shaw Posted April 2, 2014 Author Share Posted April 2, 2014 I've now "officially" released 1.3.3.It hides the jetpack flag appearing in 0.23.5 and some other details on atmospheric suit (jetpack thruster jets, headlights ...). It's still linked against 0.23.0, so it should work fine on both 0.23.0 and 0.23.5. Link to comment Share on other sites More sharing options...
Deadpangod3 Posted April 2, 2014 Share Posted April 2, 2014 is there a texture pack that only adds clouds? Link to comment Share on other sites More sharing options...
KerbMav Posted April 2, 2014 Share Posted April 2, 2014 Have you tried this?http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-1-EnvironmentalVisualEnhancements-NEW%21-VolumetricClouds%21 Link to comment Share on other sites More sharing options...
Green Skull Posted April 2, 2014 Share Posted April 2, 2014 Is there a normal for the kerbals head? Link to comment Share on other sites More sharing options...
Deadpangod3 Posted April 2, 2014 Share Posted April 2, 2014 Have you tried this?http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-1-EnvironmentalVisualEnhancements-NEW%21-VolumetricClouds%21No, I mean like with universe replacer, just simple clouds visible from space, I don't need rl like clouds, just ones that make kerbin look more earth like from space Link to comment Share on other sites More sharing options...
KerbMav Posted April 3, 2014 Share Posted April 3, 2014 You can actually use the same files you used for universe replacer, you would just have to rename them according to the filenames in the readme. Link to comment Share on other sites More sharing options...
jfull Posted April 3, 2014 Share Posted April 3, 2014 No, I mean like with universe replacer, just simple clouds visible from space, I don't need rl like clouds, just ones that make kerbin look more earth like from space I think you should be able to pull the cloud textures from any Universe Replacer pack and use them with this mod.But you should probably consider using Visual Enhancements, its very very good Link to comment Share on other sites More sharing options...
shaw Posted April 3, 2014 Author Share Posted April 3, 2014 Is there a normal for the kerbals head?No. However, I could probably add it with a few hacks. Link to comment Share on other sites More sharing options...
shaw Posted April 3, 2014 Author Share Posted April 3, 2014 No, I mean like with universe replacer, just simple clouds visible from space, I don't need rl like clouds, just ones that make kerbin look more earth like from space http://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0?p=577914&viewfull=1#post577914 Link to comment Share on other sites More sharing options...
Green Skull Posted April 3, 2014 Share Posted April 3, 2014 No. However, I could probably add it with a few hacks. People keep requesting glasses, monocles etc... IF there was a normal these may be possible - certainly look a lot better than at the minute. If you feel like adding it in I'll certainly test it. If not no massive problem. Link to comment Share on other sites More sharing options...
WhiteWeasel Posted April 3, 2014 Share Posted April 3, 2014 From what I've played, the asteroid textures are surprisingly nice looking. Probably not worth it to replace them, but then again where's the fun if we can't conquer those as well?Hit refresh in your web browser and see if that brings it up. Mega can apparently cause trouble for some. Proot really needs to consider a mirror link on another file host.Hey your back! Can you help me with my skybox texture? Link to comment Share on other sites More sharing options...
Ztax Posted April 3, 2014 Share Posted April 3, 2014 Hi, great mod! One question though, I managed to replace the skybox by placing the files in the "Kerbal Space Program\GameData\TextureReplacer\Default"-folder but i don't understand the path option (the quote below). Where would I type the path (specify directory) if it's in another folder?General replacement texture is of the form: GameData/TextureReplacer/Default/<internalName>where `<internalName>` is the texture's internal name in KSP or path of atexture inside `GameData/` (plus .png/.jpg/.tga/.mbm extension, of course).It's also possible to replace textures from `GameData/` if one specifiesthe full directory hierarchy: GameData/TextureReplacer/ Default/Squad/Parts/Command/Mk1-2Pod/model000 // Mk1-2 pod texture Default/Squad/Parts/Command/Mk1-2Pod/model001 // Mk1-2 pod normal mapOr have I totally misunderstood this? Link to comment Share on other sites More sharing options...
Dkmdlb Posted April 4, 2014 Share Posted April 4, 2014 Ok. I've read the entire thread and I still can't get my skybox to show up. I've got the skybox PNG files in the right folder, with the right names (and capitalization, as far as I can tell; I could be wrong - it's really late). Is there something I'm missing here?Default folder contents:http://i.imgur.com/jbPm90b.png Link to comment Share on other sites More sharing options...
TMS Posted April 4, 2014 Share Posted April 4, 2014 You have double underscores between "Tex" and "Positive" / "Negative". Link to comment Share on other sites More sharing options...
shaw Posted April 4, 2014 Author Share Posted April 4, 2014 Hi, great mod! One question though, I managed to replace the skybox by placing the files in the "Kerbal Space Program\GameData\TextureReplacer\Default"-folder but i don't understand the path option (the quote below). Where would I type the path (specify directory) if it's in another folder?Or have I totally misunderstood this?You must create "Squad/Parts/Command/Mk1-2Pod/" directory hierarchy inside "Default/" and put "model000.png" and "model001.png" (or .jpg/.tga/.mbm) there. Link to comment Share on other sites More sharing options...
Dkmdlb Posted April 4, 2014 Share Posted April 4, 2014 You have double underscores between "Tex" and "Positive" / "Negative".That was a test. You just passed.I'll see myself out now. Thanks. Link to comment Share on other sites More sharing options...
shaw Posted April 4, 2014 Author Share Posted April 4, 2014 v1.3.4 released.Support for head normal maps has been implemented. If head texture is "head1.png", just save its normal map as "head1NRM.png" in the same directory. Link to comment Share on other sites More sharing options...
Green Skull Posted April 4, 2014 Share Posted April 4, 2014 v1.3.4 released.Support for head normal maps has been implemented. If head texture is "head1.png", just save its normal map as "head1NRM.png" in the same directory.Excellent thank you! This will allow for much better looking glasses, monocles and goggles! Link to comment Share on other sites More sharing options...
duncan1297 Posted April 4, 2014 Share Posted April 4, 2014 General replacement texture is of the form GameData/TextureReplacer/Default/<internalName>What does it mean by "Default"? Do i have to make a new folder? Link to comment Share on other sites More sharing options...
shaw Posted April 4, 2014 Author Share Posted April 4, 2014 What does it mean by "Default"? Do i have to make a new folder?That folder should already exist. At least it exist in the archive you downloaded. Link to comment Share on other sites More sharing options...
BenyB873 Posted April 5, 2014 Share Posted April 5, 2014 Hi GuysFinally decided to post on the forums since I have an issue with texture replacer and I can't sort it out if it were the death of me.Okay, so. Originally I had Endrixials planets with Riordens skybox. I placed them into the folder and I renamed the Riorden skybox .pngs from skybox_postivex, skybox_negativex etc etc to galaxytex_postivex etc etcNO WORRIES THERE!None with the planets either.BUT, when I tried to load Pimp my Kerbals they wouldn't show up in game. I have the new Mun, visor reflections but the custom textures for Jeb, Bob and Bill and the generic kerbals wouldn't appear. They'll just be standard.Ideas? Probably something dumb that I've missed.I'm running a fair few other mods as well so it maybe something to do with a conflict, though I don't see how since none of them are texture mods. Link to comment Share on other sites More sharing options...
Ztax Posted April 5, 2014 Share Posted April 5, 2014 You must create "Squad/Parts/Command/Mk1-2Pod/" directory hierarchy inside "Default/" and put "model000.png" and "model001.png" (or .jpg/.tga/.mbm) there.Oh! That makes sense. Thanks for clarifying Link to comment Share on other sites More sharing options...
duncan1297 Posted April 5, 2014 Share Posted April 5, 2014 the folders look like this Link to comment Share on other sites More sharing options...
shaw Posted April 5, 2014 Author Share Posted April 5, 2014 (edited) Hi GuysFinally decided to post on the forums since I have an issue with texture replacer and I can't sort it out if it were the death of me.Okay, so. Originally I had Endrixials planets with Riordens skybox. I placed them into the folder and I renamed the Riorden skybox .pngs from skybox_postivex, skybox_negativex etc etc to galaxytex_postivex etc etcNO WORRIES THERE!None with the planets either.BUT, when I tried to load Pimp my Kerbals they wouldn't show up in game. I have the new Mun, visor reflections but the custom textures for Jeb, Bob and Bill and the generic kerbals wouldn't appear. They'll just be standard.Ideas? Probably something dumb that I've missed.I'm running a fair few other mods as well so it maybe something to do with a conflict, though I don't see how since none of them are texture mods.Pimp My Kerbals! needs to be converted for compatibility with TextureReplacer 1.4:1. Move all head textures from `CustomKerbals/` and `GenericKerbals/` into `Heads/`. You will also have to rename them since Jeb's, Bill's and Bob's head are all `kerbalHead.png`. Let's rename them to `Jeb.png`, `Bill.png` and `Bob.png` respectively.2. Move suits from `GenericKerbals/` (`Blue/` and `Orange/` folders) into `Suits/` and move veteran suit from `CustomKerbals/` (`kerbalMainGrey.png` and `kerbalMainNRM.png`) to `Default/`.3. Delete `CustomKerbals/` and `GenericKerbals/`.4. Create a new configuration file, e.g. PimpMyKerbals.cfg:TextureReplacer{ CustomKerbals { Jebediah Kerman = Jeb DEFAULT Bill Kerman = Bill DEFAULT Bob Kerman = Bob DEFAULT } GenericKerbals { excludedHeads = Jeb Bill Bob }} Edited April 7, 2014 by shaw updated for TR 1.4 Link to comment Share on other sites More sharing options...
vanlock Posted April 5, 2014 Share Posted April 5, 2014 (edited) Hi Guys, i'm using blubbermonkeys' skybox. >> http://forum.kerbalspaceprogram.com/showthread.php?p=903890#post903890And I get this result, very not pretty banding from the shading off.I've looked again at the huge 6000*6000*24 source galaxy textures in PNG, and when zooming to at least 50% that shadingoff is also visible. I haven't tweaked luminosity in the game, but maybe I missed something.PS : i'm using ActiveTextureManagement at its latest version, it might the source of trouble ? Edited April 5, 2014 by vanlock Link to comment Share on other sites More sharing options...
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