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[1.1.2] KSPRC - Renaissance Compilation: artworks remake [V-0.7 Pre Release 3]


Proot

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Well poop, guessing this current version doesn't work with 0.90 then

Oh yes it does. You just need to update the dependencies. I forget the order in which I did it (because it does matter) but just use caution with the RSS update. You can use the RSS folder from Proot's pack, just update the .dll file.

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Oh yes it does. You just need to update the dependencies. I forget the order in which I did it (because it does matter) but just use caution with the RSS update. You can use the RSS folder from Proot's pack, just update the .dll file.

Waaaaaaaaaaaaay too complicated for me, I'll go without until there's a solid update that doesn't need to be modified, thanks anyway

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Waaaaaaaaaaaaay too complicated for me, I'll go without until there's a solid update that doesn't need to be modified, thanks anyway

I totally respect that way of think. But I must say... that is why I hate to include the necessary plugins in the mod. At the end, a lot of people forget the ultimate reality: I can be very skilled on my remakes and configurations, but all this is possible only thanks to the plugins creators. Without them we are lost.

Kudos for the plugins creators!

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Kudos indeed. I hope everything is okay with Rbray. Strange to have not atleast said something by now I imagine, but eh.. who knows. Rbray was VERY active on these forums and with development of EVE. Id look and everyday it'd been updated. Well.. bright stars and all. Heres hoping Rbray didn't work himself into the ground.

... and I cant show off KSP without ya!

Edited by Motokid600
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I totally respect that way of think. But I must say... that is why I hate to include the necessary plugins in the mod. At the end, a lot of people forget the ultimate reality: I can be very skilled on my remakes and configurations, but all this is possible only thanks to the plugins creators. Without them we are lost.

Kudos for the plugins creators!

You can always tries to get the Mod working on Ckan, so the dependencies are updated when required.

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OK... Trying this out. Lets hope I've done it right.

Install my selection of misc addons / parts / tools...

Then install KSPRC. Then downloaded most recent versions of Texture Replacer, EVE, Distant Object Enhancement, RSS, and Planetshine. Kept all KSPRC based configs and only updated the plugins/dll's for the dependencies. Does this sound about right, or is there more to a properly done fresh KSPRC install?

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You can always tries to get the Mod working on Ckan, so the dependencies are updated when required.

I don't know if this is actually possible, but if it is wouldn't that be an excellent solution?

P.S.: Love your mod and actually don't like playing without it (also love Ckan, so I am all for Pac0master's solution)

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OK... Trying this out. Lets hope I've done it right.

Install my selection of misc addons / parts / tools...

Then install KSPRC. Then downloaded most recent versions of Texture Replacer, EVE, Distant Object Enhancement, RSS, and Planetshine. Kept all KSPRC based configs and only updated the plugins/dll's for the dependencies. Does this sound about right, or is there more to a properly done fresh KSPRC install?

Yep, that seems like exactly what you should do.

I don't know if this is actually possible, but if it is wouldn't that be an excellent solution?

P.S.: Love your mod and actually don't like playing without it (also love Ckan, so I am all for Pac0master's solution)

It will be very difficult to get CKAN to work with KSPRC, because KSPRC overwrites certain portions of other mods (settings for clouds, etc...) and places files in other mods folders. CKAN doesn't currently allow for that.

Where Do I put the KSP_Data file?

Unless you understand how to unpack, extract a file and re-pack one of these, I would suggest leaving this file out of your install. SQUAD changed the installation location of the Sun Flare file (which is what that file is replacing) from the sharedassets10 to sharedassets9 file, so replacing sharedassets10 with the file in KSP_Data COULD break something in your game (or you'd be missing textures or something perhaps).

Edited by Ignath
switched sharedassets file numbers as I had them backwards
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Got mine working after about 30-40 mins of tweaking! And oh yes it is pretty. Thinking about swapping out to a higher-res skybox, but that's all. Thank goodness Texture compression!

Where Do I put the KSP_Data file?

Go up one more directory in your KSP folder hierarchy to your root folder (one level above the Gamedata folder). You'll see the KSP_Data folder and a bunch of files called sharedresource.xxx and so forth. This is where the new one goes (you overwrite the existing)... BUT, before you do that, get clarification on the next line I type:

Nevermind, Ignath beat me to it :P

Edited by Barklight
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Is the KSP_Data sharedresource file updated for .90? I know that the major change here is the sun flare effect for the aesthetics of the mod. But the original file got a lot bigger with the .90 update, so I wonder if the stock version contains new features that the one from KSPRC does not? I'm still using the stock file, not this updated one, and it seems to be running fine.

Yes, SQUAD moved the Sun Flare out of sharedassets10 and into sharedassets9. I would NOT move either the KSP_Data or KSP_Datax64 (or w/e that one is called) folders into your installs.

Edited by Ignath
swapped the sharedassets numbers, I had them backwards
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I'm at work now, but when I get home I'll see if I still have the know-how to unpack and re-pack the assets. If I can remember how to do it, I'll mush together a .90 version using the KSPRC assets and shoot a link of it over to Proot to add if he wants.

Been a while since I messed with the KSP asset packs but I should be able to figure it out with a little thought and a little more beer.

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I'm at work now, but when I get home I'll see if I still have the know-how to unpack and re-pack the assets. If I can remember how to do it, I'll mush together a .90 version using the KSPRC assets and shoot a link of it over to Proot to add if he wants.

Been a while since I messed with the KSP asset packs but I should be able to figure it out with a little thought and a little more beer.

Mis-spoke as well. I think they moved the asset from sharedassets10 to sharedassets9. I already unpacked and re-packed them as well. Not sure if it violates any licensing and if so, please remove the link moderators...but here is the repacked asset file (sharedassets9.assets):

https://drive.google.com/open?id=0B98kJP7LW_XJdy1SNG9LWWZJVzQ&authuser=0

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Hi guys, I've got a slight problem, but not sure if I should post here or in the EVE thread. For some reason my city lights cover the entire of the night side of the planet and I'm not sure why. I've had a look in the EVE menu (ALT + N) but cant see anything for city lights in there. Not sure if it changes anything, but I'm using the latest version of the texture replacer plugin and not the one bundled with KSPRC.

Here's whatmy night side looks like.

QCAChYH.png
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Hi guys, I've got a slight problem, but not sure if I should post here or in the EVE thread. For some reason my city lights cover the entire of the night side of the planet and I'm not sure why. I've had a look in the EVE menu (ALT + N) but cant see anything for city lights in there. Not sure if it changes anything, but I'm using the latest version of the texture replacer plugin and not the one bundled with KSPRC.

Here's whatmy night side looks like.

http://i.imgur.com/QCAChYH.png

Hmm, never seen that before! What happens when you remove the cityLights folder from the BoulderCo folder? I'd assume that all goes away (but you won't have any city lights). Is there anything in the debug log? This is likely an issue for the EVE thread, but I don't know...my cityLights don't look like that at all.

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This is what I get in the debug log

OiWthrx.png

This is on the 64bit windows build BUT I also experienced the same issue on the 32bit version too. Weirdly the Outer Planets Mod that I have installed doesn't show up, and even weirder is that it was working fine with OPM (on both 32bit and 64bit) prior to this occuring :S

EDIT: Also I noticed that the sunflare isn't working too. I moved proots sunflare over to sharedassets9 and its was working just fine.

EDIT2: Oh and Laythe is pink

ed82Niy.png

I'm thinking there's some weird compatability bettween EVE, TR and OPM but it's just a guess

Edited by Chimer4
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Thanks Ignath, grabbed your copy. Saves me some time later tonight doing the same thing :P +awesome points.

Chimer4: I believe that what you're seeing is a texture problem where EVE and TR are having a disagreement. I know that EVE and TR work together fine as long as you don't install conflicting textures under each mod, such as EVE kerbin textures (under BoulderCo) and then conflicting kerbin textures under TR. Check that first to make sure you don't have multiple maps for each planet nested in the mod folder trees.

I haven't used OPM, so I don't know where it would cause an issue, unless it's messing with stock planet textures.

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Turns out there were 2 copies of the city lights in the boulderco folder. I've deleted those and the city lights seem to be back to normal

Good deal Chimer4! Glad you got the city lights working properly again.

Is the other stuff still all messy (Pinkish Laythe, sunflare issue, OPM not showing?) for you? If OPM is not showing up, be sure you have all the required OPM stuff. I think CaptRobau recently updated (1.5.2 is current I believe) OPM and when he did it, changed the mods that OPM relies on. It used to be reliant on RSS but now he's using KopernicusTech (a mashup of KittopiaTech and Kopernicus) for adding planets, etc... Be SURE you have the proper requirements for OPM or they will not show.

I know OPM works with TR and EVE because everything is stable on my install. I do run the 32bit application and not 64 however...so that may have something to do with it if you're using x64.

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Laythe is no longer completely pink, although it does have a pinkish glow to it. The OPM planets don't show still, but they were showing before.

When I get to the main menu, the RSS plugin (just the plugin for KSPRC) only shows up to Eeloo whereas before it showed the OPM planets too. But when the game is loading I see OPM mentioned so it would appear that it is getting loaded

Edited by Chimer4
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Laythe is no longer completely pink, although it does have a pinkish glow to it. The OPM planets don't show still, but they were showing before.

When I get to the main menu, the RSS plugin (just the plugin for KSPRC) only shows up to Eeloo whereas before it showed the OPM planets too. But when the game is loading I see OPM mentioned so it would appear that it is getting loaded

Yeah, as I stated in my previous post, when CaptRobau updated OPM from 1.4 to 1.5 version, he removed the RSS component of it and replaced it with KopernicusTech which deals with adding all the planets and their textures now. You can keep RSS (for the KSPRC portion, which is just the gradient of the sky to the horizon (usually fades to white in STOCK, Proot made it Blue and it looks a LOT better IMHO). You will, however, need to add the KopernicusTech stuff from the OPM download.

Also, if you're using CKAN, OPM does NOT install properly, you need to do it manually. I found this out the HARD way when I debugged for about 2 days, only to realize all the KopernicusTech stuff wasn't there...

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Nah I have all of the dependencies installed, but it just seems that OPM doesnt work on 64 bit. I could have sworn that I had seen some of the OPM planets in the sky whilst on the 64 bit version. It's a shame because I have to use opengl on the 32 bit version for it to load properly and I typically get a lower framerate because of it, plus 64 bit doesnt seem to crash too often for me. Oh well, back to 32bit I guess

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Nah I have all of the dependencies installed, but it just seems that OPM doesnt work on 64 bit. I could have sworn that I had seen some of the OPM planets in the sky whilst on the 64 bit version. It's a shame because I have to use opengl on the 32 bit version for it to load properly and I typically get a lower framerate because of it, plus 64 bit doesnt seem to crash too often for me. Oh well, back to 32bit I guess

Yeah, I came to that same unfortunate conclusion (switching over from x64 which was stable for me to x32) when .90 dropped and career mode didn't work because all buildings were Tier3 looks but with Tier1 stats (and unfixable/not upgradeable...which I think was done purposely by SQUAD so they wouldn't have to deal w/career mode users playing x64). 32bit with ActiveTextureManagement basic and I'm running 70 mods (including OPM with KSPRC visuals) with about 1Gb of RAM overhead to spare.

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Yeah, I came to that same unfortunate conclusion (switching over from x64 which was stable for me to x32) when .90 dropped and career mode didn't work because all buildings were Tier3 looks but with Tier1 stats (and unfixable/not upgradeable...which I think was done purposely by SQUAD so they wouldn't have to deal w/career mode users playing x64). 32bit with ActiveTextureManagement basic and I'm running 70 mods (including OPM with KSPRC visuals) with about 1Gb of RAM overhead to spare.

Curious, do you trim your mods so that you only have the portions that you use? I have far less mods than you do, running ATM basic and I'm hovering right at the crash threshold constantly. LOL

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