Tarheel1999 Posted May 23, 2016 Share Posted May 23, 2016 From the previous page: On May 17, 2016 at 10:48 AM, RangeMachine said: Finally, I restored visor reflections shader. I spent many time to find a way to render atmosphere layer, but it's no result. So it's like an old reflections, without atmosphere. You can download updated plugin from my GitHub fork, until @shaw updating his main branch. Reveal hidden contents And on the page before that you can find Shaw's comment on fixes to visors. Quote Link to comment Share on other sites More sharing options...
necKros Posted May 23, 2016 Share Posted May 23, 2016 On 11/5/2015 at 0:48 AM, necKros said: Some progress, with that redhead texture someone requested. Hey, I'm releasing this small texture pack I announced one year ago (dang, time flies). I'm actually releasing the psd too, so you can make your own custom versions of these heads (the layers are almost ordered). I have to say the UVs are a big wonky, since I never managed to ged my hands on the actual UV map of the (then) new female head. Luckily seams are on the back of the head and aren't very noticeable. I haven't played much 1.1, but I just tested them and they look fine. Well, here's the link, you can add it to any compilation or listing you wish: https://www.dropbox.com/sh/75a5d5lcphugybq/AAAJsCaDuQaG-HOQUeb4pHi7a?dl=0 Quote Link to comment Share on other sites More sharing options...
shaw Posted May 24, 2016 Author Share Posted May 24, 2016 On 22. 5. 2016 at 9:17 PM, tg626 said: Odd behavior: I made a slightly modified texture for the stock fairings (removed the U and yellow stripe), if I place it in the squad directory, overwriting the original, it works. But if I place it under "TextureReplacer/default/squad/parts/aero/fairings" all the fairings turn grey inside and out. It probably uses some special shaders, since it has to generate/tile texture depending on the size of a fairing. TR's texture replacement is done for a general case, and usually breaks when some "magic" is done with that texture. Quote Link to comment Share on other sites More sharing options...
tg626 Posted May 24, 2016 Share Posted May 24, 2016 (edited) Hmm. I'll have to try the Model node trick then... Big bag o' nope. Turns out the texture for the fairings themselves is defined as a value in a module entry. So I did up a MM config like below, and now my texture (stored under GameData/Custom/Parts/...etc.) shows in game. @PART[fairingSize1] { @MODULE[ModuleProceduralFairing] { @TextureURL = Custom/Parts/Aero/fairings/fairings_diff } } @PART[fairingSize2] { @MODULE[ModuleProceduralFairing] { @TextureURL = Custom/Parts/Aero/fairings/fairings_diff } } @PART[fairingSize3] { @MODULE[ModuleProceduralFairing] { @TextureURL = Custom/Parts/Aero/fairings/fairings_diff } } Big fairings start looking kinda dopey with tiled repeating stripes up the side. I just wish I could do some sort of Black/White Saturn-esque pattern, but the texture makes narrow stripes when I try, Edited May 24, 2016 by tg626 Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 24, 2016 Share Posted May 24, 2016 Hello, everyone, I'm looking for a specific suit texture pack. I've looked for it throughout this thread but found nothing. It was mostly white and blue, and the most distinctive thing it came with was an IVA suit for Scientists that made them look like they had a lab coat and tie on underneath the space suit. It was super classy. Does that ring a bell with anyone? Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted May 25, 2016 Share Posted May 25, 2016 (edited) 8 hours ago, theonegalen said: Hello, everyone, I'm looking for a specific suit texture pack. I've looked for it throughout this thread but found nothing. It was mostly white and blue, and the most distinctive thing it came with was an IVA suit for Scientists that made them look like they had a lab coat and tie on underneath the space suit. It was super classy. Does that ring a bell with anyone? I think this is the one you're looking for: (The link was in the OP: “Scart91’s Texture Pack”.) Edited May 25, 2016 by UnanimousCoward Quote Link to comment Share on other sites More sharing options...
kBob Posted May 25, 2016 Share Posted May 25, 2016 (edited) Any idea if the NavBall problem will be fixed or is fixable? The old add-on made for this by xEvilReeperx is also is broken http://forum.kerbalspaceprogram.com/index.php?/topic/63113-making-high-contrast-nav-ball/#comment-958387 . I'd like to come back to this game but I have such trouble seeing the default NavBall. Guess I came back one version too late :). Thanks for any info. Edit: XEvilReeperx has updated and improved the NavBall texture replacer in the above link. Edited June 3, 2016 by kBob Quote Link to comment Share on other sites More sharing options...
MaximilianPs Posted May 27, 2016 Share Posted May 27, 2016 On 23/5/2016 at 9:26 PM, necKros said: https://www.dropbox.com/sh/75a5d5lcphugybq/AAAJsCaDuQaG-HOQUeb4pHi7a?dl=0 Those are amazing, did you made something like this for male too, if you didn't you *SHOULD* ! ? =) Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 28, 2016 Share Posted May 28, 2016 I get this with Indicator Lights when TR is installed: [ERR 01:26:57.855] Agent: Failed to scale the logo [IndicatorLights/Agencies/Blinkenlights] into a logoScaled. Exception: UnityEngine.UnityException: Texture 'IndicatorLights/Agencies/Blinkenlights' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels (int,int,int,int,int) at UnityEngine.Texture2D.GetPixels (Int32 miplevel) [0x00000] in <filename unknown>:0 at UnityEngine.Texture2D.GetPixels () [0x00000] in <filename unknown>:0 at Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) [0x00000] in <filename unknown>:0 Does there need to be an exception config or something to keep this file readable? Quote Link to comment Share on other sites More sharing options...
shaw Posted May 28, 2016 Author Share Posted May 28, 2016 17 hours ago, Gaiiden said: I get this with Indicator Lights when TR is installed: [ERR 01:26:57.855] Agent: Failed to scale the logo [IndicatorLights/Agencies/Blinkenlights] into a logoScaled. Exception: UnityEngine.UnityException: Texture 'IndicatorLights/Agencies/Blinkenlights' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels (int,int,int,int,int) at UnityEngine.Texture2D.GetPixels (Int32 miplevel) [0x00000] in <filename unknown>:0 at UnityEngine.Texture2D.GetPixels () [0x00000] in <filename unknown>:0 at Contracts.Agents.Agent..ctor (System.String name, System.String logoURL, System.String logoScaledURL) [0x00000] in <filename unknown>:0 Does there need to be an exception config or something to keep this file readable? Yes, add it to keepReadable. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 29, 2016 Share Posted May 29, 2016 13 hours ago, shaw said: Yes, add it to keepReadable. You mean like this inside a .cfg file? TextureReplacer { keepReadable = ^IndicatorLights/Agencies/ } Sry I haven't been able to find any reference to keepReadable... did you perhaps mean to say keepLoaded? Quote Link to comment Share on other sites More sharing options...
shaw Posted May 29, 2016 Author Share Posted May 29, 2016 (edited) 5 hours ago, Gaiiden said: You mean like this inside a .cfg file? TextureReplacer { keepReadable = ^IndicatorLights/Agencies/ } Sry I haven't been able to find any reference to keepReadable... did you perhaps mean to say keepLoaded? Oops, you're right, keepLoaded. Edited May 29, 2016 by shaw Quote Link to comment Share on other sites More sharing options...
Iamsodarncool Posted May 31, 2016 Share Posted May 31, 2016 Anybody else getting the bug where kerbals' mouths flap (like this)? Is there a known fix? Quote Link to comment Share on other sites More sharing options...
robotguy4 Posted June 1, 2016 Share Posted June 1, 2016 On 5/23/2016 at 9:26 AM, necKros said: Hey, I'm releasing this small texture pack I announced one year ago (dang, time flies). I'm actually releasing the psd too, so you can make your own custom versions of these heads (the layers are almost ordered). I have to say the UVs are a big wonky, since I never managed to ged my hands on the actual UV map of the (then) new female head. Luckily seams are on the back of the head and aren't very noticeable. I haven't played much 1.1, but I just tested them and they look fine. Well, here's the link, you can add it to any compilation or listing you wish: https://www.dropbox.com/sh/75a5d5lcphugybq/AAAJsCaDuQaG-HOQUeb4pHi7a?dl=0 I really like these textures. Here's a config file I made for them so they'll assign these as female faces: https://dl.dropboxusercontent.com/u/1324874/NecKrosConfig.zip I'm also going to experiment with the template some. Would anyone like some covered eyes textures? Quote Link to comment Share on other sites More sharing options...
sebi.zzr Posted June 1, 2016 Share Posted June 1, 2016 17 hours ago, Iamsodarncool said: Anybody else getting the bug where kerbals' mouths flap (like this)? Is there a known fix? The answer is on page 50. Quote Link to comment Share on other sites More sharing options...
Iamsodarncool Posted June 1, 2016 Share Posted June 1, 2016 Thank you very much @sebi.zzr! For anyone else who needs it, you have to disable visor reflections since the shader is broken right now. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted June 1, 2016 Share Posted June 1, 2016 @shaw I've found a bug. The kerbals mouths keep moving super fast. On 1/16/2015 at 10:46 AM, ahappydude said: I totally agree with those reflections! So nice having it deepspace, in eva. If the screen is to big let me know and i make it smaller cheers for your work!! where can I get this? Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted June 1, 2016 Share Posted June 1, 2016 (edited) 45 minutes ago, The-Doctor said: where can I get this? You mean the reflections? Get the updated version of TR linked in this post: Make sure reflections are set to "real" in TR's settings. I think it's the default setting anyway, though. Edited June 1, 2016 by UnanimousCoward Quote Link to comment Share on other sites More sharing options...
oguz Posted June 10, 2016 Share Posted June 10, 2016 On 01.06.2016 at 9:16 PM, UnanimousCoward said: You mean the reflections? Get the updated version of TR linked in this post: Make sure reflections are set to "real" in TR's settings. I think it's the default setting anyway, though. Hello dear UnanimousCoward, i downloaded that link and put folders into GameData folder, but reflections doesnt work.. Where to put those "extras" folder ? Can you help me Quote Link to comment Share on other sites More sharing options...
Korbit Posted June 10, 2016 Share Posted June 10, 2016 (edited) After upgrading to KSP 1.0.5 I lost the TextureReplacer icon in the mod toolbar. Now I've updated to 1.1.2 and still have no icon in the mod toolbar. I'd appreciate it if someone could give me a heads up as to what to tweak to remedy this. Thanks~ EDIT: I went into the TextureReplacer/Plugins folder and converted the icon.dds file to a jpg file. TextureReplacer is now back in the mod toolbar! RE-EDIT: I just found out how much I don't know! After "fixing" the icon I went into the VAB and the icon was gone again. It dawned on me that the TextureReplacer Icon is only visible on the KSC screen. Restored the original .dds icon file and all is well. Edited June 10, 2016 by Korbit Problem Solved; Actually problem Never Existed! Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted June 10, 2016 Share Posted June 10, 2016 (edited) On 5/31/2016 at 6:10 PM, Iamsodarncool said: Anybody else getting the bug where kerbals' mouths flap (like this)? Is there a known fix? Yes. I do have this too. Is it related to texture replacer? I did not try to fix it but it got me wondering. For me, the visor reflection is broken probably but another mod: The half bottom part of the visor is missing... About the flapping mouth: Could it be related to faces that also have a normal map defined? Edit: Humm the one shown on the link you provided seem to be a stock kerbal female face... right? So no normal map I think for them? Edited June 10, 2016 by Galenmacil Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted June 10, 2016 Share Posted June 10, 2016 On 6/1/2016 at 6:05 AM, robotguy4 said: I really like these textures. Here's a config file I made for them so they'll assign these as female faces: https://dl.dropboxusercontent.com/u/1324874/NecKrosConfig.zip I'm also going to experiment with the template some. Would anyone like some covered eyes textures? Thanks for these great looking Female Kerbal face texture! However, this is not really a complain, but can we get the files in PNG or DDS instead of JPG? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 10, 2016 Share Posted June 10, 2016 3 hours ago, Galenmacil said: Yes. I do have this too. Is it related to texture replacer? I did not try to fix it but it got me wondering. For me, the visor reflection is broken probably but another mod: The half bottom part of the visor is missing... About the flapping mouth: Could it be related to faces that also have a normal map defined? Edit: Humm the one shown on the link you provided seem to be a stock kerbal female face... right? So no normal map I think for them? He answered his own problem a few posts below his question Quote Link to comment Share on other sites More sharing options...
Derpiderp Posted June 11, 2016 Share Posted June 11, 2016 Where do i put the content from the Extra folder in the Texturereplacer.zip Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 11, 2016 Share Posted June 11, 2016 8 hours ago, Derpiderp said: Where do i put the content from the Extra folder in the Texturereplacer.zip Anywhere inside your /Gamedata folder Quote Link to comment Share on other sites More sharing options...
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