therealcrow999 Posted December 10, 2013 Share Posted December 10, 2013 Better framerates, much better framerates. Whats the difference between this and universe replacer? Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 10, 2013 Share Posted December 10, 2013 Well then, since this seems much easier to use and find the textures for Im gonna try it Now all I need is some Kerbin w/clouds, and planet/moon textures thanks! Link to comment Share on other sites More sharing options...
MaxP Posted December 10, 2013 Share Posted December 10, 2013 Now all I need is some Kerbin w/clouds Link to comment Share on other sites More sharing options...
Hodo Posted December 10, 2013 Share Posted December 10, 2013 Well I landed it on Moho...And the new texture replacer is working fine. Link to comment Share on other sites More sharing options...
Hodo Posted December 10, 2013 Share Posted December 10, 2013 I love that pic. Link to comment Share on other sites More sharing options...
Bloodbunny Posted December 10, 2013 Share Posted December 10, 2013 This is perfect, I dumped UniverseReplacer for this and got back 30 FPS. Link to comment Share on other sites More sharing options...
MaxP Posted December 10, 2013 Share Posted December 10, 2013 "Texture replacer. FPS is back." Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 10, 2013 Share Posted December 10, 2013 Awesome pic! Where can I find the texture for that and how do I install :D Link to comment Share on other sites More sharing options...
XanderTek Posted December 10, 2013 Share Posted December 10, 2013 Awesome pic! Where can I find the texture for that and how do I install :DIt's probably Clouds & City Lights, a separate mod. Link to comment Share on other sites More sharing options...
MaxP Posted December 10, 2013 Share Posted December 10, 2013 (edited) No It is the awesome AncientGammoner's High Resolution KerbinCloud layers from "Clouds and city lights" mod are exceptionally good looking from the surface, but not so good from orbit. Oh, I have a screen ))So I use only textures.And the skybox, of course - I like this and this.These are dark enough, but with small amount of bright stars.Rareden's skybox is too bright. Edited December 10, 2013 by MaxP Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 10, 2013 Share Posted December 10, 2013 Thanks dude!!! this is going to be sweet Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 10, 2013 Share Posted December 10, 2013 Life is better with colored EVA suits, lol. Well I landed it on Moho...And the new texture replacer is working fine. Link to comment Share on other sites More sharing options...
KerbMav Posted December 10, 2013 Share Posted December 10, 2013 and compresses uncompressed textures from `GameData/` that are loaded in RAM.If only diffuse textures for Kerbals are replaced but not normal maps, the stock normal maps are kept.Replacing only normal map is not supported.Replacing normal maps for planets is not supported since it doesn't make sense as a planet's normal map must match its heightmap data.Some things my slow brain does not swallow easily ...Does this make rbray89's Active Memory Reduction Mod redundant?What does this mean for the diffuse Kerbals? In UR there were often two files per planet/moon - was the second the normal map you are talking about?Can someone explain to me please, why it was used if it does not make sense to do so?And: Which compression level would be best (using IrfanView to convert PNG to TGA), as TGA files are 10 times larger ... Link to comment Share on other sites More sharing options...
shaw Posted December 10, 2013 Author Share Posted December 10, 2013 1. It is meant it goes though all the textures loaded from GameData/ and tries to compress those which are not compressed. It does not succeed every time as some textures are not loaded in RAM (although API says they are).2. When I implemented texture compression I was looking at Active Memory Reduction Mod how it's done there. I do it the same way, so there should be no difference.3. Diffuse texture means the colour texture. Beside diffuse texture we also know normal maps that define the normal in each pixel (texel) to create visual bumps although the surface is geometrically flat, emission textures to define how pixels glow at night etc.4. Yes, the second texture for planets in UR is a normal map. It makes no sense to replace it. If you change it, "bumps" won't match the actual heightmap data.5. I use Gimp and save with RLE compression (be sure to use RGB, indexed colours + RLE is no-go for Unity). TGAs are much larger, but only on disk. Once loaded in RAM they are either uncompressed or compressed in DXT1/DXT5 format (if already compressed as MBMs or compressed on start-up by TextureReplacer or AMR mod). Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 10, 2013 Share Posted December 10, 2013 Ok so I got the texture for kerbin down loaded its titled Kerbin1, do I have to rename it or am I good? Link to comment Share on other sites More sharing options...
KerbMav Posted December 10, 2013 Share Posted December 10, 2013 .OK, thanks!.Directory LayoutThe textures to be replaced should be put into `GameData/TextureReplacer/Textures` and have the following names (plus .tga/.png/.mbm extensions, of course): kerbalHead // Kerbal head kerbalMain // IVA suit (veteran) kerbalMainGrey // IVA suit (standard) kerbalHelmetGrey // IVA helmet EVAtexture // EVA suit EVAhelmet // EVA helmet EVAjetpack // EVA jetpack kerbalMainNRM // normal map for IVA suit (standard & veteran) kerbalHelmetNRM // normal map for IVA & EVA helmet EVAtextureNRM // normal map for EVA suit EVAjetpackNRM // normal map for EVA jetpack GalaxyTex_NegativeX // Skybox -X GalaxyTex_PositiveX // Skybox +X GalaxyTex_NegativeY // Skybox -Y GalaxyTex_PositiveY // Skybox +Y GalaxyTex_NegativeZ // Skybox -Z GalaxyTex_PositiveZ // Skybox +Z suncoronanew // Sun corona moho00 // Moho Eve2_00 // Eve evemoon100 // Gilly KerbinScaledSpace300 // Kerbin NewMunSurfaceMapDiffuse // Mün NewMunSurfaceMap00 // Minmus Duna5_00 // Duna desertplanetmoon00 // Ike dwarfplanet100 // Dres gas1_clouds // Jool newoceanmoon00 // Laythe gp1icemoon00 // Vall rockymoon100 // Tylo gp1minormoon100 // Bop gp1minormoon200 // Pol snowydwarfplanet00 // Eeloo Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 10, 2013 Share Posted December 10, 2013 (edited) So rename it the Kerbin one then? I read that in the readme and just wasnt sure.EDIT: Yup that did it thanks Edited December 10, 2013 by Rassa Farlander Link to comment Share on other sites More sharing options...
rbray89 Posted December 10, 2013 Share Posted December 10, 2013 1. It is meant it goes though all the textures loaded from GameData/ and tries to compress those which are not compressed. It does not succeed every time as some textures are not loaded in RAM (although API says they are).2. When I implemented texture compression I was looking at Active Memory Reduction Mod how it's done there. I do it the same way, so there should be no difference.3. Diffuse texture means the colour texture. Beside diffuse texture we also know normal maps that define the normal in each pixel (texel) to create visual bumps although the surface is geometrically flat, emission textures to define how pixels glow at night etc.4. Yes, the second texture for planets in UR is a normal map. It makes no sense to replace it. If you change it, "bumps" won't match the actual heightmap data.5. I use Gimp and save with RLE compression (be sure to use RGB, indexed colours + RLE is no-go for Unity). TGAs are much larger, but only on disk. Once loaded in RAM they are either uncompressed or compressed in DXT1/DXT5 format (if already compressed as MBMs or compressed on start-up by TextureReplacer or AMR mod).Actually, right now, there is a minor difference in Shaw's compression technique. My texture compressor compresses them right after they are loaded into memory, so if you have lots of uncompressed textures (tga, MBM NormalMap) it might be able to allow you to load an install that would otherwise crash-at-load. I'm also working on further memory improvements (ie. compressing/resizing all textures including un-readable ones). Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 10, 2013 Share Posted December 10, 2013 I it says that TGAs are recommended over PNGs but the textures Ive found have all been PNGs. Is there a converter out there? or is the difference that it would make not worth the hassle? Link to comment Share on other sites More sharing options...
rbray89 Posted December 10, 2013 Share Posted December 10, 2013 I it says that TGAs are recommended over PNGs but the textures Ive found have all been PNGs. Is there a converter out there? or is the difference that it would make not worth the hassle?It's actually kind of funny with the state of textures in KSP. MBMs: textures compress (except normal maps) & generate mip-maps. TGAs: textures are NOT compressed, but generate mip-maps.PNGs: textures are compressed, but do not generate mip-maps. Link to comment Share on other sites More sharing options...
shaw Posted December 10, 2013 Author Share Posted December 10, 2013 @Rassa: Most graphics software can save an image as a TGA. I use Gimp or ImageMagick. If you use Linux, you probably have ImageMagick installed, just type "convert image.png image.tga". Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 10, 2013 Share Posted December 10, 2013 Thanks for the quick reply shaw and rbray Ive got a new computer I just built so I have very little software aside from the OS(Win 8.1) and KSP lol. Link to comment Share on other sites More sharing options...
MaxP Posted December 11, 2013 Share Posted December 11, 2013 rbray89, the most important question: how it works together? Is there better loading priority? I.e. TextureCompressor loads first and compress uncompressed textures not compressed by another texture compressor, or vise versa? Link to comment Share on other sites More sharing options...
rbray89 Posted December 11, 2013 Share Posted December 11, 2013 rbray89, the most important question: how it works together? Is there better loading priority? I.e. TextureCompressor loads first and compress uncompressed textures not compressed by another texture compressor, or vise versa?My mod currently compresses them almost immediately after loading. That is the big difference. In the next release, there will be a lot of configurable parameters to shrink textures, change filtering, compression etc. Link to comment Share on other sites More sharing options...
shrub Posted December 11, 2013 Share Posted December 11, 2013 I get this With the soviet space suit. The files are:EVAhelmetEVAjetpackEVAjetpackNRMEVAtextureEVAtextureNRMKerbalHelmetNRMall pngsanyway to fix?Also kerbin's clouds "twinkle" when you view them from a distance. It's really wierdThanksShrub Link to comment Share on other sites More sharing options...
Recommended Posts