Mystique Posted October 27, 2014 Share Posted October 27, 2014 Am I correct that before installing texture pack (say, Endraxials one) I need to remove all TR's files in GameData/TextureReplacer/EnvMap (so that I won't have 2 sets of different textures with different extensions)? Link to comment Share on other sites More sharing options...
shaw Posted October 27, 2014 Author Share Posted October 27, 2014 If the pack includes its own EnvMap/, then yes. Link to comment Share on other sites More sharing options...
Taki117 Posted October 27, 2014 Share Posted October 27, 2014 So, I'm getting a memory leak with this mod. It does not seem to be a large issue with a stock install (Taking a long time to even reach 2GB of memory usage) however it can be a problem if lots of mods are used. OS: Windows 7 64-bitKSP Version: .0.25.0 32-bit Clean installOutput_log.txtPictures showing the issue:Reproduction Steps: Download and install Texture Replacer as insructed, boot up KSP, Wait. (Wait time is entirely dependent on level of patience) Link to comment Share on other sites More sharing options...
shaw Posted October 27, 2014 Author Share Posted October 27, 2014 I cannot reproduce this. And there's no explanation for this, TR only replaces texture for less than a second after space center scene opens, after that is does nothing. If you mean why the RAM usage still increases after the main menu, it's because KSP still has to load (and also unloads) some data and code while running (e.g. physics, collision detection, editor code, simulation code, UI, scene graphs, sound buffers ...). Link to comment Share on other sites More sharing options...
Taki117 Posted October 27, 2014 Share Posted October 27, 2014 I cannot reproduce this. And there's no explanation for this, TR only replaces texture for less than a second after space center scene opens, after that is does nothing. If you mean why the RAM usage still increases after the main menu, it's because KSP still has to load (and also unloads) some data and code while running (e.g. physics, collision detection, editor code, simulation code, UI, scene graphs, sound buffers ...).But it's a constant increase with a clean install, I would think that once it reaches stability the RAM usage would level off. Instead of increasing slowly over time. Link to comment Share on other sites More sharing options...
Mystique Posted October 27, 2014 Share Posted October 27, 2014 If the pack includes its own EnvMap/, then yes.Is it also normal that visor reflections work only when TR's own png files are present in this folder? Because if I remove them and replace with texture pack ones, reflections are gone. Link to comment Share on other sites More sharing options...
shaw Posted October 27, 2014 Author Share Posted October 27, 2014 But it's a constant increase with a clean install, I would think that once it reaches stability the RAM usage would level off. Instead of increasing slowly over time.Does this happen with a newly created game? Does this happen without TR installed?- - - Updated - - -Is it also normal that visor reflections work only when TR's own png files are present in this folder? Because if I remove them and replace with texture pack ones, reflections are gone.Yes.10chars Link to comment Share on other sites More sharing options...
Taki117 Posted October 27, 2014 Share Posted October 27, 2014 Does this happen with a newly created game? Does this happen without TR installed?Yes and No. It does hapen with a newly created game, and does not happen without TR. (it stops at 1.8GB of RAM) Link to comment Share on other sites More sharing options...
Eleven Posted October 28, 2014 Share Posted October 28, 2014 Am I correct that before installing texture pack (say, Endraxials one) I need to remove all TR's files in GameData/TextureReplacer/EnvMap (so that I won't have 2 sets of different textures with different extensions)?I don't know what the correct answer is, I just started using this mod today and it's highly confusing for the novice. I did delete those other files in /EnvMap and it appears the skybox I wanted (Oinkers) and placed into /TextureReplacer/Default seems to work fine. Link to comment Share on other sites More sharing options...
Gh0st_DovahJeb Posted November 1, 2014 Share Posted November 1, 2014 I'm not sure what I did wrong, Diverse Kerbal Heads isn't working for me. I double checked and it IS in the "Heads" folder in my KSP Texture Replacer gamedata folder. Running .25 x64 on Windows (I know, I'm dumb. Haven't had time to dual it with Linux, yet.) Thanks for any info, though now that I'm typing this, I'm thinking it might be the x64 bit windows part that's fragging it. Anyway, thanks again, community! Link to comment Share on other sites More sharing options...
shaw Posted November 1, 2014 Author Share Posted November 1, 2014 I'm not sure what I did wrong, Diverse Kerbal Heads isn't working for me. I double checked and it IS in the "Heads" folder in my KSP Texture Replacer gamedata folder. Running .25 x64 on Windows (I know, I'm dumb. Haven't had time to dual it with Linux, yet.) Thanks for any info, though now that I'm typing this, I'm thinking it might be the x64 bit windows part that's fragging it. Anyway, thanks again, community!Upload your log. Link to comment Share on other sites More sharing options...
Tw1 Posted November 2, 2014 Share Posted November 2, 2014 (edited) I am experiencing technical difficulties. I just updated, and the issue where parts of helmets would show up weirdly shiny is gone, but now no custom textures are loading. Also, my kerbals are looking desaturated, like zombies. Something to do with modifications to visors.? Has their been changes to the way @Defualt works? I'm using the same file and textures from the previous version.Log, if you want, is here:https://www.dropbox.com/s/511qfuwkhj7zflz/output_log.txt?dl=0Advice is requested, please. Edited November 2, 2014 by Tw1 Link to comment Share on other sites More sharing options...
shaw Posted November 2, 2014 Author Share Posted November 2, 2014 (edited) I am experiencing technical difficulties. I just updated, and the issue where parts of helmets would show up weirdly shiny is gone, but now no custom textures are loading. Also, my kerbals are looking desaturated, like zombies. Something to do with modifications to visors.? http://i.imgur.com/DfHdym9.pngHas their been changes to the way @Defualt works? I'm using the same file and textures from the previous version.Log, if you want, is here:https://www.dropbox.com/s/511qfuwkhj7zflz/output_log.txt?dl=0Advice is requested, please.Temporary workaround: add reflections to EnvMap/ folder.UPDATE: Fixed in 1.8.1. Edited November 2, 2014 by shaw Link to comment Share on other sites More sharing options...
hieywiey Posted November 3, 2014 Share Posted November 3, 2014 Is there any way to make it so that Kerbals will not have their helmet on (like on Kerbin's surface) on Laythe? Link to comment Share on other sites More sharing options...
shaw Posted November 3, 2014 Author Share Posted November 3, 2014 Is there any way to make it so that Kerbals will not have their helmet on (like on Kerbin's surface) on Laythe?From TR 1.8 on this can be set in a configuration file. Look `Default.cfg`. Link to comment Share on other sites More sharing options...
Eudae55 Posted November 3, 2014 Share Posted November 3, 2014 I have excluded every head png file except a file called head4.png. However, generic kerbals still seem to be getting the excluded heads. Have I stuffed up somewhere here?TextureReplacer{ // Texture compression reduces textures size to 1/6 or 1/4 and hence reduces // memory usage (video and possibly also RAM if a texture is "readable") and // improves performance (less data has to be transferred to GPU). // Possible options: `always`, `never` and `auto`. Auto means it is enabled // unless Active Texture Management mod is detected. isCompressionEnabled = auto // Generate mipmaps for PNGs and JPEGs in certain directories (specified in // the next option) to a fix KSP bug that doesn't generate mipmaps for these // images and makes them look ugly under sharp angles. // Possible options: `always`, `never` and `auto`. Auto means it is enabled // unless Active Texture Management mod is detected. isMipmapGenEnabled = auto // List of regular expressions that trigger mipmap generation when matching // the path of a texture that is missing mipmaps. These should cover all model // textures but not UI icons. The strings are case-sensitive on all platforms. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. generateMipmaps = /FX/ /Parts/ /Props/ /Spaces/ ^TextureReplacer/ ^KAS/ ^FASA/ generateMipmaps = ^ASET(_Props)?/ ^Lionhead_Aerospace_Inc/ // Some textures (all JPEGs, PNGs and TGAs plus MBM tagged as "readable") are // kept loaded in RAM. Since this feature is rarely actually needed those // textures can be unloaded just before the main menu. // Possible options: `always`, `never` and `auto`. Auto means it is enabled // unless Active Texture Management mod is detected. isUnloadingEnabled = auto // Prevent unloading for textures whose paths match the following regular // expressions. Some mods access and modify textures, so those shouldn't be // unloaded. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. keepLoaded = ^BoulderCo/(Clouds|Atmosphere)/ ^CommunityResourcePack/ keepLoaded = ^Romfarer/textures/ ^WarpPlugin/ // Dump material/texture name pairs to log when performing general texture // replacment pass. Log entries are of the form "[materialName] textureName". // This option is intended for texture pack designers. logTextures = false // Dump names of all meshes with correcponding shaders on parts with // TRReflection part module. // This option is intended for part designers. logReflectiveMeshes = false // Replace helmet visor shader to support reflections (EVA only). isVisorReflectionEnabled = false // Reflection colour. Reflection is multiplied by this RGB colour before it is // added to the visor colour. visorReflectionColour = 1 1 1 // Remove IVA helmets in safe situations (landed/splashed and in orbit). isHelmetRemovalEnabled = true // Spawn a Kerbal on EVA in his/her IVA suit without helmet and jetpack when // in breathable atmosphere (+ sufficent pressure). isAtmSuitEnabled = true // Minimum air pressure required for a Kerbal to spawn in his/her IVA suit. atmSuitPressure = 0.75 // List of planets/moons with breathable atmospheres where Kerbals spawn in // their IVA suits. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. atmSuitBodies = Kerbin CustomKerbals { Bill Kerman = Head1 Bob Kerman = Head2 Jebediah Kerman = Head3 Manuel Kolombo = kerbalHeadLatinClean Constantino Kolombo = kerbalHeadLatinBeard Rolando Kolombo = kerbalHeadLatinClean Juan Kolombo = kerbalHeadLatinMo Andrés Kolombo = kerbalHeadLatinMo } GenericKerbals { // Prevent the following heads from being assigned to generic Kerbals. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. excludedHeads = Head1, Head2, Head3, kerbalHeadLatinClean, kerbalHeadLatinBeard, kerbalHeadLatinMo // Prevent the following suits from being assigned to generic Kerbals. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. excludedSuits = // Female heads. Those will only be paired with female suits. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. femaleHeads = // Female suits. Those will only be paired with female heads. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. femaleSuits = // Regular expressions for female names (the last word/surname is removed). // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. femaleNames = [ei][elns]$ [belmns]y$ i(ng)?$ [au]$ oe$ // Eye-less heads. Eyes will be hidden for those heads, so one can paint // custom ones on the head texture. // The list must be space- and/or comma-separated and in one line. // Duplicated lists are joined. eyelessHeads = // Whether generic suits should be assigned pseudo-randomly based on a // Kerbal's name's hash or consecutively based on a Kerbal's position in // the global roster. // Possible options: `random` or `consecutive`. suitAssignment = random } CabinSuits { // Cabin-specific suits. These are enforced even if a Kerbal has a custom // suit. Entries are of the form: // // partName = suitDir // // where `partName` is the name of a part (`name = ...` in `part.cfg`) and // `suitDir` is either a suit directory from `Suits/` or `DEFAULT`. // // NOTE: Any underscores in `partName` must be replaced by periods. // // Examples: // // Mark1Cockpit = PilotSuit // crewCabin = DEFAULT // }} Link to comment Share on other sites More sharing options...
shaw Posted November 3, 2014 Author Share Posted November 3, 2014 Are your heads directly in Heads/ or in some subdirectories? Link to comment Share on other sites More sharing options...
JPL1980 Posted November 3, 2014 Share Posted November 3, 2014 I must be a complete idiot. Can someone explain to me exactly how you add a skybox to KSP? I have been searching this thread and the internet in general for days. I've read Green Skull's instructions for his pack... but either I'm not seeing it or I'm just #^$%@$ dumb. I just want to know what do I do with skybox files... where do they go? Do I have to delete files? Please help me. Link to comment Share on other sites More sharing options...
shaw Posted November 3, 2014 Author Share Posted November 3, 2014 Copy skybox files (GalaxyTex_NegativeX etc.) to `GameData/TextureReplacer/Default/`. Link to comment Share on other sites More sharing options...
JPL1980 Posted November 3, 2014 Share Posted November 3, 2014 Thank you so much. Link to comment Share on other sites More sharing options...
hieywiey Posted November 4, 2014 Share Posted November 4, 2014 From TR 1.8 on this can be set in a configuration file. Look `Default.cfg`.I meant while on EVA Link to comment Share on other sites More sharing options...
shaw Posted November 4, 2014 Author Share Posted November 4, 2014 I meant while on EVAI meant EVA, too. atmSuitBodies array. Link to comment Share on other sites More sharing options...
Tw1 Posted November 5, 2014 Share Posted November 5, 2014 Seems ATM is the one causing the shadows to work weird.Just a suggestion, would you be able to set it so that the visor star reflections don't happen if you're on a planet with atmosphere? That's the reason I tend to remove them. Link to comment Share on other sites More sharing options...
shaw Posted November 5, 2014 Author Share Posted November 5, 2014 Seems ATM is the one causing the shadows to work weird.Just a suggestion, would you be able to set it so that the visor star reflections don't happen if you're on a planet with atmosphere? That's the reason I tend to remove them.1. You mean normal maps? I think the latest ATM 3-8 has a bug and processes even textures in directories it shouldn't touch. You can solve this by creating a configuration file for ATM where you put all normal maps (look `KSPRC.cfg` from Proot's Renaissance Compilation). The other solution is to remove ATM, install DDSLoader and convert your textures to DDS format. It's works better than ATM.2. That could be possible, but too much work. The best solution would be make REAL reflections, but a plugin for that already exists so I'm not implementing this. Ask Reflection plugin's authors if they are willing to implement (real) visor reflections. That solution is probably easier than implementing real reflections in TR and also better in terms of performance (only one plugin generating performance-hungry reflections rather than two at the same time). Link to comment Share on other sites More sharing options...
rbray89 Posted November 5, 2014 Share Posted November 5, 2014 1. You mean normal maps? I think the latest ATM 3-8 has a bug and processes even textures in directories it shouldn't touch. You can solve this by creating a configuration file for ATM where you put all normal maps (look `KSPRC.cfg` from Proot's Renaissance Compilation). The other solution is to remove ATM, install DDSLoader and convert your textures to DDS format. It's works better than ATM.2. That could be possible, but too much work. The best solution would be make REAL reflections, but a plugin for that already exists so I'm not implementing this. Ask Reflection plugin's authors if they are willing to implement (real) visor reflections. That solution is probably easier than implementing real reflections in TR and also better in terms of performance (only one plugin generating performance-hungry reflections rather than two at the same time).Technically, ATM 3-8 is designed to work that way. We override the KSP resource loaders, and in the instance of loading textures in directories not managed by configs, we simply load and compress (but no locking of reading). Link to comment Share on other sites More sharing options...
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