Dux Aquila Posted October 21, 2018 Share Posted October 21, 2018 I understand that none of the existing suits to date packs are compatible with version 1.5.1. Is there any template to update them? Quote Link to comment Share on other sites More sharing options...
shaw Posted October 21, 2018 Author Share Posted October 21, 2018 2 hours ago, theJesuit said: Thanks for the update. So much good stuff... but this and the skyboxes are the reason I use this mod such is life. Still... I cam get this from other mods as mentioned above and I am grateful for the suit and skybox replacement option! Peace. What other mods have this feature? And is there any pod around that still has helmets enabled? 4 minutes ago, Dux Aquila said: I understand that none of the existing suits to date packs are compatible with version 1.5.1. Is there any template to update them? The vintage suits are still compatible, e.g. the one @Omega482 posted 2 pages back. The textures can probably be found in some of the *.assets files in KSP_Data directory. I used https://zenhax.com/viewtopic.php?t=36 to rip them years ago, but I'm not sure if it still works with the current Unity. Quote Link to comment Share on other sites More sharing options...
shaw Posted October 21, 2018 Author Share Posted October 21, 2018 The next thing I plan to axe is the texture loader: texture compression + mipmap generation + texture unloading. In the past years it became obsolete, especially since the introduction of DDS support. In the early days of TR, many mods used PNGs and JPEGs, which were missing mipmaps, were not compressed (when loaded in RAM and on GPU) and stayed in RAM after KSP loaded. Then DDS came, where the textures are pre-compressed, mipmaps are pre-generated and KSP loads them directly to GPU; no more shadowing them in RAM, which means the problems TR loader was designed to solve have gone away (and since DDSes are not shadowed in RAM TR cannot touch them, anyway). And, of course, we now have 64-bit KSP and more powerful PC, so there's generally much more RAM available to waste. These features are already disabled since TR 3.2 as they usually create more problems than they solve. Actually the only problem they now solve is sloppyness of modders using wrong texture formats, so better solution for fixing this is reporting such issues to mod autors. Quote Link to comment Share on other sites More sharing options...
Omega482 Posted October 21, 2018 Share Posted October 21, 2018 @shaw Hi, I've been working on retexturing the new suits in 1.5. I've managed to get the DEFAULT suit folder to replace the default suit ingame. I'm running TR 3.3 However, I'm struggling to get the Class suits to show up. The folders seem to load in the TR window but the suit tex won't show up. I've probably got it set up wrong. Could you give me a hand? Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted October 21, 2018 Share Posted October 21, 2018 4 minutes ago, Omega482 said: I've been working on retexturing the new suits in 1.5. I've been working on this myself but am probably several steps behind you. I've been using GregroxMun's MultiColor Suit Pack for a long time and rely on the colors to identify rolls. If I can export the default suit so that it works in Texture Replace, a simple changing of stripe colors will solve my problems. Quote Link to comment Share on other sites More sharing options...
Omega482 Posted October 21, 2018 Share Posted October 21, 2018 Nevermind, I got it working! Color-coded stripes and a veteran EVA suit! Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted October 21, 2018 Share Posted October 21, 2018 anyluck with the visors yet? and mind explaining how you did it? Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 21, 2018 Share Posted October 21, 2018 23 minutes ago, Omega482 said: Nevermind, I got it working! Color-coded stripes and a veteran EVA suit! I love veteran EVA suits. I wish the helmet could have orange on it too. I kind of see how you got the vet EVA suit, I think your using the IVA texture. Anyways, I can't wait to try everyone new suits. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 21, 2018 Share Posted October 21, 2018 @shaw Could you provide me a list of the material names and texture names for all the kerbal parts on the vintage suits? I can create a ModuleManager cfg that will make it look like Gemini/Mercury with the shiny/reflective surface using the new 1.5 shader. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 21, 2018 Share Posted October 21, 2018 4 hours ago, shaw said: The next thing I plan to axe is the texture loader: texture compression + mipmap generation + texture unloading. In the past years it became obsolete, especially since the introduction of DDS support. In the early days of TR, many mods used PNGs and JPEGs, which were missing mipmaps, were not compressed (when loaded in RAM and on GPU) and stayed in RAM after KSP loaded. Then DDS came, where the textures are pre-compressed, mipmaps are pre-generated and KSP loads them directly to GPU; no more shadowing them in RAM, which means the problems TR loader was designed to solve have gone away (and since DDSes are not shadowed in RAM TR cannot touch them, anyway). And, of course, we now have 64-bit KSP and more powerful PC, so there's generally much more RAM available to waste. These features are already disabled since TR 3.2 as they usually create more problems than they solve. Actually the only problem they now solve is sloppyness of modders using wrong texture formats, so better solution for fixing this is reporting such issues to mod autors. I've come back to the game with-in the month, I was away from the game maybe 2 years. I'm glad to hear Squad finally introduced DDS support, I remember in the past it was a pain. Love that KSP is now in 64bit. Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted October 21, 2018 Share Posted October 21, 2018 34 minutes ago, Omega482 said: Color-coded stripes and a veteran EVA suit! Share! Share! Share! Quote Link to comment Share on other sites More sharing options...
Omega482 Posted October 21, 2018 Share Posted October 21, 2018 18 minutes ago, COL.R.Neville said: anyluck with the visors yet? and mind explaining how you did it? Are you asking me how I retextured them? The visors work just the same as the did before 1.5. Here they are with %50 alpha gold. Bug report: It seems that female kerbals don't have real-time reflections applied. @shaw Quote Link to comment Share on other sites More sharing options...
Stevie_D Posted October 21, 2018 Share Posted October 21, 2018 43 minutes ago, Omega482 said: Nevermind, I got it working! Color-coded stripes and a veteran EVA suit! I agree with @CaptKordite, i do hope you release those suits, @Omega482. They are the perfect blend of traditional spacesuit and job-specific colouring. I would love to use them in my 1.5 playthrough, and i bet a lot of other folks would, too. :) Quote Link to comment Share on other sites More sharing options...
shaw Posted October 21, 2018 Author Share Posted October 21, 2018 1 minute ago, Omega482 said: Bug report: It seems that female kerbals don't have real-time reflections applied. @shaw I know, will be fixed in TR 3.4 (development version). Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 21, 2018 Share Posted October 21, 2018 You know what is a shame, those EVA Kerbal parachutes, hide the backside of the EVA suit. Squad did a good job with the backside of the EVA suit, but we can't see it. I wish Squad or a mod would allow a player to toggle them off and on, remove them when not needed. Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted October 21, 2018 Share Posted October 21, 2018 (edited) is it png or dds for the visor texture and its still named EVAvisor and goes in the default folder right? got it all sorted now thanks for the help appreciate it. Edited October 22, 2018 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
Omega482 Posted October 21, 2018 Share Posted October 21, 2018 (edited) AAAAnd it's released: Class Color suits for KSP 1.5 by Omega482 on SPACEDOCKFeatures the NEW texture layouts for KSP 1.5 Pilot, Engineer, and Scientist class EVA Included Plus Veteran Orange suit EVAsuit Liscence: Attribution-NonCommercial-ShareAlike 3.0 Unported (CC BY-NC-SA 3.0) Edited October 21, 2018 by Omega482 Quote Link to comment Share on other sites More sharing options...
GDJ Posted October 21, 2018 Share Posted October 21, 2018 Jeepers, you guys and gals moved fast on this one! Kudo's!! Quote Link to comment Share on other sites More sharing options...
CaptKordite Posted October 21, 2018 Share Posted October 21, 2018 2 hours ago, Omega482 said: Pilot, Engineer, and Scientist class EVA Included You've done a much better job that I every could have done. Do you think you could get a Gold (Yellow) in there as well? I tend to use the Star Trek colors Gold=Pilot, Blue=Science, Red=Engineering. Quote Link to comment Share on other sites More sharing options...
Electrocutor Posted October 21, 2018 Share Posted October 21, 2018 2 hours ago, Omega482 said: AAAAnd it's released: Class Color suits for KSP 1.5 by Omega482 on SPACEDOCKFeatures the NEW texture layouts for KSP 1.5 Pilot, Engineer, and Scientist class EVA Included Plus Veteran Orange suit EVAsuit Liscence: Attribution-ShareAlike 2.5 Generic (CC BY-SA 2.5) Any chance you'll continue your work to support all the USI classes? Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 21, 2018 Share Posted October 21, 2018 (edited) 3 hours ago, Omega482 said: AAAAnd it's released: Class Color suits for KSP 1.5 by Omega482 on SPACEDOCKFeatures the NEW texture layouts for KSP 1.5 Pilot, Engineer, and Scientist class EVA Included Plus Veteran Orange suit EVAsuit Liscence: Attribution-ShareAlike 2.5 Generic (CC BY-SA 2.5) Could you do a class color using the Community Trait Colors? Thanks. Edited October 21, 2018 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
jlcarneiro Posted October 22, 2018 Share Posted October 22, 2018 19 hours ago, CaptKordite said: Started trying to take some of the older skins and adapt them to the newer version. Bob was supposed to have a mustache but because I saved as a PNG file instead of a DDS, the skin was applied upside down so he ended up with a monobrow, a neckbeard, and a yarmulka. Now I'm confused: isn't Bill the one with a moustache and Bob the one with the beard and moustache? Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 22, 2018 Share Posted October 22, 2018 (edited) If anyone wants to use my head default config setup for the main four, here is the what I got: Jeb - male26 Bill - male40 Bob - male52 Val - female12 Remember the config to edit it is called TR.cfg and located here: Kerbal Space Program\GameData\TextureReplacer I like the beard scruff on Bill more than the default Jeb. Bill the Engineer being so busy with engineering stuff might not have time to shave everyday. Jeb has to look cool and good, since he is Jeb. Val, I like a more Red hair, stands out more with the rest of the boys. And Bob, is Bob. Edited October 22, 2018 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 22, 2018 Share Posted October 22, 2018 17 hours ago, shaw said: What other mods have this feature? And is there any pod around that still has helmets enabled? KIS apparently. I thought there was another one (besides TRR). But that may be long gone. For some reason I thought it was Hullcam VDS but maybe not. Peace. Quote Link to comment Share on other sites More sharing options...
therealcrow999 Posted October 22, 2018 Share Posted October 22, 2018 (edited) @shawI took Omega482 EVAvisor.dds from his Class Color suits above this thread, I put it in the Default folder but when I am in game it doesn't work at all, but if I put the one file in Suits and create a folder in there, then the EVAvisor.dds works in game on all suits. I also was playing around with Omega482 Orange Suit only on a separate save and attach it to Vets with this code: TextureReplacer { GenericKerbals { excludedSuits = whiteSuite_diffuse } CustomKerbals { Jebediah Kerman = whiteSuite_diffuse Bill Kerman = whiteSuite_diffuse Bob Kerman = whiteSuite_diffuse Valentina Kerman = whiteSuite_diffuse } } It was acting a little weird. Edited October 22, 2018 by therealcrow999 Quote Link to comment Share on other sites More sharing options...
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