rbray89 Posted December 18, 2013 Share Posted December 18, 2013 TGAs are still not compressed with .23 natively. And once it is loaded into memory, there is no difference between compressing a PNG, MBM, or TGA. Squad simply moved most of their textures to MBM now, so only a few are left to be compressed. PNGs still don't create mipmaps. Link to comment Share on other sites More sharing options...
KAO Posted December 18, 2013 Share Posted December 18, 2013 I just got this mod for .23 and I downloaded a new texture for the sun. You can find it here :http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0?p=849201&viewfull=1#post849201it's a .dds file, what exactly do I do with it? just plop it into "textures"? because the new sun isn't showing up Link to comment Share on other sites More sharing options...
Zyglrox Posted December 18, 2013 Share Posted December 18, 2013 I just got this mod for .23 and I downloaded a new texture for the sun. You can find it here :http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0?p=849201&viewfull=1#post849201it's a .dds file, what exactly do I do with it? just plop it into "textures"? because the new sun isn't showing upInstructions for dds replacement: http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0?p=577857&viewfull=1#post577857 Link to comment Share on other sites More sharing options...
shaw Posted December 19, 2013 Author Share Posted December 19, 2013 Version 0.9 released. Link to comment Share on other sites More sharing options...
HeadHunter67 Posted December 19, 2013 Share Posted December 19, 2013 I'm going to give this one a try, for sure. Link to comment Share on other sites More sharing options...
Hyomoto Posted December 19, 2013 Share Posted December 19, 2013 There's one texture that I'm not really certain if you can do anything with, apparently there are some sun flare texture modifications people have made but you have to edit the actual game data assets manually to make use of them. Perhaps it was just something Tinkle never got into, but is this something you might support with your mod? Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 19, 2013 Share Posted December 19, 2013 Anywhere I can get a skybox and a cloudy Kerbin in TGA? I cant seem to find any in this format and I cant find a free image converter that I could use to convert the PNGs I already have. Thanks Link to comment Share on other sites More sharing options...
rbray89 Posted December 19, 2013 Share Posted December 19, 2013 Anywhere I can get a skybox and a cloudy Kerbin in TGA? I cant seem to find any in this format and I cant find a free image converter that I could use to convert the PNGs I already have. Thanks GIMP allows you to export as TGA. Link to comment Share on other sites More sharing options...
Rassa Farlander Posted December 19, 2013 Share Posted December 19, 2013 (edited) Thanks dude! I got it downloaded and will give it a try Also, is there and way we can get a central and organized list of textures to use? Ive got a few, but just cant find what Im looking for. The reddit thing for universe replacer is where Ive been looking so far its just kinda confusing.EDIT: Gimp is awesome! Super powerful image editing for a free program Thanks again for that! Edited December 19, 2013 by Rassa Farlander Link to comment Share on other sites More sharing options...
Franklin Posted December 19, 2013 Share Posted December 19, 2013 So has anyone confirmed the (Almost) no framerate loss? Cause UniverseReplacer is a beast, and mocks my framerate, so once bit twice shy. Link to comment Share on other sites More sharing options...
shaw Posted December 19, 2013 Author Share Posted December 19, 2013 (edited) @Hyomoto: <strike>UR can replace ANY texture, no need to hack assets. You must just add a line like "internal_texture_name = texture_path" to UniverseReplacer.cfg. TR has hard-coded set of textures it replaces. I will add corona sometime soon.</strike> [Wrong. After trying to do this I finally read the instructions for hacking to the end. It says that it is not possible.]@Franklin: Some people done benchmarks. Look back to page 4. Edited December 20, 2013 by shaw Link to comment Share on other sites More sharing options...
Liam Sheepman Posted December 19, 2013 Share Posted December 19, 2013 I tried renaming all of my textures to TGA files and I installed the latest version of module manager (even though I didn't have module manager before) but the new textures still won't show up. Link to comment Share on other sites More sharing options...
MaxP Posted December 19, 2013 Share Posted December 19, 2013 So has anyone confirmed the (Almost) no framerate loss?First pages are not enough? I tried renaming all of my textures to TGA filesThis will not works. You need to convert them. Link to comment Share on other sites More sharing options...
Patupi Posted December 20, 2013 Share Posted December 20, 2013 When I converted my skybox textures to TGA things got very weird. It had a mixture of panels on the sides of the universe! It mis-ordered them, and one side was blank... or if I installed TAC life support it had the lifesupport container texture on one wall of the universe! Do it as PNGs and it works fine. Link to comment Share on other sites More sharing options...
Franklin Posted December 20, 2013 Share Posted December 20, 2013 Sure enough, the 8K pack found here would drop my FPS below 30 with UniverseReplacer, but my framerate hasn't budged below 60 when used through TextureReplacer. Fantastic mod.I reorganized, renamed and zipped the above texturepack to make it easy to deposit into this new mod's folder as well, if anyone else wants it: http://www.mirrorupload.net/file/IKKW292Y/#!Textures.zip Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 Didn't realize you had updated to 10.1 until now. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 21, 2013 Share Posted December 21, 2013 Quick question, my Sido's Texture Pack of Planets and Moons are in .jpg format, those should be OK to use or should I convert them to something else? Link to comment Share on other sites More sharing options...
Beetlecat Posted December 21, 2013 Share Posted December 21, 2013 @Franklin -- thanks loads! Trying them now. Link to comment Share on other sites More sharing options...
shaw Posted December 21, 2013 Author Share Posted December 21, 2013 (edited) JPEGs work file. KSP generates mipmaps and compresses them on load, which makes them superior to PNGs (missing mipmaps) and TGAs (no compression by default, you need this mod or Active Memory Reduction Mod to compress them). However, JPEG desn't support transparency and it's a lossy compression, so you may loose some details, especially if you don't set high enough quality when saving. And they're poor format for further editing since each time you edit and save a JPEG its quality gets worse compared to the original.In short: use TGAs for normal maps, textures with transparency, textures that are meant for further editing by other users or when JPEG causes too much distortions. In other cases, you can use JPEGs. Edited December 21, 2013 by shaw Link to comment Share on other sites More sharing options...
somnambulist Posted December 21, 2013 Share Posted December 21, 2013 In other cases, you can use JPEGs.Is there any good case to use jpegs with lossy compression? Link to comment Share on other sites More sharing options...
Daze Posted December 21, 2013 Share Posted December 21, 2013 I have done everythings in the guide but it won't works anyway... Any suggestion? Link to comment Share on other sites More sharing options...
FenrirWolf Posted December 21, 2013 Share Posted December 21, 2013 (edited) I'm thinking about swapping from Universe Replacer to this mod. I have a few questions though... Mainly, the first post says that the Active Memory Reduction mod has been merged into this plugin. Is there any conflict if I'm using this along with the most recent version of the standalone Active Memory Reduction plugin? Edited December 21, 2013 by FenrirWolf Link to comment Share on other sites More sharing options...
shaw Posted December 21, 2013 Author Share Posted December 21, 2013 E.g. for skybox, kerbal heads, suits (except normal maps). I set quality to 95% when converting. Link to comment Share on other sites More sharing options...
shaw Posted December 21, 2013 Author Share Posted December 21, 2013 CORRECTION: I was testing the wrong KSP installation . Mipmaps are NOT working for JPEGs. Use TGAs for everything. Link to comment Share on other sites More sharing options...
shaw Posted December 21, 2013 Author Share Posted December 21, 2013 @Fenrirwolf: No conflict. TR only enables texture compression if AMR mod is not present. And even if it wasn't, there should be no conflict, just some duplicated work.@Daze: check uppercase/lowercase letters in file names and look in log what TR says. Link to comment Share on other sites More sharing options...
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