shaw Posted January 31, 2014 Author Share Posted January 31, 2014 Hm I thought I had that installed.. thanks for that. But it seems my game was stable reguardless. Because well... Runs like a charm with Universe Replacer lol. Idk.. I don't like fixing things that aren't broken, but the whole idea of TR is its BETTER then UR when it comes to memory management, no? And I'm only using what textutes you see in that pic. All works with UR.First, try to disable texture compression and mipmap generation in `TextureRepalcer/PluginData/TextureReplacer/Config.cfg`. If that doesn't work try bisection among plugins to determine which is in conflict with TR. Link to comment Share on other sites More sharing options...
Motokid600 Posted January 31, 2014 Share Posted January 31, 2014 isMipmapGenEnabled and isCompressionEnabled are already set to false. But it says above each line "Uncomment the following line to disable this feature." ..What does that mean? Link to comment Share on other sites More sharing options...
shaw Posted January 31, 2014 Author Share Posted January 31, 2014 Remove leading "//", then they come into effect. Link to comment Share on other sites More sharing options...
Motokid600 Posted February 1, 2014 Share Posted February 1, 2014 Remove leading "//", then they come into effect.Uhm.. okay so if I understand... mipmap generation and compression are NOT enabled seeing is how it has "//" before it and its set to false..So.. ive tried swapping most of my plugins.. no luck here. The game just wont get passed the loading screen-main menu transition. ...I... idk. Ive had this game for over a year now and ive been downloading/installing mods ever since.. never had such issues getting a mod to work before. I really don't know at this point im lost. Heres a list of installed mods for what it counts.. MissionControllerModsbytalMudularFuelTanksNavyFishNothkeSerComNovaPunch2PorkWorksPreciseNodeProceduralDynamicsRomfarerSCANsatRPMSquadStretchyTanksTarsierSpaceTechTriggerTechTexturereplacerWarpUnlocker. Link to comment Share on other sites More sharing options...
flavoredpickle Posted February 1, 2014 Share Posted February 1, 2014 I have enjoyed playing the improved quality of the planets, and additional herbal skins, but now I would like to try to create my own texture pack. I wanted to know how to extract textures from KSP so that I could change the textures of the buildings at the space port, to a more industrial sort of style. Link to comment Share on other sites More sharing options...
amo28 Posted February 1, 2014 Share Posted February 1, 2014 Uhm.. okay so if I understand... mipmap generation and compression are NOT enabled seeing is how it has "//" before it and its set to false...Shaw explained that you need to remove the "//" before the line -- that is what is called "uncommenting". With the // preceding, the config file skips that line. So remove the // in order to have the config file set mipmap and compression to false.Also, just to make sure, you are using the Active Memory Reduction mod by rbray -- correct? You're most definitely running out of RAM. Are you running high res cloud packs and all of Proots Pimp My Kerbal's pack? Your system may not be able to run those -- consider downsizing. Endraxial's planet pack is a lot lighter weight. You should try that pack instead.If you're not running Active Memory Reduction, try that first. Link to comment Share on other sites More sharing options...
shaw Posted February 1, 2014 Author Share Posted February 1, 2014 I have enjoyed playing the improved quality of the planets, and additional herbal skins, but now I would like to try to create my own texture pack. I wanted to know how to extract textures from KSP so that I could change the textures of the buildings at the space port, to a more industrial sort of style.You can extract (steal) them from KSP asset files in `KSP_Data/` with Unity Asset Explorer (google for the link, it's on some forums) or with https://github.com/ata4/disunity/releases. Link to comment Share on other sites More sharing options...
Motokid600 Posted February 1, 2014 Share Posted February 1, 2014 Shaw explained that you need to remove the "//" before the line -- that is what is called "uncommenting". With the // preceding, the config file skips that line. So remove the // in order to have the config file set mipmap and compression to false.Also, just to make sure, you are using the Active Memory Reduction mod by rbray -- correct? You're most definitely running out of RAM. Are you running high res cloud packs and all of Proots Pimp My Kerbal's pack? Your system may not be able to run those -- consider downsizing. Endraxial's planet pack is a lot lighter weight. You should try that pack instead.If you're not running Active Memory Reduction, try that first.AND ITS GOOOOD. Lol thanks for clearing that up. I removed the // and it worked. Link to comment Share on other sites More sharing options...
shaw Posted February 2, 2014 Author Share Posted February 2, 2014 AND ITS GOOOOD. Lol thanks for clearing that up. I removed the // and it worked.What was the problem? Compression or mipmap generiation? Link to comment Share on other sites More sharing options...
Proot Posted February 2, 2014 Share Posted February 2, 2014 @Shaw know you the pupil texture name? I would try to change it (just the color or as texture). Link to comment Share on other sites More sharing options...
Endraxial Posted February 2, 2014 Share Posted February 2, 2014 (edited) I'd really like to take Proot's approach and add textures in my pack for Kerbals and have my own skybox, but they're more difficult than planet textures. At least I know that a planet texture is flipped and wrapped around a sphere. EVA textures are mapped to a more complex model and I always get noticeable seams in the skybox. 'Tis a learning experience to get these things to work.Great textures! Hope you don't mind if I use some details to get better results with my pack.Don't think I ever replied to this. You can use the textures for whatever you want, dude. Chances are I might like your version more than my own. Also, your clouds and city lights pack is amazing.Endraxial's planet pack is a lot lighter weight. You should try that pack instead.Compression helps. I know a lot of people have problems with memory running out, especially when using other mods. and of course smaller size means a quicker download. I don't know if that's optimal for Texture Replacer, though, because the colors in my images are indexed. Haven't had any issues. Edited February 2, 2014 by Endraxial Link to comment Share on other sites More sharing options...
tygoo7 Posted February 4, 2014 Share Posted February 4, 2014 Do you think you could get the visor to work with that one reflective shader plugin? That would look so cool! Link to comment Share on other sites More sharing options...
Autumn_Foil Posted February 4, 2014 Share Posted February 4, 2014 Howdy all,It seems that I'm having some trouble using Shaw's extension of Sylith's Kerbal Heads pack. When I click on the download I end up getting a .7z file and I don't really know what to do with that. Link to comment Share on other sites More sharing options...
KerbMav Posted February 4, 2014 Share Posted February 4, 2014 I end up getting a .7z file It is a file format of 7-zip - a program like winzip, winrar ... handles most formats, is free and smallish. Link to comment Share on other sites More sharing options...
Autumn_Foil Posted February 4, 2014 Share Posted February 4, 2014 Thanks a ton! Link to comment Share on other sites More sharing options...
jpinard Posted February 5, 2014 Share Posted February 5, 2014 I'm having a bit of trouble understanding how to do this right so I'll just ask for a single example which should set me straight. I have very high resolution version of Gilly from Universe Replacer. In Universe Replacer they were in the //Textures/Moons/Gilly * Gilly1.jpg* Gilly1.pngSo where do I put these and what do I have to edit any configs or anything? Or change the filenames?Thanks! Link to comment Share on other sites More sharing options...
jpinard Posted February 5, 2014 Share Posted February 5, 2014 Oh, I think I figured part of it out. They just go in the Default directory, and I need to rename them to "evemoon100" and "evemoon101". But I don't know which is just Gilly and which is the normal map: jpg or png? Link to comment Share on other sites More sharing options...
shaw Posted February 5, 2014 Author Share Posted February 5, 2014 @Shaw know you the pupil texture name? I would try to change it (just the color or as texture).Pupil has no texture. However, it's possible to make a workaround for that as I did for visor. Link to comment Share on other sites More sharing options...
shaw Posted February 5, 2014 Author Share Posted February 5, 2014 Do you think you could get the visor to work with that one reflective shader plugin? That would look so cool!Maybe I'll look into that if I have some time. Link to comment Share on other sites More sharing options...
shaw Posted February 5, 2014 Author Share Posted February 5, 2014 Oh, I think I figured part of it out. They just go in the Default directory, and I need to rename them to "evemoon100" and "evemoon101". But I don't know which is just Gilly and which is the normal map: jpg or png?None. Those two textures override each other. If there are multiple textures with the same name but different extension, KSP only loads one of them. In UR, "Gilly1" is diffuse texture and "Gilly2" would be a normal map. Link to comment Share on other sites More sharing options...
jpinard Posted February 5, 2014 Share Posted February 5, 2014 None. Those two textures override each other. If there are multiple textures with the same name but different extension, KSP only loads one of them. In UR, "Gilly1" is diffuse texture and "Gilly2" would be a normal map.Fantastic. Thanks for teaching me something new! Link to comment Share on other sites More sharing options...
Motokid600 Posted February 5, 2014 Share Posted February 5, 2014 (edited) What was the problem? Compression or mipmap generiation?Sorry shaw I never checked back. Uhm.. both as far as I know. I disabled both ( should I not have? ) Lol BIG help I know, but it works and it works good. So for that much I am grateful. Edited February 5, 2014 by Motokid600 Link to comment Share on other sites More sharing options...
shaw Posted February 6, 2014 Author Share Posted February 6, 2014 Sorry shaw I never checked back. Uhm.. both as far as I know. I disabled both ( should I not have? ) Lol BIG help I know, but it works and it works good. So for that much I am grateful.Could you test which one is problematic? Link to comment Share on other sites More sharing options...
Motokid600 Posted February 6, 2014 Share Posted February 6, 2014 Could you test which one is problematic?Yea, np ill try turning on one at a time later today and report back. Link to comment Share on other sites More sharing options...
Boogaman Posted February 7, 2014 Share Posted February 7, 2014 I've been searching and found no answer but figured this would be the place to check. Does anyone know if you can swap out helmets at all? I've been trying out how to import the attached helmet into the game. Link to comment Share on other sites More sharing options...
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