Pingonaut Posted December 17, 2014 Share Posted December 17, 2014 https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshopI go to download, and then click on either 64 or 32 bit and it says page not found. https://developer.nvidia.com/sites/default/files/akamai/tools/files/Photoshop_Plugins_x64_8.55.0109.1800.exe Link to comment Share on other sites More sharing options...
Proot Posted December 17, 2014 Share Posted December 17, 2014 I go to download, and then click on either 64 or 32 bit and it says page not found. https://developer.nvidia.com/sites/default/files/akamai/tools/files/Photoshop_Plugins_x64_8.55.0109.1800.exeWorks for me :S Have you tried another browser? Link to comment Share on other sites More sharing options...
Pingonaut Posted December 17, 2014 Share Posted December 17, 2014 (edited) Works for me :S Have you tried another browser?Not sure why that would make a difference but no, I have not. I'll try IE.edit: nope, didn't work Edited December 17, 2014 by Pingonaut Link to comment Share on other sites More sharing options...
JohnnyFoosball Posted December 17, 2014 Share Posted December 17, 2014 I apologize if this has already been asked/answered:First time using Texture Replacer and installed Edraxiels Planet Textures. Overall I'm happy with the results but there is a problem I'm encountering.Certain heavenly bodies (Kerbin, Mun, Laythe, Eve) are showing up as a monochromed milky-white color. Is there a reason/fix for this?Here is an example: Link to comment Share on other sites More sharing options...
shaw Posted December 17, 2014 Author Share Posted December 17, 2014 I apologize if this has already been asked/answered:First time using Texture Replacer and installed Edraxiels Planet Textures. Overall I'm happy with the results but there is a problem I'm encountering.Certain heavenly bodies (Kerbin, Mun, Laythe, Eve) are showing up as a monochromed milky-white color. Is there a reason/fix for this?Here is an example: http://i.imgur.com/4Fp2VGl.pngWhat does the log say? Link to comment Share on other sites More sharing options...
shaw Posted December 17, 2014 Author Share Posted December 17, 2014 Just curious is there a way to sae your textures after applying them onto the kerbals?What do you mean exactly? You see them on Kerbals. And in the UI. Link to comment Share on other sites More sharing options...
Shinsaka Posted December 18, 2014 Share Posted December 18, 2014 Donno if it's a bug, a feature, or just me, but when I start a new game, the specified heads and suits for Jeb, Bill and Bob doesn't apply by default, they just have the generic random stuff. I use ATM 4.3, DDS Loader 1.8, TR 2.1 and Pimp My Kerbals DDS 1.1. Link to comment Share on other sites More sharing options...
JohnnyFoosball Posted December 18, 2014 Share Posted December 18, 2014 Unfortunately I was having other issues not related to texture manager so I made a clean install of KSP and didn't save the logs. If I try it again and it happens again I'll be certain to take a look at the logs first! Link to comment Share on other sites More sharing options...
shaw Posted December 18, 2014 Author Share Posted December 18, 2014 Donno if it's a bug, a feature, or just me, but when I start a new game, the specified heads and suits for Jeb, Bill and Bob doesn't apply by default, they just have the generic random stuff. I use ATM 4.3, DDS Loader 1.8, TR 2.1 and Pimp My Kerbals DDS 1.1.That's a bug in 2.1. You have to set them manually in the UI, `CustomKerbals` from config files is ignored. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 18, 2014 Share Posted December 18, 2014 Question: IF everyone's texture replacer settings and textures were the same, would a multiplayer server see the same textures? Aren't they based on a hash of the Kerbal's name? If so, then as long as you see the right Kerbal, you see the right texture?Also, how would one rip the default textures from the game? Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 18, 2014 Share Posted December 18, 2014 @ShawDo you think it would be possible to make Kerbals ise different Kerbal Models? Like the VAB/SPH Engineer, Ground Crew, and Scientist, or even Wernher, Linus, Gus, Gene, Mortimer, and Walt? Link to comment Share on other sites More sharing options...
Proot Posted December 18, 2014 Share Posted December 18, 2014 @ShawDo you think it would be possible to make Kerbals ise different Kerbal Models? Like the VAB/SPH Engineer, Ground Crew, and Scientist, or even Wernher, Linus, Gus, Gene, Mortimer, and Walt?Probably you can do that time ago... you just need to know the original texture name. Link to comment Share on other sites More sharing options...
shaw Posted December 18, 2014 Author Share Posted December 18, 2014 @ShawDo you think it would be possible to make Kerbals ise different Kerbal Models? Like the VAB/SPH Engineer, Ground Crew, and Scientist, or even Wernher, Linus, Gus, Gene, Mortimer, and Walt?Do you mean to make you kerbonauts look line an engineer or a scientist?No, you'd need to replace the model. And that's tricky, because bones, animations etc. don't match. I tried this with the engineer body, but arms were missing (they are a separate mesh on KSC crew) and legs were pointing upwards through the body and the head.If you mean just to update textures on KSC crew, that's simple; just enable `logTextures` (scene switches will be very slow!) and you can probably quickly guess the right texture names from the log. Then you put replacements into `Default/` dir. Link to comment Share on other sites More sharing options...
Hyomoto Posted December 18, 2014 Share Posted December 18, 2014 (edited) It seems the per-class function is swapped between pilot and scientist. I have it set up for orange = pilot, yellow = engineer, blue = scientist, but what I get is blue = pilot, yellow = engineer, orange = scientist.EDIT: Hmm, maybe the class function just isn't working in general. I tried swapping the two but the colors are the same. Edited December 18, 2014 by Hyomoto Link to comment Share on other sites More sharing options...
eataTREE Posted December 18, 2014 Share Posted December 18, 2014 Since upgrading to 0.90/2.1, the button to bring up the Texture Replacer UI isn't there. It doesn't appear to be obeying the config file directives either. This is x64/Linux. Any ideas? Link to comment Share on other sites More sharing options...
shaw Posted December 18, 2014 Author Share Posted December 18, 2014 It seems the per-class function is swapped between pilot and scientist. I have it set up for orange = pilot, yellow = engineer, blue = scientist, but what I get is blue = pilot, yellow = engineer, orange = scientist.EDIT: Hmm, maybe the class function just isn't working in general. I tried swapping the two but the colors are the same.Is this in the UI? Have you set suit assignment to experience?- - - Updated - - -Since upgrading to 0.90/2.1, the button to bring up the Texture Replacer UI isn't there. It doesn't appear to be obeying the config file directives either. This is x64/Linux. Any ideas?Please, upload your log. Probably it crashes. Link to comment Share on other sites More sharing options...
eataTREE Posted December 18, 2014 Share Posted December 18, 2014 The log contains many instances of this error:[LOG 14:21:20.098] [TR.TextureReplacer] System.TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at TextureReplacer.Personaliser.replaceKerbalSkins () [0x00000] in <filename unknown>:0 at TextureReplacer.Personaliser.updateScene () [0x00000] in <filename unknown>:0 at TextureReplacer.TextureReplacer.LateUpdate () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 19, 2014 Share Posted December 19, 2014 Probably you can do that time ago... you just need to know the original texture name.Well many of these are not just textures, but also models.Shame the astronaut recruit doesn;t actually exist in-game. :/ Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 19, 2014 Share Posted December 19, 2014 Well many of these are not just textures, but also models.Shame the astronaut recruit doesn;t actually exist in-game. :/SQUAD should make this a possibility for a mod. It's generally a good idea to have consistency in your game models anyway. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 19, 2014 Share Posted December 19, 2014 Here's a few suggestions for features:-Do not allow switching from IVA suit textures before you upgraded to allow EVAs in flight/space.-switch off reflective helmet in atmosphere.Also, how do I rip the stock textures from in-game? Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 19, 2014 Share Posted December 19, 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 4.0Can you release a streamlined version of this with just the stock head and the most generic of the female heads? For the stockalike gender equity promoter. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 19, 2014 Share Posted December 19, 2014 Dumb Idea number 2: (With switching models being number 1)If a Kerbal has a "female name", replace their head on the little thumbnail in the Astronaut Complex/Map View Info Mode with a female head? Link to comment Share on other sites More sharing options...
shaw Posted December 19, 2014 Author Share Posted December 19, 2014 The log contains many instances of this error:[LOG 14:21:20.098] [TR.TextureReplacer] System.TypeLoadException: Could not load type 'CrewRoster' from assembly 'Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. at TextureReplacer.Personaliser.replaceKerbalSkins () [0x00000] in <filename unknown>:0 at TextureReplacer.Personaliser.updateScene () [0x00000] in <filename unknown>:0 at TextureReplacer.TextureReplacer.LateUpdate () [0x00000] in <filename unknown>:0You're using some very old TR or an old KSP. This happens if you use TR for KSP < 0.24 with KSP >= 0.24 or vice versa.- - - Updated - - -@GregroxMun: You have the source code available. Do it yourself. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted December 19, 2014 Share Posted December 19, 2014 You're using some very old TR or an old KSP. This happens if you use TR for KSP < 0.24 with KSP >= 0.24 or vice versa.- - - Updated - - -@GregroxMun: You have the source code available. Do it yourself.If you mean the head textures, then I already have. If you mean the kerbal thumbnails, I don't know how to do any programming aside from some basic TI-83 and Kerbal Operating System stuff. Link to comment Share on other sites More sharing options...
Scart91 Posted December 19, 2014 Share Posted December 19, 2014 (edited) Quick preview of the suit pack I'm working on. It'll be Class based, (badges & class markings etc will be added later) as well as tiered.The first tier is based on the earliest version of the Sokol space suit and due to it's age is pretty worn out, but a few quick fixes and it's good enough for the lower ranking Kerbals!Edit: Added in a preview of the First tier IVA suit Edited December 20, 2014 by Scart91 Link to comment Share on other sites More sharing options...
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