Kerbart Posted June 10, 2018 Share Posted June 10, 2018 AVC tells me there's a 3.2 version but it's not on Curse or Spacedock? Quote Link to comment Share on other sites More sharing options...
TheKurgan Posted June 11, 2018 Share Posted June 11, 2018 same Quote Link to comment Share on other sites More sharing options...
Snark Posted June 13, 2018 Share Posted June 13, 2018 Hello, An interesting compatibility problem has recently turned up between TextureReplacer and IndicatorLights. The symptom is that when TextureReplacer is installed, IndicatorLights parts show up with flat black textures on them. Discussion here: ...There was a similar TextureReplacer / IndicatorLights compatibility problem back when IL was new, that was solved by adding a compatibility patch, and the two were working together fine for a long time. However, recently it seems to have gotten broken again. As far as I can tell, I haven't made any changes to IL in the last year that would have affected this at all, so I'm guessing that either TextureReplacer made some sort of change that re-introduced the problem (perhaps I need to update my compatibility patch?), or else KSP itself made some change that may have broken the compatibility. I'm guessing this is a recent issue, but it's unclear just when it cropped up. Was just wondering: does anyone here know of anything specific that may have changed in TextureReplacer in recent months that could have caused this? Is there any chance it's a TR bug? Or do I need to update the TR compatibility patch in IndicatorLights? Something else? (Details in the post linked above). Any tips much appreciated! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 13, 2018 Share Posted June 13, 2018 On 6/10/2018 at 6:35 PM, Kerbart said: AVC tells me there's a 3.2 version but it's not on Curse or Spacedock? Something was changed in the repo 4 days ago, but not compiled or released. Dunno why KSP-AVC shows this then ... Quote Link to comment Share on other sites More sharing options...
Aeroboi Posted June 27, 2018 Share Posted June 27, 2018 I play ksp 1.4.3. Whenever I install this mod on my heavily modded install the game stops being able to load, save and launch ships from the VAB/SPH. Dragging texture replacer out of the gamedata folder and this problem goes away. This MUST be a conflict with another mod because it doesn't happen on a clean gamedata folder. I tried to troubleshoot this but I have 100+ mods so it isn't easy. I also read a few pages back but it isn't soon until I read posts from January. Maybe @shaw knows about any conflict known to cause this behaviour. So far I can't find the other mod(s) triggering this issue with texture replacer and I prefer the other mods if texture replacer doesn't combine. All I can hope I find this other mod and hope it's sacrificial so I can still use this. Quote Link to comment Share on other sites More sharing options...
shaw Posted June 28, 2018 Author Share Posted June 28, 2018 The most likely reasons are texture unloading, compression and mipmaps. Set them all to "never" in a config file. E.g. create a file "something.cfg" with the following contents and put it into GameData/TextureReplacer. TextureReplacer { isCompressionEnabled = never isMipmapGenEnabled = never isUnloadingEnabled = never } Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted June 29, 2018 Share Posted June 29, 2018 Hello again, folks! Good to have you back, @shaw! With the release of KSP 1.4.4, I'm back from Cities Skylines and Crusader Kings 2... I'm in the painful phase of finding and downloading desired mods and have just tried TR3.1. I think I made it work, with the exception the heads skins. I 've renamed the folder, created the subfolders and renamed the files but, using the GUI, female heads are shown to male kerbals... Did I miss something? Once again, thanks for the GREAT WORK! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 29, 2018 Share Posted June 29, 2018 On 6/13/2018 at 12:32 PM, Gordon Dry said: Something was changed in the repo 4 days ago, but not compiled or released. Dunno why KSP-AVC shows this then ... If he updated the .version file on git hub then KSP AVC will see that and use that as the current Quote Link to comment Share on other sites More sharing options...
shaw Posted June 29, 2018 Author Share Posted June 29, 2018 3 hours ago, jlcarneiro said: Hello again, folks! Good to have you back, @shaw! With the release of KSP 1.4.4, I'm back from Cities Skylines and Crusader Kings 2... I'm in the painful phase of finding and downloading desired mods and have just tried TR3.1. I think I made it work, with the exception the heads skins. I 've renamed the folder, created the subfolders and renamed the files but, using the GUI, female heads are shown to male kerbals... Did I miss something? Once again, thanks for the GREAT WORK! TR determines sex from texture names now. Check the README or OP. Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted June 30, 2018 Share Posted June 30, 2018 I'm sorry but TextureReplacerReplaced is better. Almost none of the textures in the library even have valid links anymore, and I can't understand how to get TR to recognize kerbal heads (I still have the files for diverse kerbal heads and some GPP head textures) because your explanation makes no sense to me as someone who does not know how to make mods whereas TRR did and was more straightforward. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 30, 2018 Share Posted June 30, 2018 @Pavel check the config of for example Diverse Kerbal Heads. When it says TRR you have to replace it by TR ... I hope you know what I mean ... Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted July 1, 2018 Share Posted July 1, 2018 (edited) 20 hours ago, Gordon Dry said: @Pavel check the config of for example Diverse Kerbal Heads. When it says TRR you have to replace it by TR ... I hope you know what I mean ... This doesn't work because TR reads configs, files, and file names differently than TRR and my diverse kerbal heads file was from TRR. All of the links in the OP in this thread are dead. Edited July 1, 2018 by Pavel ☭ Quote Link to comment Share on other sites More sharing options...
EdwardB3020 Posted July 4, 2018 Share Posted July 4, 2018 um when I loaded the game with Texture Replacer I don't see any visor reflections. Odd Quote Link to comment Share on other sites More sharing options...
Galileo Posted July 4, 2018 Share Posted July 4, 2018 5 minutes ago, Trekkie148 said: um when I loaded the game with Texture Replacer I don't see any visor reflections. Odd If you are on 1.4.x, they don’t work. This has already been said by the devs numerous times. Quote Link to comment Share on other sites More sharing options...
EdwardB3020 Posted July 4, 2018 Share Posted July 4, 2018 1 hour ago, Galileo said: If you are on 1.4.x, they don’t work. This has already been said by the devs numerous times. ok thanks for letting me know. I do hope it gets fixed soon! Quote Link to comment Share on other sites More sharing options...
TheAnonymous Posted July 4, 2018 Share Posted July 4, 2018 Hi, so I'm very noob when it comes to making config files, so I'm just gonna ask. How do I make Diverse Kerbal Heads work? Do I have to rename the "Head" files to "Skins"? What should I do? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 12, 2018 Share Posted July 12, 2018 As @Galileo said, also the newest repo from Dukacar has the visors not working / pink. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 13, 2018 Share Posted July 13, 2018 10 hours ago, Gordon Dry said: As @Galileo said, also the newest repo from Dukacar has the visors not working / pink. I was just about to ask if the reflection plugin was working but it sounds like its not? I was just about to ask if you wanted to me update WindowShine to work with your new release I'll wait on that thought though until reflections are up again. Its good to see you again Shaw Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 13, 2018 Share Posted July 13, 2018 @Avera9eJoe I just found out this: Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted July 13, 2018 Share Posted July 13, 2018 1 hour ago, Gordon Dry said: @Avera9eJoe I just found out this: Yeah - TRR is what WindowShine is currently running off. @Trekkie148 was wanting me to revert to TR again as its updated for 1.4.4 - the reflection plugin sounds like its still down though. Quote Link to comment Share on other sites More sharing options...
EdwardB3020 Posted July 13, 2018 Share Posted July 13, 2018 8 hours ago, Avera9eJoe said: Yeah - TRR is what WindowShine is currently running off. @Trekkie148 was wanting me to revert to TR again as its updated for 1.4.4 - the reflection plugin sounds like its still down though. I think Rage Machine's version of texture replacer has reflections working. Quote Link to comment Share on other sites More sharing options...
shaw Posted July 14, 2018 Author Share Posted July 14, 2018 (edited) All 3.x releases from official TR have working reflections and 3.2 also has working visor relections. Tested on Linux and Windows. Edited July 14, 2018 by shaw Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 14, 2018 Share Posted July 14, 2018 Well, it did not work for me until I use the shaders mentioned above. KSP x64 -force-glcore TU Quote Link to comment Share on other sites More sharing options...
dafidge9898 Posted July 16, 2018 Share Posted July 16, 2018 Is it possible to change the actual size of the kerbals? I play realism overhaul, and would like my kerbals to be average human height, not three feet tall. Thank you! Quote Link to comment Share on other sites More sharing options...
shaw Posted July 16, 2018 Author Share Posted July 16, 2018 1 hour ago, dafidge9898 said: Is it possible to change the actual size of the kerbals? I play realism overhaul, and would like my kerbals to be average human height, not three feet tall. Thank you! No. On 7/14/2018 at 9:25 PM, Gordon Dry said: Well, it did not work for me until I use the shaders mentioned above. KSP x64 -force-glcore TU How it doesn't work? No visor reflections or pink visor? What about without any additional flags (Direct3D)? Could you upload your logs? Quote Link to comment Share on other sites More sharing options...
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