shaw Posted September 20, 2014 Author Share Posted September 20, 2014 So um... I'd like a texture pack that remodels the stock parts. Maybe remove the dents and make them simpler. I see absolutely no texture packs that mess with the part textures. Only the skybox and planets. Is there a reason?KSPRC replaces some stock part textures: several 2.5 m tanks, MK1-2 Pod, Crew cabin, ladders, landing legs ... Link to comment Share on other sites More sharing options...
Beale Posted September 20, 2014 Share Posted September 20, 2014 Shouldn't have done this...Texture taken from Orbiter Link to comment Share on other sites More sharing options...
Thriton Posted September 20, 2014 Share Posted September 20, 2014 What you think?How bad is it? Link to comment Share on other sites More sharing options...
deepfield Posted September 21, 2014 Share Posted September 21, 2014 (edited) Anyway to set the skybox wrap method to clamp as apposed to the default repeat? Trying to get rid of seams. Edited September 21, 2014 by deepfield Link to comment Share on other sites More sharing options...
shaw Posted September 21, 2014 Author Share Posted September 21, 2014 Anyway to set the skybox wrap method to clamp as apposed to the default repeat? Trying to get rid of seams.http://i.imgur.com/vZN0vWv.pngDo you get this while using TR? It should have set clamp mode for skybox and Kerbal heads and suits. Link to comment Share on other sites More sharing options...
deepfield Posted September 21, 2014 Share Posted September 21, 2014 Also, is there a way to replace the loading screen art? Link to comment Share on other sites More sharing options...
deepfield Posted September 21, 2014 Share Posted September 21, 2014 Do you get this while using TR? It should have set clamp mode for skybox and Kerbal heads and suits.Yes, i'm using TR. I've checked the textures over carefully also and it shouldn't be causing seams. Link to comment Share on other sites More sharing options...
Enriched Uranium Posted September 22, 2014 Share Posted September 22, 2014 http://imgur.com/a/l1OiWKSP never generates mipmaps for PNGs and JPEGs. TextureReplacer fixes this by generating mipmaps under paths specified in the configuration file. Other images are omitted to avoid making UI icons of various plugins blurry when not using the full texture quality. Can you help me get this working?I do not understand mipmaps at all, wondering if thats what the problem is.... Im an old Cobol programer and haven't messed with C stuff very much. I think this is visual C and this is the first time I have messed with that, if it is visual C. (Im learning the rules the hard way, trial and error lol)I am fairly sure I have all my textures in the right places but, for some reason, It is not putting the correct heads or suits on my kerbals and I don't have a normal map for my heads. (but i don't think I need one)They do not take off their eva helmets/or suits in breathable air.It is not creating female kerbal applicants. Everyone has the same head and the same EVA Suit but they have the correct IVA suits on, its like the only file its reading in my suit file folder is the kerbalMainGrey and adding the EVAtexture... from somewhere I do not know, I have that EVA texture in a couple different suits that i built. It also looks like Jeb and my custom kerbals names... the font messed up or it has a ghost image or something, it looks weird (but I can live with this, it makes Jeb and my custom kerbals names stand out lol) and thats why im wondering if I need to read up on mipmaps.Im working with a fresh install of KSPx86 that has never been run. The ONLY mods I have are ModuleManager .2.3.5, ActiveTextureManagement x86 (ATM full version not basic) and TextureReplacer.I have removed EVERYTHING from my default folder because i thought that was the texture that was... being applied to all my kerbals and i included it all in the suits folders and deleted the default suit entirely). Im racking my brain trying get this working and Im to a point that i just don't know what to try. I am working on a HUGE 'modpack' for both x64 and x86. I have it all working in x64 except this and hoping it can handle all the extra head and suit textures! lol x86 is a lot tougher to get working because of the memory limitations but i haven't given up. I will HAVE to get this working right first and then eliminate all the textures I can for it to work in x86. Im also trying to make an installer so that if anyone wants to use my 'mod pack', all they have to do is download my pack and extract it into their game. This would be easier if all the mods i use were AVC ready but their not so I guess I'll decided how to handle that once Im to that point. I hate to think that Id have to make a new pack every time one of the mods update. I guess thats why you have to download all the mods, one at a time, but that needs to change, in my opinion. Im thinking these modpacks need to be more like expansion packs because most people are not going to go threw... all of this to get their game looking like... mine.I used GreenSkull's KSP-Pack-v0.38 to install Texture replacer and then I added all the textures I have in the locations that the GreenSkull instructions said to put them.I have not added any planet textures yetI did add a bunch of heads and suits but the suits I ended up building, then I added all the normal maps to the suits folders, thinking maybe that would do it. (so I have a lot of extra copies of my normal maps,... except for a head normal map, I do not have one at all)do I need a "GreenSkull" or "default folder in "Gamedata" with all the textures that arn't loading from the suit folder in texture replacer and then map it in the config?Its called @GreenSkull but I used your @default as... a starting point and then changed the name because... I didn't know what else to try lolthis is my config: (my persistent is below my config, after the line)TextureReplacer{ // Texture compression reduces textures size to 1/6 or 1/4 and hence reduces // memory usage (video and possibly also RAM if a texture is "readable") and // improves performance (less data has to be transferred to GPU). // Possible options: `always`, `never` and `auto`. Auto means it is enabled // unless Active Texture Management mod is detected. isCompressionEnabled = auto // Generate mipmaps for PNGs and JPEGs in certain directories (specified in // the next option) to a fix KSP bug that doesn't generate mipmaps for these // images and makes them look ugly under sharp angles. // Possible options: `always`, `never` and `auto`. Auto means it is enabled // unless Active Texture Management mod is detected. isMipmapGenEnabled = auto mipmapDirSubstrings = /FX/ /Parts/ /Spaces/ TextureReplacer/ KAS/ Engineer/ FASA/ ASET/ FusTek/ // List of regular expressions that trigger mipmap generation when matching // the path of a texture that is missing mipmaps. These should cover all model // textures but not UI icons. The strings are case-sensitive on all platforms. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. generateMipmaps = /FX/ /Parts/ /Spaces/ ^TextureReplacer/ ^KAS/ ^FASA/ ^ASET/ // Some textures (all JPEGs, PNGs and TGAs plus MBM tagged as "readable") are // kept loaded in RAM. Since this feature is rarely actually needed those // textures can be unloaded just before the main menu. // Possible options: `always`, `never` and `auto`. Auto means it is enabled // unless Active Texture Management mod is detected. isUnloadingEnabled = never // Prevent unloading for textures whose paths match the following regular // expressions. Some mods access and modify textures, so those shouldn't be // unloaded. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. keepLoaded = /FX/ MFD ^BoulderCo/ ^CommunityResourcePack/ ^Romfarer/textures/ keepLoaded = ^WarpPlugin/ // Replace helmet visor shader to support reflections (EVA only). isVisorReflectionEnabled = true // Reflection colour. Reflection is multiplied by this RGB colour before it is // added to the visor colour. visorReflectionColour = 0.985 0.785 0.785 // Spawn a Kerbal on EVA in his/her IVA suit without helmet and jetpack when // in breathable atmosphere (oxygen + sufficent pressure). isAtmSuitEnabled = true // Minimum air pressure required for a Kerbal to spawn in his/her IVA suit. atmSuitPressure = 0.5 // Remove IVA helmets in safe situations (landed/splashed and in orbit). isHelmetRemovalEnabled = true CustomKerbals { // Custom heads and suits for specific Kerbals. Entries are of the form: // // Name = headTex [suitDir] // // where `headTex` is an image (without extension) inside `Heads/` and // `suitDir` is a subdirectory inside `Suits/` containing textures for a // suit. `DEFAULT` keeps the default head/suit textures from `Default/` and // `GENERIC` assigns a generic head/suit using the same rules as for the // generic Kerbals. If `suitDir` is missing then `GENERIC` is assumed. // // Examples: // // Huey Kerman = head1 Suit1 // Dewey Kerman = head2 DEFAULT // Louie Kerman = head3 // Donald Kerman = DEFAULT DEFAULT // Daisy Kerman = DEFAULT // Scrooge Kerman = GENERIC Suit2 // Enrich Eduranium = m1a GSI_Black_Suit Richard Cranium = m1g GSI_Black_Suit Orkey Dorky = SpacepigHead GSI_Dorky_Suit Jebediah Kerman = JEBkerbalHead Orange_Suit Bob Kerman = BOBkerbalHead Orange_Suit Bill Kerman = BILLkerbalHead Orange_Suit } GenericKerbals { // Prevent the following heads from being assigned to generic Kerbals. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. excludedHeads = JEBkerbalHead, m1g, m1a, SpacepigHead, BOBkerbalHead, BillkerbalHead, // Prevent the following suits from being assigned to generic Kerbals. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. excludedSuits = Orange_Suit, GSI_Black_Suit, GSI_Dorky_Suit, // Female heads. Those will only be paired with female suits. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. femaleHeads = f1a, f1b, f1c, f1d, f1e, f1f, f1g, f1h, f1i, f1j, f1k, f1l, f1m, kerbalHead_f10, kerbalHead_f11, kerbalHead_f12, kerbalHead_f20, kerbalHead_f21, kerbalHead_f30, kerbalHead_f31, kerbalHead_f32, KerminHead1, KerminHead2, // Female suits. Those will only be paired with female heads. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. femaleSuits = Blue_Female_Suit, Blue2_Female_Suit, Red2_Female_Suit, Red2_Female_Suit, White_Female_Suit, White_Female_Suit, Yellow_Female_Suit, Yellow2_Female_Suit, // Regular expressions for female names (the last word/surname is removed). // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. femaleNames = [ei][elns]$ [belmns]y$ i(ng)?$ a$ oe$ // Eye-less heads. Eyes will be hidden for those heads, so one can paint // custom ones on the head texture. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. eyelessHeads = // Whether generic suits should be assigned pseudo-randomly based on a // Kerbal's name's hash or consecutively based on a Kerbal's position in // the global roster. // Possible options: `random` or `consecutive`. suitAssignment = random } CabinSuits { // Cabin-specific suits. These are enforced even if a Kerbal has a custom // suit. Entries are of the form: // // partName = suitDir // // where `partName` is the name of a part (`name = ...` in `part.cfg`) and // `suitDir` is either a suit directory from `Suits/` or `DEFAULT`. // // NOTE: Any underscore in `partName` has to be replaced a dot. // // Examples: // // Mark1Cockpit = PilotSuit // crewCabin = DEFAULT // }}-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Im wondering if there is something in My persistent file that i haven't changed and need to... the only thing I have done in this, so far, is Add my custom kerbals so I think this is all good but here it is incase i missed reading something I needed to read. I swear, my brain feels like a marshemello lolGAME{ version = 0.24.2 Title = Enriched Uranium (CAREER) Description = No description available. linkURL = linkCaption = Mode = CAREER Status = 1 scene = 5 flag = NASAmission/Flags/NASA launchID = 1 PARAMETERS { FLIGHT { CanQuickSave = True CanQuickLoad = True CanAutoSave = True CanUseMap = True CanSwitchVesselsNear = True CanSwitchVesselsFar = True CanTimeWarpHigh = True CanTimeWarpLow = True CanEVA = True CanIVA = True CanBoard = True CanRestart = True CanLeaveToEditor = True CanLeaveToTrackingStation = True CanLeaveToSpaceCenter = True CanLeaveToMainMenu = False } EDITOR { CanSave = True CanLoad = True CanStartNew = True CanLaunch = True CanLeaveToSpaceCenter = True CanLeaveToMainMenu = False startUpMode = 0 craftFileToLoad = } TRACKINGSTATION { CanFlyVessel = True CanAbortVessel = True CanLeaveToSpaceCenter = True CanLeaveToMainMenu = False } SPACECENTER { CanGoInVAB = True CanGoInSPH = True CanGoInTrackingStation = True CanLaunchAtPad = True CanLaunchAtRunway = True CanLeaveToMainMenu = True } DIFFICULTY { MissingCrewsRespawn = True AllowStockVessels = False } } SCENARIO { name = ScenarioDiscoverableObjects scene = 7, 8, 5 = 1635869231 sizeCurve { key = 0 0 1.5 1.5 key = 0.3 0.45 0.875 0.875 key = 0.7 0.55 0.875 0.875 key = 1 1 1.5 1.5 } } SCENARIO { name = ContractSystem scene = 7, 8, 5, 6, 9 update = 29.0399999999995 CONTRACTS { CONTRACT { guid = 6f656cf2-efda-41e8-9340-9dcbac2cbc14 type = AltitudeRecord prestige = 0 seed = 582680900 state = Offered agent = Kerbin World-Firsts Record-Keeping Society deadlineType = None expiryType = None values = 0,0,458.715587854385,2293.57793927193,500,0,10.9,0,0,0,0,0 alt = 5000 PARAM { name = AltitudeRecord state = Incomplete values = 0,0,0,0,0 alt = 5000 } } CONTRACT { guid = 31acdcf4-343c-4ecb-88ad-b141e315938d type = OrbitKerbin prestige = 2 seed = 582680901 state = Offered agent = Kerbin World-Firsts Record-Keeping Society deadlineType = None expiryType = None values = 0,0,14763.7791931629,59055.1167726517,18750,30,142.24,0,0,0,0,0 PARAM { name = EnterOrbit state = Incomplete values = 0,0,0,0,0 body = 1 } } CONTRACT { guid = 5cefd437-33fd-4016-8f76-b1ae2f55e747 type = ReachSpace prestige = 2 seed = 582680905 state = Offered agent = Kerbin World-Firsts Record-Keeping Society deadlineType = None expiryType = None values = 0,0,9448.81868362427,29527.5583863258,12000,15,95.25,0,0,0,0,0 PARAM { name = ReachSpace state = Incomplete values = 0,0,0,0,0 } } CONTRACT { guid = cf2a47a3-5942-4efc-9038-876ff571f2e2 type = FirstLaunch prestige = 0 seed = 582680908 state = Offered agent = Kerbin World-Firsts Record-Keeping Society deadlineType = None expiryType = None values = 0,0,1834.86235141754,4587.15587854385,2000,5,10.9,0,0,0,0,0 PARAM { name = LaunchVessel state = Incomplete values = 0,0,0,0,0 } } } } SCENARIO { name = Funding scene = 7, 8, 5, 6, 9 funds = 10000 } SCENARIO { name = ProgressTracking scene = 7, 8, 5 Progress { } } SCENARIO { name = ResearchAndDevelopment scene = 7, 8, 5, 6, 9 sci = 0 Tech { id = start state = Available part = mk1pod part = liquidEngine part = solidBooster part = fuelTankSmall part = trussPiece1x part = longAntenna part = parachuteSingle } } SCENARIO { name = VesselRecovery scene = 5, 7, 8, 6, 9 } SCENARIO { name = Reputation scene = 7, 8, 5, 6, 9 rep = 0 } FLIGHTSTATE { version = 0.24.2 UT = 30.7999999999995 activeVessel = 0 VESSEL { pid = 4d8733a80bc8465387a051549388daf5 name = Ast. HSJ-227 type = SpaceObject sit = ORBITING landed = False landedAt = splashed = False met = 0 lct = 0 root = 0 lat = -2.83448087518376 lon = 181.081275493736 alt = 14594724946.8721 hgt = -1 nrm = 0,1,0 rot = -0.2984336,0.402898,-0.8173988,0.283672 CoM = 0,0,0 stg = 0 prst = False ref = 0 ctrl = False ORBIT { SMA = 15240602753.6903 ECC = 0.109160220665998 INC = 2.8722370123103 LPE = 2.11729351758543 LAN = 261.773336038703 MNA = 6.22770555284234 EPH = 2043585.73608398 REF = 0 } PART { name = PotatoRoid uid = 559298752 mid = 559298752 launchID = 0 parent = 0 position = 0,0,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 sqor = 0 sidx = 0 attm = 0 srfN = None, -1 mass = 150 temp = -1 expt = 0.1 state = 1 connected = True attached = True flag = rTrf = modCost = 0 } ACTIONGROUPS { } DISCOVERY { state = 1 lastObservedTime = 0 lifetime = 586354.751586914 refTime = 1728000 size = 4 } FLIGHTPLAN { } CTRLSTATE { } } VESSEL { pid = c202ba3d419548619ec40318876844ed name = Ast. SJD-297 type = SpaceObject sit = ORBITING landed = False landedAt = splashed = False met = 13.7799999999998 lct = 13.7799999999998 root = 0 lat = -1.30290356501302 lon = 194.302122820935 alt = 16143103598.9932 hgt = -1 nrm = 0,1,0 rot = 0.01944295,0.6074048,-0.2412273,0.7566313 CoM = 0,0,0 stg = 0 prst = False ref = 0 ctrl = False ORBIT { SMA = 15321309037.9201 ECC = 0.111895432535909 INC = 1.61149967964498 LPE = 7.95808837371615 LAN = 320.370795082181 MNA = 0.00707507061380408 EPH = 3809965.25705078 REF = 0 } PART { name = PotatoRoid uid = 1883036337 mid = 1883036337 launchID = 0 parent = 0 position = 0,0,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 sqor = 0 sidx = 0 attm = 0 srfN = None, -1 mass = 150 temp = -1 expt = 0.1 state = 1 connected = True attached = True flag = rTrf = modCost = 0 } ACTIONGROUPS { } DISCOVERY { state = 1 lastObservedTime = 13.7799999999998 lifetime = 1515844.99511719 refTime = 1728000 size = 1 } FLIGHTPLAN { } CTRLSTATE { } } VESSEL { pid = 1aaaaae55a054637a4e6342a327cbe18 name = Ast. FYZ-081 type = SpaceObject sit = ORBITING landed = False landedAt = splashed = False met = 13.7999999999998 lct = 13.7999999999998 root = 0 lat = 0.464160110872915 lon = 188.805183963284 alt = 14830429064.4403 hgt = -1 nrm = 0,1,0 rot = 0.1463571,0.9308515,-0.1015545,0.3190325 CoM = 0,0,0 stg = 0 prst = False ref = 0 ctrl = False ORBIT { SMA = 14404562830.27 ECC = 0.0622464403646299 INC = 0.498344788994094 LPE = 210.953239385451 LAN = 120.162503853721 MNA = 5.84319008908571 EPH = 3136830.42597656 REF = 0 } PART { name = PotatoRoid uid = 1635869231 mid = 1635869231 launchID = 0 parent = 0 position = 0,0,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 sqor = 0 sidx = 0 attm = 0 srfN = None, -1 mass = 150 temp = -1 expt = 0.1 state = 1 connected = True attached = True flag = rTrf = modCost = 0 } ACTIONGROUPS { } DISCOVERY { state = 1 lastObservedTime = 13.7999999999998 lifetime = 1093994.46716309 refTime = 1728000 size = 4 } FLIGHTPLAN { } CTRLSTATE { } } } ROSTER { KERBAL { name = Enrich EdUranium type = Crew brave = 0.75 dumb = 0.25 badS = True state = Available ToD = 0 idx = -1 } KERBAL { name = Richard Cranium type = Crew brave = 0.5 dumb = 0.35 badS = True state = Available ToD = 0 idx = -1 } KERBAL { name = Orkey Dorky type = Crew brave = 0.25 dumb = 0.9 badS = False state = Available ToD = 0 idx = -1 } KERBAL { name = Jebediah Kerman type = Crew brave = 0.5 dumb = 0.5 badS = True state = Available ToD = 0 idx = -1 } KERBAL { name = Bill Kerman type = Crew brave = 0.5 dumb = 0.8 badS = False state = Available ToD = 0 idx = -1 } KERBAL { name = Bob Kerman type = Crew brave = 0.3 dumb = 0.1 badS = False state = Available ToD = 0 idx = -1 } KERBAL { name = Thompuki Kerman type = Applicant brave = 0.4337115 dumb = 0.0296998 badS = False state = Available ToD = 145966.660650024 idx = -1 } KERBAL { name = Enster Kerman type = Applicant brave = 0.3994258 dumb = 0.1319301 badS = False state = Available ToD = 103840.742452393 idx = -1 } KERBAL { name = Gregtrey Kerman type = Applicant brave = 0.08128536 dumb = 0.01936448 badS = False state = Available ToD = 102931.980855713 idx = -1 } KERBAL { name = Shelsby Kerman type = Applicant brave = 0.5327902 dumb = 0.7579666 badS = False state = Available ToD = 180613.896901855 idx = -1 } KERBAL { name = Gildon Kerman type = Applicant brave = 0.9774332 dumb = 0.7275898 badS = False state = Available ToD = 210184.24449707 idx = -1 } KERBAL { name = Samke Kerman type = Applicant brave = 0.944778 dumb = 0.2899262 badS = False state = Available ToD = 96550.1945092773 idx = -1 } KERBAL { name = Genemore Kerman type = Applicant brave = 0.3867871 dumb = 0.787923 badS = False state = Available ToD = 133205.559880981 idx = -1 } KERBAL { name = Aldgel Kerman type = Applicant brave = 0.8986008 dumb = 0.09640038 badS = False state = Available ToD = 254642.659719238 idx = -1 } KERBAL { name = Ersel Kerman type = Applicant brave = 0.04498541 dumb = 0.8207208 badS = False state = Available ToD = 104264.203603516 idx = -1 } } MESSAGESYSTEM { flash = False }} Link to comment Share on other sites More sharing options...
shaw Posted September 22, 2014 Author Share Posted September 22, 2014 Also, is there a way to replace the loading screen art?Currently not. The loading screen is shown before textures are even loaded. However, I think it can be done with ATM, it loads textures before the loading screen and also supports replacing certain textures. Link to comment Share on other sites More sharing options...
shaw Posted September 22, 2014 Author Share Posted September 22, 2014 Yes, i'm using TR. I've checked the textures over carefully also and it shouldn't be causing seams.I've tested some other skybox textures, but cube edges are not visible. I also double-checked the code and it's still there, it sets clamp mode on all `GalaxyTex_*` textures loaded from `Default/`.Could you upload your textures? Link to comment Share on other sites More sharing options...
shaw Posted September 22, 2014 Author Share Posted September 22, 2014 Can you help me get this working?I do not understand mipmaps at all, wondering if thats what the problem is.... Im an old Cobol programer and haven't messed with C stuff very much. I think this is visual C and this is the first time I have messed with that, if it is visual C. (Im learning the rules the hard way, trial and error lol)I am fairly sure I have all my textures in the right places but, for some reason, It is not putting the correct heads or suits on my kerbals and I don't have a normal map for my heads. (but i don't think I need one)They do not take off their eva helmets/or suits in breathable air.It is not creating female kerbal applicants. Everyone has the same head and the same EVA Suit but they have the correct IVA suits on, its like the only file its reading in my suit file folder is the kerbalMainGrey and adding the EVAtexture... from somewhere I do not know, I have that EVA texture in a couple different suits that i built. It also looks like Jeb and my custom kerbals names... the font messed up or it has a ghost image or something, it looks weird (but I can live with this, it makes Jeb and my custom kerbals names stand out lol) and thats why im wondering if I need to read up on mipmaps.Im working with a fresh install of KSPx86 that has never been run. The ONLY mods I have are ModuleManager .2.3.5, ActiveTextureManagement x86 (ATM full version not basic) and TextureReplacer.I have removed EVERYTHING from my default folder because i thought that was the texture that was... being applied to all my kerbals and i included it all in the suits folders and deleted the default suit entirely). Mipmapping is a technique where you generate smaller (1/2, 1/4, 1/8 etc.) versions of each texture. When you look a textures surface under a sharp angle or from a long distance, so more than one texture pixel (texel) comes per one screen pixel, the texture data is read from one of the smaller images instead. This is to prevent some ugly patterns that occur when you e.g. read ever second, every third etc. texel from a texture. Examples:http://www.starmadewiki.com/w/images/starmade/0/0a/MipmapCompare.pnghttp://other.paul-grunewald.de/ogl/resources/tutorial/mipmaps.jpgAre you sure you have the latest TR? You issues look very similar to those people had when TR <= 1.6.0 was crashing on KSP 0.24. It correctly replaces textures from `Default/` but doesn't personalise textures nor remove helmet because TR crashes when it tries to read information about a specific Kerbal. Link to comment Share on other sites More sharing options...
Enriched Uranium Posted September 23, 2014 Share Posted September 23, 2014 (edited) Its working great now, thanks so much, for pointing me in the right direction. The link on this that gives you GreenSkull space suits... if you download the stock KSP pack ( KSP-Pack-v0.38 ), it has the wrong TR in it and if you follow the directions it will never work, like i just found out. lol Anyway, I don't know if Green Skull is still making new stuff or not but you might want to kill the link or put a note on this informing people that they shouldn't use the TR in the GreenSkull packs. I can usually get this stuff working without help so I spent a couple days trying b4 I asked for help... Maybe I should ask sooner when i get stuck... hey lol jk Edited September 23, 2014 by Enriched Uranium Link to comment Share on other sites More sharing options...
Enriched Uranium Posted September 23, 2014 Share Posted September 23, 2014 One other thing, if i use all the same normal maps for everything, can I just have them in the default folder and not in all my custom suits? And if I decide to use the same helmet or jetpack on everyone.... basicly, can I just put the custom textures I need in the suit folder and everything thats going to be the same in default, to cut down on memory usage for my 32bit version? I am limited to only 6Gb of Ram for the 32bit version. I already know i won't be able to use all my custom suits but I might be able to use more if this works like I am thinking it does. Link to comment Share on other sites More sharing options...
shaw Posted September 23, 2014 Author Share Posted September 23, 2014 One other thing, if i use all the same normal maps for everything, can I just have them in the default folder and not in all my custom suits? And if I decide to use the same helmet or jetpack on everyone.... basicly, can I just put the custom textures I need in the suit folder and everything thats going to be the same in default, to cut down on memory usage for my 32bit version? I am limited to only 6Gb of Ram for the 32bit version. I already know i won't be able to use all my custom suits but I might be able to use more if this works like I am thinking it does.Yes. If some texture is missing in a suit's folder, it's "inherited" from `Default/` (actually, the default texture is set on the hidden Kerbal proto-model that gets cloned whenever a new Kerbal model is created. Personalised textures are only set on a specific instance of the Kerbal model). Link to comment Share on other sites More sharing options...
Enriched Uranium Posted September 23, 2014 Share Posted September 23, 2014 Cool, and thanks again. That will let me cut down a lot in both and it might let me get the 32bit version... to where Im happy with it compared to the x64. If and when I get ready to release this (so others can use all these mods without the headache I have gone threw), your mod will be in it. Do I need to do anything besides including recognition to you and your mod and provide links to TR? Link to comment Share on other sites More sharing options...
Enriched Uranium Posted September 24, 2014 Share Posted September 24, 2014 (edited) removed question lolI used the bumpmap as my normal map instead of the normal map I had for moho and now it looks awesome. lol The bump sure is a smaller file, im glad, but is there any reason I should use the normal map or apply both? ... Im not sure how I would add both so, if i should apply both, Id need to know how... maybe put it in a folder in GameData and generatemipmap to that folder in @default? Edited September 24, 2014 by Enriched Uranium Link to comment Share on other sites More sharing options...
shaw Posted September 24, 2014 Author Share Posted September 24, 2014 What do you mean by "normal map" and "bump map"? These two terms have exactly the same meaning.File size doesn't matter. In memory, it's width*height*bpp or, if compressed on graphics card, width*height*32/6 (24 bpp PNG/TGA and JPEG) or width*height*32/4 (32 bpp PNG/TGA). Link to comment Share on other sites More sharing options...
Enriched Uranium Posted September 24, 2014 Share Posted September 24, 2014 What do you mean by "normal map" and "bump map"? These two terms have exactly the same meaning.File size doesn't matter. In memory, it's width*height*bpp or, if compressed on graphics card, width*height*32/6 (24 bpp PNG/TGA and JPEG) or width*height*32/4 (32 bpp PNG/TGA).IDK I am saving a lot of memory putting these planet textures in default and removing RSS. Plus it loads a lot faster.Ok I have a (grey-scale) normal map, a color map, and a height map. but right now I am just using the height map, and the color map.For example, I do not like the RSS Uranus or Minums so I have taken a topographical map of Uranus and edited it then saved it as NewMunSurfaceMap01.png and put it in default. I took a Hubbel photo of Uranus, edited it, and put it in default as NewMunSurfaceMap00.png.I still have some work to do on the topographic map but this is what i have so far.https://www.facebook.com/media/set/?set=a.828763657166182&type=1&l=43e0e55d1bThe RSS Mars looks great but the shadows are a bit sharp in the deep craters. And Id like to find a way to put a ring around Uranus/Minums. I was thinking the 3rd image that RSS uses cleans up the sharp shadows in those deep craters. Im not sure but I think I can get this ring around Uranus if i could do the same kinda thing with a 3rd image. (now keep in mind, I know other coding but I am teaching myself this and I don't know all the terms or all the rules. This is how I learned Basic with my first computer in 1978 lol, trial and error) Link to comment Share on other sites More sharing options...
kskjeld Posted September 25, 2014 Share Posted September 25, 2014 Is it possible to make a Kerbal wear a specific suit?make Jebediah wear a commander suit and make Bill and Bob wear engineering and scientist suits Link to comment Share on other sites More sharing options...
Mitchz95 Posted September 26, 2014 Share Posted September 26, 2014 Which Texture Pack is used in the third picture of the OP? The one with the Kerbal orbiting Duna. Link to comment Share on other sites More sharing options...
AlMacTavish Posted September 26, 2014 Share Posted September 26, 2014 Which Texture Pack is used in the third picture of the OP? The one with the Kerbal orbiting Duna.Hey Mitchz,The skybox looks like Raredens, its on of my favourites! I've linked it below.http://forum.kerbalspaceprogram.com/threads/87311-Rareden-s-Real-8k-Skybox-for-Texture-ReplacerNot to sure about the suit or heads pack though. Link to comment Share on other sites More sharing options...
shaw Posted September 26, 2014 Author Share Posted September 26, 2014 IDK I am saving a lot of memory putting these planet textures in default and removing RSS. Plus it loads a lot faster.Ok I have a (grey-scale) normal map, a color map, and a height map. but right now I am just using the height map, and the color map.For example, I do not like the RSS Uranus or Minums so I have taken a topographical map of Uranus and edited it then saved it as NewMunSurfaceMap01.png and put it in default. I took a Hubbel photo of Uranus, edited it, and put it in default as NewMunSurfaceMap00.png.I still have some work to do on the topographic map but this is what i have so far.https://www.facebook.com/media/set/?set=a.828763657166182&type=1&l=43e0e55d1bThe RSS Mars looks great but the shadows are a bit sharp in the deep craters. And Id like to find a way to put a ring around Uranus/Minums. I was thinking the 3rd image that RSS uses cleans up the sharp shadows in those deep craters. Im not sure but I think I can get this ring around Uranus if i could do the same kinda thing with a 3rd image. (now keep in mind, I know other coding but I am teaching myself this and I don't know all the terms or all the rules. This is how I learned Basic with my first computer in 1978 lol, trial and error)Normal maps are always bluish and generally end with "NRM". Unity internally converts them to heightmaps. The "normal maps" for planets, e.g. "NewMunSurfaceMap01.png" are actually heightmaps, so they have to be greyscale images, brightness telling you the height in each pixel.I'm not sure about sharp edges on craters. Maybe smoothing heightmap a little might help?- - - Updated - - -Is it possible to make a Kerbal wear a specific suit?make Jebediah wear a commander suit and make Bill and Bob wear engineering and scientist suitsYes, just look into `@Default.cfg`. Link to comment Share on other sites More sharing options...
shaw Posted September 26, 2014 Author Share Posted September 26, 2014 Which Texture Pack is used in the third picture of the OP? The one with the Kerbal orbiting Duna.Head is from Extended Sylith's Kerbal heads pack,suit is from Pimp My Kerbals!,Duna texture with clouds is from some old Universe Replacer texture pack (look at the reddit link) andskybox is rareden's. Link to comment Share on other sites More sharing options...
Enriched Uranium Posted September 26, 2014 Share Posted September 26, 2014 (edited) never mind. I think I got it now. It wasn't taking my textures right because I had not saved them right. Now its taking them the way I expected it to. Thank you for helping me understand what you did... This is my Kerbin, I am using a topographic map of Earth and no the colors are not quit right yet. I am making it a future earth, hot and dry and I have not added the ocean yet. Ill have to take out some detail too, I think. (im not changing this anymore tonight lol )there are a few more pics of it here: http://s245.photobucket.com/user/jhg2007/library/Earth?sort=3&page=1:cool: Edited September 27, 2014 by Enriched Uranium Link to comment Share on other sites More sharing options...
therealcrow999 Posted September 27, 2014 Share Posted September 27, 2014 I have an old Sido's Texture pack, they are textures for planets and moons. My question, they are in .jpg format, would it be better to convert them to .png or don't bother and leave them alone as .jpg? Link to comment Share on other sites More sharing options...
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