AlMacTavish Posted October 5, 2014 Share Posted October 5, 2014 TR can only replace high-altitude planet textures, cannot change terrain shape or textures. If you set Earth texture for terrain you will see Earth from high altitude (> 300 km) that will slowly blend into Kerbin when you'll go down. You can use heightmaps though, rename them according to OP, but that will only affect bumpmapping effect on the high-altitude textures, not terrain shape.I've been editing only the NewMunSurfaceMapDiffuse and NewMunSurfaceMapNormals to show the real moon texture and the same for Duna with mars texture. I left kerbin as it was only these two bodies I wanted to change, I guess ill just need to come in low and look for a landing spot using these changes lol Thanks for the info as always! Link to comment Share on other sites More sharing options...
ebookah Posted October 7, 2014 Share Posted October 7, 2014 (edited) Where do I put the custom kerbals at? Under where it says "Name = headTex [suitDir] " or under where the examples are and do I erase those.it should look like this right? Jebediah Kerman = 1Head Suit1 Bob Kerman = 2Head Suit2 Bill Kerman = 3Head Suit3Edit..... Sorry i'm a noob I got it figured out Edited October 7, 2014 by ebookah Link to comment Share on other sites More sharing options...
AvronMullican Posted October 7, 2014 Share Posted October 7, 2014 Would any one be interested in making a halloween themed texture pack? Link to comment Share on other sites More sharing options...
Scart91 Posted October 7, 2014 Share Posted October 7, 2014 (edited) Hey guys, first post here. Noticed that my female kerbal textures had been posted here so thought I should post an update with the improvements.There's three different hair colours at the moment, blonde, brown and black. Was going to create my own snoopy cap design but seeing as Green Skull's was so good I've used that.Originally the my custom textures were just for myself but if there is any interest then I'd be happy to carry on.Also working on some custom EVA/IVA suits.Preview ----> Edited October 8, 2014 by Scart91 Link to comment Share on other sites More sharing options...
shaw Posted October 8, 2014 Author Share Posted October 8, 2014 Where do I put the custom kerbals at? Under where it says "Name = headTex [suitDir] " or under where the examples are and do I erase those.it should look like this right? Jebediah Kerman = 1Head Suit1 Bob Kerman = 2Head Suit2 Bill Kerman = 3Head Suit3Edit..... Sorry i'm a noob I got it figured outIt looks ok. You put it anywhere in CustomKerbals section. Link to comment Share on other sites More sharing options...
ebookah Posted October 8, 2014 Share Posted October 8, 2014 It looks ok. You put it anywhere in CustomKerbals section.Thank you for the help. I was putting the names where it had //. Noob mistake. BTW I love this mod. Link to comment Share on other sites More sharing options...
Ippo Posted October 8, 2014 Share Posted October 8, 2014 (edited) Just dropping by to say that this still works for me on 0.25. Edited October 8, 2014 by Ippo Link to comment Share on other sites More sharing options...
Victus Posted October 8, 2014 Share Posted October 8, 2014 Just dropping by to say that this still works for me on 0.25.I appreciate that a lot, was about to ask as I love this mod. Link to comment Share on other sites More sharing options...
shaw Posted October 8, 2014 Author Share Posted October 8, 2014 v1.7.2 released.- Hashing method has been tweaked a little. When using even number of heads and suits the even suits were always assigned to even heads and vice versa.- IVA Kerbal personalisation is now triggered by the new onCrewTransferred event to work with stock crew transfers. That also means this release is incompatible with KSP 0.24.x. Link to comment Share on other sites More sharing options...
Helix935 Posted October 9, 2014 Share Posted October 9, 2014 v1.7.2 released.- Hashing method has been tweaked a little. When using even number of heads and suits the even suits were always assigned to even heads and vice versa.- IVA Kerbal personalisation is now triggered by the new onCrewTransferred event to work with stock crew transfers. That also means this release is incompatible with KSP 0.24.x.since this updated does that mean any other texture packs (like renaissance compilation) would work too?because the would only require plugin unless of course you changed the system err..... Link to comment Share on other sites More sharing options...
shaw Posted October 9, 2014 Author Share Posted October 9, 2014 since this updated does that mean any other texture packs (like renaissance compilation) would work too?because the would only require plugin unless of course you changed the system err.....From TR 1.3 on there hasn't been any significant change that would break texture packs except for configuration files. TR portion of KSPRC should still work fine, including configuration. Link to comment Share on other sites More sharing options...
Mitchz95 Posted October 9, 2014 Share Posted October 9, 2014 Hey shaw, do you think you could add the Real Solar System texture packs to the OP? They're really nice textures and deserve a spot there. Link to comment Share on other sites More sharing options...
LambertStrether Posted October 9, 2014 Share Posted October 9, 2014 (edited) My astronaut complex doesn't seem to be generating female kerbals? I assume I've done something wrong, but I didn't do anything differently from 2.4.2. Male heads and suits are both loading fine.Update: a female kerbal showed up (!!!) but; I'm pretty sure the mustache was unintended. Edited October 9, 2014 by LambertStrether Link to comment Share on other sites More sharing options...
tygoo7 Posted October 9, 2014 Share Posted October 9, 2014 Hey shaw, do you think you could add the Real Solar System texture packs to the OP? They're really nice textures and deserve a spot there.IIRC those are not just textures and doesn't use Texture Replacer, RSS is it's own mod that rescales the planets and changes their surface and stuff. Link to comment Share on other sites More sharing options...
Mitchz95 Posted October 9, 2014 Share Posted October 9, 2014 IIRC those are not just textures and doesn't use Texture Replacer, RSS is it's own mod that rescales the planets and changes their surface and stuff.If you just rename the textures and use them in TR they work fine. Link to comment Share on other sites More sharing options...
Proot Posted October 10, 2014 Share Posted October 10, 2014 Hi, shaw! Thanks for your amazing mod, great as always. I have a question: would be possible to change the textures of the kerbal scientists and workers inside the buildings and the menus of the game? (with this version)If the answer is yes, could you explain me how? Link to comment Share on other sites More sharing options...
Beetlecat Posted October 10, 2014 Share Posted October 10, 2014 Hi, shaw! Thanks for your amazing mod, great as always. I have a question: would be possible to change the textures of the kerbal scientists and workers inside the buildings and the menus of the game? (with this version)If the answer is yes, could you explain me how?Ooh! I'm liking where this is going. Link to comment Share on other sites More sharing options...
Mitchz95 Posted October 10, 2014 Share Posted October 10, 2014 Hi, shaw! Thanks for your amazing mod, great as always. I have a question: would be possible to change the textures of the kerbal scientists and workers inside the buildings and the menus of the game? (with this version)If the answer is yes, could you explain me how?Hey Proot, how would one go about adding more colors to the Pimp my Kerbals pack? i.e. adding green and red suits?Also, any chance we could get Creepy Mortimer as a Kerbal head? Link to comment Share on other sites More sharing options...
Proot Posted October 10, 2014 Share Posted October 10, 2014 Hey Proot, how would one go about adding more colors to the Pimp my Kerbals pack? i.e. adding green and red suits?Also, any chance we could get Creepy Mortimer as a Kerbal head? I'm not updating PmK pack anymore, sorry. But that pack is completely open to any modiffication while you specify the origin in case of a new redistribution. Maybe in KSPRC (in the future) I could do new suits. For the moment new heads are ready for the new version, including new females inspired in Valentina Tereshkova (first woman on space) or Ripley (in Alien 3). I would like to do my own Mortimer. Link to comment Share on other sites More sharing options...
O-Doc Posted October 10, 2014 Share Posted October 10, 2014 Hey Proot, how would one go about adding more colors to the Pimp my Kerbals pack? i.e. adding green and red suits?Try the assets I've created for PMK. Link to comment Share on other sites More sharing options...
shaw Posted October 10, 2014 Author Share Posted October 10, 2014 I'm uploading 1.7.3 shortly, it'll have `logTextures` option to dump internal names of all textures that TR can change (by placing a file with the same name into `TextureReplacer/Default/`).@Proot: Is PimpMyKerbals entirely under CC BY-NC-SA? I've updated it for TR 1.7 some time ago, I can publish it when I'm sure I have all necessary permissions. Link to comment Share on other sites More sharing options...
shaw Posted October 10, 2014 Author Share Posted October 10, 2014 v1.7.3 released- added `logTextures` config option to dump material/texture names- added `TextureReplacer.version` file for KSP-AVC Link to comment Share on other sites More sharing options...
Proot Posted October 10, 2014 Share Posted October 10, 2014 @Proot: Is PimpMyKerbals entirely under CC BY-NC-SA? I've updated it for TR 1.7 some time ago, I can publish it when I'm sure I have all necessary permissions.Yes, "PmK" is CC By-NC-SA and, of course, you have all my permission and blessings to update it or even include it in TR if you want. Would be a complete honour. Oh, and you know, anything you want or need you only need to tell me. Btw, the dump of texture names will be extremely helpful, many thanks for the new version! Link to comment Share on other sites More sharing options...
shaw Posted October 10, 2014 Author Share Posted October 10, 2014 Updated Pimp My Kerbals pack.- Reorganised directory hierarchy to be up-to-date with TextureReplacer and removed some duplicated textures.- Re-generated normal maps as most of suits' normal maps were wrong (grayish).- Converted planet textures to JPEG format and thus halved the size of this pack.- Added a few new suit colours, since several people were complaining about too few suit colours.- Added configuration files for TextureReplacer 1.7.x. Link to comment Share on other sites More sharing options...
AlMacTavish Posted October 10, 2014 Share Posted October 10, 2014 Hey Shaw thanks for the update! I am having some problems though, I deleted the old texture replacer and replaced that with 1.7.3 update. It loads up fine without any textures being added, but as soon as I put in only the skybox it crashes after loading all the files. I dont know if its the out of memory issue, I have added the output.log below anyway. The weird thing is that if i use the previous texture replacer everything loads fine and that has a suits, helmets, heads, sky box and planet textures in it. https://www./#wtdvpzc8wwbwpthanks for the help. Link to comment Share on other sites More sharing options...
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