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[0.25] Astronomer's Visual Pack - Interstellar V2


Astronomer

Which features do you like the most?  

1,335 members have voted

  1. 1. Which features do you like the most?

    • Semi-Procedural Auroras
      158
    • Clouds for Eve & Jool
      231
    • 29MB Lightning
      121
    • Lens Flare
      121
    • Snow
      164
    • Sandstorms and Surface Dust
      262
    • Atmospheric Scattering
      208
    • Interstellar Music Replacement
      108
    • New Sun
      119
    • Surface Glow
      156


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I manually replaced all the cloud textures with the ones from the .zip and it seemed to fix the problem...except that Kerbin is now very blue. I think I messed up one of the configs by playing with the ALT+N window earlier today and couldn't reverse it. I'll try replacing the configs too, but I just wanted to say that it was probably like Stibbons said and the textures were corrupt.

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Can anyone speak to the ckan installation of this mod? I've decided to use ckan for as much as possible after massive glitches caused by conflicting mods (especially textures). There's a huge list of Astronomer's pack mods on ckan, and I don't know whether I need to install them in a specific order or anything. My understanding is that sequencing mod installations is not yet handled by ckan. Any advice?

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Crashes on me after load screen, seems to be the clouds folder from step three causing the CTD.. any ideas?

It crashed on me too when I first installed it. Pretty sure it was ATM spiking the memory usage when it does its thing with the textures.

Two possible solutions: run the game with the "-force-opengl" argument. This may save enough RAM to get the game to finish loading. After that, if OpenGL performance isn't good enough for you, you can switch back to DirectX. Personally, OpenGL works just fine for me, and it saves me over a gig of RAM - which means moar mods!

If you're already using OpenGL or that doesn't work for you, try starting the game with the (unstable) 64-bit .exe file. I wouldn't play it on 64-bit, but it should let ATM finish what it's doing. When it finishes loading, quit out and restart with the normal .exe file.

Also bear in mind that ATM can take a very long time to process the textures on first run-through - like 20 mins or half an hour. Subsequent starts should be much quicker, though.

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it seems like for me theres 2 layers of the same clouds when i go into map mode, anyway to fix it?

Did you copy over all the .cfg files? That used to happen for me with Better Atmospheres if I didn't delete the original cloudLayers.cfg file. IIRC, Astronomer's pack includes a replacement cloudLayers.cfg file which wipes out the original layers. You could try reinstalling that file and see if it helps. Or you can hit Alt+N in the map view to bring up EVE's config window and try deleting the extra layer from there.

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An update to .90 would be good...

The name of the thread is the one thing that needs updating. Those visual packs are configs for other plugins, *they* have been updated for 0.90 and work with reasonable stability.

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I manually replaced all the cloud textures with the ones from the .zip and it seemed to fix the problem...except that Kerbin is now very blue. I think I messed up one of the configs by playing with the ALT+N window earlier today and couldn't reverse it. I'll try replacing the configs too, but I just wanted to say that it was probably like Stibbons said and the textures were corrupt.

I fixed it by goign to GameData, ATM folder, cache, deleting the Boulderco folder thing in there, then running the game a few times (Crashes first two or so). Works now... except too much RAM. Maybe 70+ mods is a bad idea...

This limit is just beyond ridicolous.

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I fixed it by goign to GameData, ATM folder, cache, deleting the Boulderco folder thing in there, then running the game a few times (Crashes first two or so). Works now... except too much RAM. Maybe 70+ mods is a bad idea...

This limit is just beyond ridicolous.

I've got a very heavily-modded 0.25 install working with ATM. One thing that can help is to get a tool like WinDirStat on the cache folder to see which folders (or files) are the biggest. By default, ATM will only compress normalmaps if it is told it's okay to do so, with an ATM config like this:


ACTIVE_TEXTURE_MANAGER_CONFIG
{
folder = Foobar
enabled = true
}

Otherwise, normalmaps will be mipmapped but not compressed, leading to an increase in file size. You'll know this is happening if you see the ".tcache" file corresponding to a big compressed texture (it's a plain text file) say something like:


is_normal = True
is_compressed = False

If that's the case adding an ACTIVE_TEXTURE_MANAGER_CONFIG to "enable" aggressive crunching of that folder will help. It will also reduce visual quality, but that's a tradeoff you'll have to make for yourself. See this test I did with Hangar.

Another thing to try (which I've done on this 0.25 install) is to go into BoulderCo.cfg and change the two scale options to "2" -- shrinking the big cloud textures from 8K to 4K. Again, a little bit of visual quality loss, but some pretty hefty memory savings.

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I've got a very heavily-modded 0.25 install working with ATM. One thing that can help is to get a tool like WinDirStat on the cache folder to see which folders (or files) are the biggest. By default, ATM will only compress normalmaps if it is told it's okay to do so, with an ATM config like this:


ACTIVE_TEXTURE_MANAGER_CONFIG
{
folder = Foobar
enabled = true
}

Otherwise, normalmaps will be mipmapped but not compressed, leading to an increase in file size. You'll know this is happening if you see the ".tcache" file corresponding to a big compressed texture (it's a plain text file) say something like:


is_normal = True
is_compressed = False

If that's the case adding an ACTIVE_TEXTURE_MANAGER_CONFIG to "enable" aggressive crunching of that folder will help. It will also reduce visual quality, but that's a tradeoff you'll have to make for yourself. See this test I did with Hangar.

Another thing to try (which I've done on this 0.25 install) is to go into BoulderCo.cfg and change the two scale options to "2" -- shrinking the big cloud textures from 8K to 4K. Again, a little bit of visual quality loss, but some pretty hefty memory savings.

0.25 seems like it is a lot more mod friendly. 0.90 was released too fast if you ask me... I never even played 0.25.

But yeah... good tips. I had sort of guessed most of this stuff from reading around in the files tho :P

Abd the fact that I finally have a more than decent computer, I want to have the absolute best quality I can get now... please? :P

Getting rid of B9 seems to have helped. In contrast to all the other mods which did not help.

It's a pity to not have B9, at the same time the new stock parts are kind of awesome... also have a "few" other part mods so meh.

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detail1.png appears to be causing a crash. Everything else works, but only if I remove that one file...which is quite annoying since it appears to be key to getting clouds to work.

I've tried using lower resolution versions, and even using the 500kb file from Proot's pack, but no joy. It gets to the point where it's loading the main menu and crashes, regardless of using openGL or 32/64 bit.

Hi there.

detail1.png is a non power of two texture. Its dimensions are 8192 (which is ok) times 4167 (non-power of two). Though such textures should be supportet by the major gfx cards since years, it looks like its causing problems, weather its on unity, on nvidia, I don't know. IMHO its a good practice to use "correct" power of two textures.

Resize this texture to a proper power of two format, ie 8192*4096 (or 4096*2048, which looks very nearly identical buts its 1/4th the size.)

There are some clould layers for jool and eve, that are also not power of two. Resize them too. I did this on my install (0.9 @ GTX 980) and it solved all the issues for me. As these are only coulds the slightly different aspect ratio isnt noticable at all. But use a program like Photoshop to resize, I tried it with irfanview and the textures lost their alpha channel. Could be me as I never use(d) irfanview to resize anything though.

Hope that helps :)

PS: I noticed than when KSP runs out of memory, it just crashes. No error message or something. So whenever SOMETHING pops up on a crash its not the ram usage that I investige first.

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Looks like this mod is dead..

You know, just because the thread title still has 0.25 in it, it does not mean that the mod does not work. Just read a few pages back, and you will notice that all relevant dependencies have received updates. Doing a little research yourself is a very good thing if you want to mod your game extensively, believe me.

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You know, just because the thread title still has 0.25 in it, it does not mean that the mod does not work. Just read a few pages back, and you will notice that all relevant dependencies have received updates. Doing a little research yourself is a very good thing if you want to mod your game extensively, believe me.

Also, these generous folks who mod the game for us are doing this in their spare time and must focus on real life for periods of time.

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