Drew Kerman Posted November 27, 2014 Share Posted November 27, 2014 so basically when I want to add them back in, I need to go into the GUI and set them back up? Minor annoyance but I can live with it. (That wasn't sarcasm) Link to comment Share on other sites More sharing options...
velusip Posted November 27, 2014 Share Posted November 27, 2014 A little something for EVE Online players. You can use TriExporter to obtain nebula artwork and make it compatible with TextureReplacer. There's a mod for loading dds format directly, or use the attached script to convert to plain images. You can further composite some star textures over the nebulas this way, so that's nice. I don't really want to chat with CCP's legal department, so instead of posting anything I've made with their assets, here's what you need to do duplicate the work! From TriExporter the nebula can be found in:* dx9/scene/wormholes* dx9/scene/universe* texture/nebulaThe star textures can be found here:* dx9/scene/starfield/stars01_tile2I noticed that some of the dds files in EVE are slightly different formats. You might get upscaled images with imagemagick, so pass in a scale of 50% where needed.if [ -z $1 ]; then echo "Usage: ${0##*/} <dds file> [<scale percent>]" echo "e.g. : ${0##*/} cubemap.dds 50%" exit 1fiif ! type convert > /dev/null; then echo "Missing imagemagick program "convert"." exit 2fiif [ -z $2 ]; then scale="100%"else scale="$2"ficonvert $1 -scale $scale $compose GalaxyTex.pngfor i in {0..5}; do if [ ! -f "GalaxyTex-$i.png" ]; then echo "Failed to generate images." exit 3 fi donemv GalaxyTex-0.png GalaxyTex_NegativeX.pngmv GalaxyTex-1.png GalaxyTex_PositiveX.pngconvert GalaxyTex-2.png -rotate 180 GalaxyTex_NegativeY.pngrm GalaxyTex-2.pngmv GalaxyTex-3.png GalaxyTex_PositiveY.pngmv GalaxyTex-4.png GalaxyTex_NegativeZ.pngmv GalaxyTex-5.png GalaxyTex_PositiveZ.png Link to comment Share on other sites More sharing options...
djnattyd Posted November 27, 2014 Share Posted November 27, 2014 (edited) That's nice! And it will makes things a lot more easier.Btw. Anyone here, who wants to make some real Mass Effect suits and Kerbal Heads? A year ago I saw a picture with Asari, Turian, etc. Kerbals and I can't find it anymore.I made an N7 helmet when Universe Replacer first came out, never got it finished (mainly missing normal maps) but if I still have the file knocking around I'll upload a dropbox link in here. You're welcome to finish it off and claim it as your own. (Although a shout-out would be nice :-) )EDIT: Nope, it's gone. Shame as well because it was pretty good.http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0/page102 Edited November 27, 2014 by djnattyd Link to comment Share on other sites More sharing options...
djnattyd Posted November 27, 2014 Share Posted November 27, 2014 Shaw, is there any fix (other than deleting the Agents) for the contract system breaking when TR is present and mods add 3rd party agents? Link to comment Share on other sites More sharing options...
shaw Posted November 27, 2014 Author Share Posted November 27, 2014 Shaw, is there any fix (other than deleting the Agents) for the contract system breaking when TR is present and mods add 3rd party agents?Are you sure adding agencies breaks it? I think it breaks when you remove agencies that you have finished contracts for and TR doesn't have anything with that. Link to comment Share on other sites More sharing options...
djnattyd Posted November 27, 2014 Share Posted November 27, 2014 Are you sure adding agencies breaks it? I think it breaks when you remove agencies that you have finished contracts for and TR doesn't have anything with that.Yep.Started a new game without the agents and the contract system worked fine. Quit out and loaded another brand new game but with the agents added and the contract system died.As it is, the only new (as in updated) mods I've added in recent months are TR and DMagic Orbital Science and DMagic's contracts work fine without TR. Link to comment Share on other sites More sharing options...
djnattyd Posted November 27, 2014 Share Posted November 27, 2014 This is with TR and with Agents. This is with TR but without Agents on the same save. Link to comment Share on other sites More sharing options...
shaw Posted November 27, 2014 Author Share Posted November 27, 2014 I cannot reproduce this. Could you upload you log and give some more specific steps how to reproduce it for, e.g. stock game + one mod with agents? Or upload your saved game if you have reasonably low number of mods? Link to comment Share on other sites More sharing options...
djnattyd Posted November 27, 2014 Share Posted November 27, 2014 I cannot reproduce this. Could you upload you log and give some more specific steps how to reproduce it for, e.g. stock game + one mod with agents? Or upload your saved game if you have reasonably low number of mods?Will do.For reference, this is my current mod list (its quite lengthy) All mods except TAC Fuel Balancer are up to date.I'm going to pull all but TR and DMagic out and get back to you with a log file. Link to comment Share on other sites More sharing options...
djnattyd Posted November 28, 2014 Share Posted November 28, 2014 I appear to have accidentally discovered that the cause of issue seems to be caused by Custom Biomes. I pulled it out on the off-chance that it was what was causing my log to be spammed with 'GUIContent null. Use GUIContent.none' and the contracts are back.Thanks for the assist anyway Shaw, if anything crops up again I'll dump my log file here for you.Apologies for taking up your time. Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 28, 2014 Share Posted November 28, 2014 is the MM_Reflections config is supposed to add them to windows? for me it adds reflection to the entire pod Link to comment Share on other sites More sharing options...
shaw Posted November 28, 2014 Author Share Posted November 28, 2014 I could add it to windows of Mk1-2 only, but that would be inconsistent, since most of other models are single mesh and reflections can only be added to the entire model (e.g. crew cabin, lab, mk2 lander cabin ...). I think this sould add reflection to windows of Mk1-2 pod:MODULE { name = TRReflection meshes = FrontWindow SideWindow }for other pods, enable "logReflectiveMeshes" option and watch KSP.log for lists of per-model meshes. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted November 28, 2014 Share Posted November 28, 2014 http://i.imgur.com/9MglkrM.jpgExtended Sylith's Kerbal heads pack v1.3.1.Download (ZIP, 6.6 MiB).Download source (7Zip, 18.5 MiB).Dependencies[thread=96729]DDSLoader[/thread]. Textures are in DDS format and KSP can't load them unless you have DDSLoader installed.Change logHorizontally mirrored mouth subtexture to match the stock oneCreditsSylith (original pack)IOI-655362 (Diverse Kerbal Heads pack)Shaw (put everything together)LicenceCC BY 4.0Why the heck is this using DDSs? Not only do I need DDS loader, I also can't see which textures are which. Link to comment Share on other sites More sharing options...
Climberfx Posted November 28, 2014 Share Posted November 28, 2014 Is there a possibility to replace this sky dome texture by a vertices from a sphere model (real vertices, not a texture of it), that have the vertex render to show as stars and real glow/flare on then, in different sizes. That way they will not be a static texture, and will flick like stars does.? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted November 29, 2014 Share Posted November 29, 2014 Why the heck is this using DDSs?For optimal RAM usage and loading times. It says so in the OP. Link to comment Share on other sites More sharing options...
shaw Posted November 29, 2014 Author Share Posted November 29, 2014 Why the heck is this using DDSs? Not only do I need DDS loader, I also can't see which textures are which.You can see which texture is which in the GUI. There are also numerous programs for Windows that can show you thumbnails for DDS images. E.g. http://sourceforge.net/projects/sagethumbs/ Link to comment Share on other sites More sharing options...
shaw Posted November 29, 2014 Author Share Posted November 29, 2014 Is there a possibility to replace this sky dome texture by a vertices from a sphere model (real vertices, not a texture of it), that have the vertex render to show as stars and real glow/flare on then, in different sizes. That way they will not be a static texture, and will flick like stars does.?No.10chars Link to comment Share on other sites More sharing options...
Artophwar Posted November 29, 2014 Share Posted November 29, 2014 Ii there a way to disable the toolbar icon?? I dont use the kerbal suit replacement part of texture replacer. Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 29, 2014 Share Posted November 29, 2014 (edited) I could add it to windows of Mk1-2 only, but that would be inconsistent, since most of other models are single mesh and reflections can only be added to the entire model (e.g. crew cabin, lab, mk2 lander cabin ...). I think this sould add reflection to windows of Mk1-2 pod:MODULE { name = TRReflection meshes = FrontWindow SideWindow }for other pods, enable "logReflectiveMeshes" option and watch KSP.log for lists of per-model meshes.Yup that worked, thanks. Not sure what you mean for the log option tho. Is that a TR log or a KSP log? Is it an executable flag? Edited November 29, 2014 by Gaiiden Link to comment Share on other sites More sharing options...
shaw Posted November 29, 2014 Author Share Posted November 29, 2014 Yup that worked, thanks. Not sure what you mean for the log option tho. Is that a TR log or a KSP log? Is it an executable flag?Setting `logReflectiveMeshes` from @Default.cfg to `true` dumps meshes for each part with TRReflection module to KSP.log.- - - Updated - - -Ii there a way to disable the toolbar icon?? I dont use the kerbal suit replacement part of texture replacer.I can add this in the next version. Link to comment Share on other sites More sharing options...
LABHOUSE Posted November 29, 2014 Share Posted November 29, 2014 (edited) Is there a video showing how to install a texture pack on this?I cannot get any texture pack to load. Edited November 29, 2014 by LABHOUSE Link to comment Share on other sites More sharing options...
CodeFantastic Posted November 30, 2014 Share Posted November 30, 2014 So for some reason some parts ( Jet Engine, Winglet, Large RCS Tank, and some others ) have a weird shadow glitch with them, I narrowed the problem down to texture replacer. Do you know if there is a way to fix the problem? ( It's also showed up in other mods ) Link to comment Share on other sites More sharing options...
shaw Posted December 1, 2014 Author Share Posted December 1, 2014 Obviously the textures get unloaded before the models are loaded. AFAIK that shouldn't be possible with TR. It sounds like ATM with broken configuration. The other possibility are incorrectly converted DDS textures (if you're even using them). Link to comment Share on other sites More sharing options...
shaw Posted December 1, 2014 Author Share Posted December 1, 2014 (edited) Is there a video showing how to install a texture pack on this?I cannot get any texture pack to load.No that I'm aware of. Just unzip them like other mods (they usually already include correct directory hierarchy `GameData/TextureReplacer/...`). Edited December 1, 2014 by shaw Link to comment Share on other sites More sharing options...
hazens1 Posted December 1, 2014 Share Posted December 1, 2014 Anyone familiar with using Space Scape to make sky boxes? Space Scape saves textures as Back, Front, Right, Left, Up and Down. Fiddling around I am able to get 5 out of the 6 textures to line up in KSP, but I have to rotate the last one 180° to get it to line up. Is this normal or does someone have a better way?I have been using the following as my key.Back = Negative ZFront = Positive ZRight = Negative XLeft = Positive XUp = Negative YDown = Positive Y (I have to rotate 180° to line up) Link to comment Share on other sites More sharing options...
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