shaw Posted January 4, 2014 Author Share Posted January 4, 2014 Thanks for the per-Kerbal head textures. I've not had a chance to look at your code for that yet, but how difficult do you think it would be to extend the face functionality to include Suits/Helmets as well? Would it be just a couple lines added in the same place where you determine the face texture, or some entierly new block of code? Thanks.It's a few new blocks of code, I'm implementing it right now. Plus randomisation. Link to comment Share on other sites More sharing options...
shaw Posted January 4, 2014 Author Share Posted January 4, 2014 The custom kerbalHead isn't working for me. I have them in GameData/TextureReplacer/CustomKerbals/Jebediah Kerman/kerbalHead but it only shows one head texture for every kerbal?Maybe letter case mismatch? What does log say? There should be something like[LOG 22:45:24.979] [TextureReplacer] Mapping Jebediah Kerman's kerbalHead -> TextureReplacer/CustomKerbals/Jebediah Kerman/kerbalHead Link to comment Share on other sites More sharing options...
tygoo7 Posted January 4, 2014 Share Posted January 4, 2014 Maybe letter case mismatch? What does log say? There should be something like[LOG 22:45:24.979] [TextureReplacer] Mapping Jebediah Kerman's kerbalHead -> TextureReplacer/CustomKerbals/Jebediah Kerman/kerbalHeadI found this in the log but I still don't see them in game.(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Load(Texture): TextureReplacer/CustomKerbals/Bill Kerman/kerbalHead.png(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Load(Texture): TextureReplacer/CustomKerbals/Bob Kerman/kerbalHead.png(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Load(Texture): TextureReplacer/CustomKerbals/Jebediah Kerman/kerbalHead.png Link to comment Share on other sites More sharing options...
shaw Posted January 5, 2014 Author Share Posted January 5, 2014 You have double ".png.png" extension. Or something like that. Link to comment Share on other sites More sharing options...
tygoo7 Posted January 5, 2014 Share Posted January 5, 2014 You have double ".png.png" extension. Or something like that.Ok I took off the extra png but its still not working. My texture replacer folderAnd inside the CustomKerbals folderAnd the log(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Load(Texture): TextureReplacer/CustomKerbals/Bill Kerman/kerbalHead(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Load(Texture): TextureReplacer/CustomKerbals/Bob Kerman/kerbalHead(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Load(Texture): TextureReplacer/CustomKerbals/Jebediah Kerman/kerbalHead Link to comment Share on other sites More sharing options...
Cydonian Monk Posted January 5, 2014 Share Posted January 5, 2014 It's a few new blocks of code, I'm implementing it right now. Plus randomisation.Awesome. Thanks again! Link to comment Share on other sites More sharing options...
mushroomman Posted January 5, 2014 Share Posted January 5, 2014 So wait, explain this kerbal head thing to me. Do I have to manually change each kerbal's head or is it random? Link to comment Share on other sites More sharing options...
tygoo7 Posted January 5, 2014 Share Posted January 5, 2014 (edited) Wait if theres no kerbalMain can we not replace the orange suits with the new version?EDIT: Nvm custom main textures work Edited January 5, 2014 by tygoo7 Link to comment Share on other sites More sharing options...
mike9606 Posted January 5, 2014 Share Posted January 5, 2014 The custom suits for Kerbals feature is working for me, but the custom heads are not working. I've checked and I have named the files correctly. What should I do? Link to comment Share on other sites More sharing options...
shaw Posted January 6, 2014 Author Share Posted January 6, 2014 (edited) 0.15 released. I discovered KSP event system, which makes detecting vehicle switches, docking, EVAs, new vehicles appearing etc. much faster and more reliable. Replacements are much better optimised now.@mike: Look into KSP.log if the textures load. Edited January 6, 2014 by shaw typo Link to comment Share on other sites More sharing options...
mike9606 Posted January 6, 2014 Share Posted January 6, 2014 The custom heads are working for me now. Apparently the change in texture for Jebediah Kerman wasn't very noticeable and I had not named the texture for Bill's head correctly, but it is working now. Thanks for the advice. Link to comment Share on other sites More sharing options...
rbray89 Posted January 6, 2014 Share Posted January 6, 2014 0.15 released. I discovered KSP event system, which makes detecting vehicle switches, docking, EVAs, new vehicles appearing etc. much faster and more reliably. Replacements are much better optimised now.@mike: Look into KSP.log if the textures load.I think I am going to have to try this out. Looks AWESOME! Link to comment Share on other sites More sharing options...
Amazingteknique Posted January 6, 2014 Share Posted January 6, 2014 Gotta say it adds a whole new feel to the game playing with the custom kerbal heads / skybox Awesome mod! Link to comment Share on other sites More sharing options...
Proot Posted January 6, 2014 Share Posted January 6, 2014 Custom suits/heads is the definitive feature for my coming soon "Pimp my Kerbals" texture pack! A ton of thanks guys! Link to comment Share on other sites More sharing options...
Hyomoto Posted January 6, 2014 Share Posted January 6, 2014 I'm really glad you have such a focus on optimization and making it run better. It's one thing to add a great visual asset to the community, it's quite another to care enough to minimize its footprint. Thanks! Link to comment Share on other sites More sharing options...
MarcRan17 Posted January 7, 2014 Share Posted January 7, 2014 Loving the new custom Kerbal feature. I used MrTheBull's Orange Eva suit and did some tweaks to make it my own space agency's suit, then applied it to just the Three vets Each with a custom helmet with their names on it. Then based off of Captain Skunky's "It's Hardly Rocket Science" comics, I made custom heads for the three. Faces and HairCustom HelmetsI used W and R to initial Bill and Bobs' helmets because they couldn't bot be B and the names Bill and Bob are short for William and Robert respectivelyChevron on Jeb's arm (probably gonna redo this detail, looks a little twistedLoving this mod as an alternative to Universe Replacer. Not only does it produce higher quality, but you can actually customize individual Kerbals. And you can still use random textures for the faces too, for the VAB and SPH engineers for example. Overall, I'm very happy with your work here! Keep it up! Link to comment Share on other sites More sharing options...
Proot Posted January 7, 2014 Share Posted January 7, 2014 +1 This mod gonna give us tons of fun! Infinite thanks! Link to comment Share on other sites More sharing options...
FenrirWolf Posted January 8, 2014 Share Posted January 8, 2014 This update is awesome. But the question is, now where do we go to find Kerbal textures? The UR thread? If anyone knows of a pack that simply gives the big 3 their rightful orange EVA suits, that's the main thing I'm looking for Link to comment Share on other sites More sharing options...
shaw Posted January 8, 2014 Author Share Posted January 8, 2014 (edited) @Proot: Nice textures, very detailed.@FenrirWolf: the links to UR texture packs are on reddit (look the first post of TR or UR). http://www.reddit.com/r/KSPTexturePacks/ Edited January 8, 2014 by shaw added link Link to comment Share on other sites More sharing options...
Proot Posted January 8, 2014 Share Posted January 8, 2014 It would be perfect if we could get the stock suit/helmet textures, as scratch point... Someone knows where start to search?@shaw Thanks! First release coming soon! Link to comment Share on other sites More sharing options...
shaw Posted January 8, 2014 Author Share Posted January 8, 2014 With Unity Asset Explorer. Extracting original textures is probably illegal, but it's pretty obvious most of Kerbal textures I've seen are derived from the "stolen" original textures. Squad obviously doesn't have problem with that copyright violations, otherwise UR thread would be locked long ago and most of the Kerbal texture packs taken down. Link to comment Share on other sites More sharing options...
shaw Posted January 8, 2014 Author Share Posted January 8, 2014 Just found this: https://github.com/ata4/disunity/releases. Probably safer to use than the closed-source Unity Asset Explorer. Link to comment Share on other sites More sharing options...
Proot Posted January 8, 2014 Share Posted January 8, 2014 (edited) Thanks! EDIT: I only use the stock textures as limit patterns for my new creations. Edited January 8, 2014 by Proot Link to comment Share on other sites More sharing options...
Proot Posted January 8, 2014 Share Posted January 8, 2014 Would it be possible to use the system events to dress Kerbals on a suit on the ground and later other different in space?Ie can be differentiated the grounded EVA from vacuum EVA? Link to comment Share on other sites More sharing options...
fenderzilla Posted January 10, 2014 Share Posted January 10, 2014 Someone really needs to make a full on tutorial for adding new textures… I spent like an hour making a texture for Laythe and have NO IDEA how to get the game to recognize it, the map just gets weird and Laythe is suddenly really dark grey… tried it with both Universe Replacer AND Texture Replacer with no luck. Sorry I’m a noob, but what can you do. I need help. Link to comment Share on other sites More sharing options...
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