent. That could be fixed by converting visor texture to TGA (RGB) or JPG.Converting reflective visor images to jpeg from png works! Good fix! Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 10, 2014 Share Posted March 10, 2014 Okay. I didn't find any skyboxes that I liked, although Nick Cage attacking Nick Cage was interesting. So I made my own.4096 TGAs with RLE compression. You can probably reduce them to 2048 with little noticeable loss of quality.This skybox approximates what the naked eye can see when not adjusted for darkness (fewer visible stars). Made using Tycho super-hi-res image.I used Paint.NET and resized the images to 2048 and saved - but when I try to use them the game crashes as it attempts to load into the main screen. This isn't a memory issue - I monitor my RAM/VAS usage and it was only around 3.1GB when loading into the main menu Link to comment Share on other sites More sharing options...
shaw Posted March 10, 2014 Author Share Posted March 10, 2014 @Gaiiden: Please upload / send me the images that cause problems. Link to comment Share on other sites More sharing options...
shaw Posted March 10, 2014 Author Share Posted March 10, 2014 There's 1.2 alpha available, if anyone wishes to test it.The code has gone through some heavy refactorisation, so there may be some new bugs. But, the most importantly, one can specify a custom reflective shader for helmet visor. Now, I only need to write a reflective shader that would support transparency (or wait for anyone else to do it). Link to comment Share on other sites More sharing options...
Proot Posted March 10, 2014 Share Posted March 10, 2014 There's 1.2 alpha available, if anyone wishes to test it.The code has gone through some heavy refactorisation, so there may be some new bugs. But, the most importantly, one can specify a custom reflective shader for helmet visor. Now, I only need to write a reflective shader that would support transparency (or wait for anyone else to do it).That means is doesn't render against background? Can we use transparency visors under the the reflective?!Shaw, dear God, you are my *#%& hero!EDit: sadly I can't give you more rep yet! Link to comment Share on other sites More sharing options...
rbray89 Posted March 10, 2014 Share Posted March 10, 2014 There's 1.2 alpha available, if anyone wishes to test it.The code has gone through some heavy refactorisation, so there may be some new bugs. But, the most importantly, one can specify a custom reflective shader for helmet visor. Now, I only need to write a reflective shader that would support transparency (or wait for anyone else to do it).If you can wait a while, I should be able to do it in a couple days. (Or give you guidance on how to modify the existing shaders if you would prefer ) Link to comment Share on other sites More sharing options...
Green Skull Posted March 10, 2014 Share Posted March 10, 2014 Now this is EPIC! Link to comment Share on other sites More sharing options...
Jovzin Posted March 10, 2014 Share Posted March 10, 2014 ^Seeing as this is the more popular texture mod, I'm going to ask for help here now. I'm trying to modify a texture for the sky box in ksp, I got Raredens' high res one, but wanted to add some flair to it by adding a nebula. Thing is I want to kinda make it (a little) transparent around the edges so the stars blend better and get rid of ugly "cut offs". The nebula should probably be scaled up a bit more, so its' stars are the same size/density as the background texture. What I managed so far:http://imgur.com/a/wC1rtI'm using GIMP.Wau this looks amazing Link to comment Share on other sites More sharing options...
Proot Posted March 10, 2014 Share Posted March 10, 2014 (edited) My top side of the skyboy reflection remains flipped in some way. :S <- WRONG EDIT: Excuse me, flipped side is EnvMap Positive Y. 1 horizontal mirroring + 1 vertical mirroring fix it.128x128 optimized reflections, all curiously lightweight than my previous visor texture. Great work Shaw! Edited March 11, 2014 by Proot Link to comment Share on other sites More sharing options...
shaw Posted March 10, 2014 Author Share Posted March 10, 2014 (edited) There are a few transformations required for skybox if you want to use it as environmnet map for reflection: Default/GalaxyTex_PositiveX // skybox right face Default/GalaxyTex_NegativeX // skybox left face Default/GalaxyTex_PositiveY // skybox bottom face, rotated for 180° Default/GalaxyTex_NegativeY // skybox top face Default/GalaxyTex_PositiveZ // skybox front face Default/GalaxyTex_NegativeZ // skybox back face EnvMap/PositiveX // fake skybox right face, vertically flipped EnvMap/NegativeX // fake skybox left face, vertically flipped EnvMap/PositiveY // fake skybox top face, vertically flipped EnvMap/NegativeY // fake skybox bottom face, vertically flipped EnvMap/PositiveZ // fake skybox front face, vertically flipped EnvMap/NegativeZ // fake skybox back face, vertically flippedCORRECTION: skybox +y is rotated for 180°, not vertically flipped. Edited March 10, 2014 by shaw Link to comment Share on other sites More sharing options...
WhiteWeasel Posted March 10, 2014 Share Posted March 10, 2014 Wau this looks amazing It would look even better if I could blend the pictures better. But I'm not that great with photo editing. Link to comment Share on other sites More sharing options...
BLUAV8R Posted March 10, 2014 Share Posted March 10, 2014 There are a few transformations required for skybox if you want to use it as environmnet map for reflection: Default/GalaxyTex_PositiveX // skybox right face Default/GalaxyTex_NegativeX // skybox left face Default/GalaxyTex_PositiveY // skybox bottom face, rotated for 180° Default/GalaxyTex_NegativeY // skybox top face Default/GalaxyTex_PositiveZ // skybox front face Default/GalaxyTex_NegativeZ // skybox back face EnvMap/PositiveX // fake skybox right face, vertically flipped EnvMap/NegativeX // fake skybox left face, vertically flipped EnvMap/PositiveY // fake skybox top face, vertically flipped EnvMap/NegativeY // fake skybox bottom face, vertically flipped EnvMap/PositiveZ // fake skybox front face, vertically flipped EnvMap/NegativeZ // fake skybox back face, vertically flippedCORRECTION: skybox +y is rotated for 180°, not vertically flipped.So in order to use a skybox as a EnvMap I need to switch positive/negative Ys, then vertically flip all except postive Y, which gets a 180° rotation?EDIT: and of course scale down the texture to something more reasonable like 128x128 each Link to comment Share on other sites More sharing options...
shaw Posted March 10, 2014 Author Share Posted March 10, 2014 So in order to use a skybox as a EnvMap I need to switch positive/negative Ys, then vertically flip all except postive Y, which gets a 180° rotation?EDIT: and of course scale down the texture to something more reasonable like 128x128 eachOr equivalent, but simpler: swap +y/-y, then flip +y horizontally and everything else vertically. Link to comment Share on other sites More sharing options...
tygoo7 Posted March 10, 2014 Share Posted March 10, 2014 Great job shaw on this mod! I just found out about the reflective glass and just want to thank you for this. I have always wanted reflective glass. +rep Link to comment Share on other sites More sharing options...
Drew Kerman Posted March 11, 2014 Share Posted March 11, 2014 @Gaiiden: Please upload / send me the images that cause problems.Here they are, thanks. Actually, since switching back to the default skybox I've found it looks pretty nice as the Distant Objects mod dims the brightness a lot Link to comment Share on other sites More sharing options...
blackheart612 Posted March 11, 2014 Share Posted March 11, 2014 Wow, Proot, that is amazing! I wonder how they reflect such stars on that visor though o.O Link to comment Share on other sites More sharing options...
prioronion Posted March 11, 2014 Share Posted March 11, 2014 How does enter elysium change the kerbal's stripe colours? Link to comment Share on other sites More sharing options...
Proot Posted March 11, 2014 Share Posted March 11, 2014 Wow, Proot, that is amazing! I wonder how they reflect such stars on that visor though o.OIt's a small photoshop trick: when resizing the image that you want to use in the visor reflection, try to use "nearest" resampling. That produce a much more "sharper" image, which maintains the main details in detriment of the image smoothing. (I hope I explained, lol)That's not cool at all for photo edition, but is very cool and produce very optimized small images to use as fake reflections. Link to comment Share on other sites More sharing options...
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