V8jester Posted June 12, 2015 Share Posted June 12, 2015 Guys, are there any planet textures that would work with 1.0.2?8K Planet textures. Just update the names of the planets per the scheme listed on the first page, and place them in the Texture Replacer "default" folderhttp://forum.kerbalspaceprogram.com/threads/44135-0-22-Universe-Replacer-v4-0/page67 Quote Link to comment Share on other sites More sharing options...
Eleven Posted June 12, 2015 Share Posted June 12, 2015 I've been using Oinkers skybox for a while, but always just put them in /default. I notice his new release has different formats in /default and /Envmap. What's the diff, and why? Quote Link to comment Share on other sites More sharing options...
Tellion Posted June 13, 2015 Share Posted June 13, 2015 It isn't that new actually Default determines the actual skybox and Envmap (used with much smaller images) is used to create a "fake" skybox reflections on visors, which is much better performance wise than having real ones. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted June 13, 2015 Share Posted June 13, 2015 Guys, are there any planet textures that would work with 1.0.2?Yep! You can download the endraxial DDS planet conversions on the first page. search Endraxial and download the DDS link. Quote Link to comment Share on other sites More sharing options...
Oinker Posted June 14, 2015 Share Posted June 14, 2015 I've been using Oinkers skybox for a while, but always just put them in /default. I notice his new release has different formats in /default and /Envmap. What's the diff, and why?It isn't that new actually Default determines the actual skybox and Envmap (used with much smaller images) is used to create a "fake" skybox reflections on visors, which is much better performance wise than having real ones.Yeah. What he said ^^^. You should really switch to the TextureReplacer reflection plugin. Make sure you copy the optional MM_ReflectionPluginWrapper.cfg to TR's root folder to enable it (or anywhere in GameData). Then grab a copy of Oinker's EVA Visor. The real-time reflection has almost no impact on frame rate. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted June 15, 2015 Share Posted June 15, 2015 I just released a new version of WindowShineTR! Just an FYI for everyone who has been using TextureReplacer with it. Quote Link to comment Share on other sites More sharing options...
locustgate Posted June 21, 2015 Share Posted June 21, 2015 The female kerbals are missing their visors, unmodified texturereplacer. Quote Link to comment Share on other sites More sharing options...
maculator Posted June 22, 2015 Share Posted June 22, 2015 I got some sort of problem:Converted both, the model000.dds and model001.dds to png, edited the 001 with gimp, opend the 000 aswell, saved both with 0 copression or whatsoever, converted them back to dds and put them in Gamedata\textureReplacer\Default\Squad\Parts\Utility\parachuteMk1 and ended up like this:( Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted June 22, 2015 Share Posted June 22, 2015 I got some sort of problem:http://i.imgur.com/VguYUBk.pngConverted both, the model000.dds and model001.dds to png, edited the 001 with gimp, opend the 000 aswell, saved both with 0 copression or whatsoever, converted them back to dds and put them in Gamedata\textureReplacer\Default\Squad\Parts\Utility\parachuteMk1 and ended up like this:(Did you flip the image vertically? When you cross convert from a DDS or PNG you need to flip the image vertically. I have no clue why but you need to. EDIT: I'll give a speedy report as to if TR is compatible with 1.0.3 in a bit. Quote Link to comment Share on other sites More sharing options...
maculator Posted June 22, 2015 Share Posted June 22, 2015 Okay so i convert it from dds to png, edit and flip it vertically, and the convert it back? thanks for that.But much mor thanks for pointing out, that there is a update! Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted June 23, 2015 Share Posted June 23, 2015 K! So it appears as though the current release TextureReplacer works perfectly fine with KSP v1.0.3. WOO!Also note that I updated WindowShine and it now works with TR and 1.0.3 as well. LINK! Quote Link to comment Share on other sites More sharing options...
shaw Posted June 23, 2015 Author Share Posted June 23, 2015 The female kerbals are missing their visors, unmodified texturereplacer.You mean in the main menu? That's stock bug, I tried to fix it but it breaks IVA visor.I got some sort of problem:http://i.imgur.com/VguYUBk.pngConverted both, the model000.dds and model001.dds to png, edited the 001 with gimp, opend the 000 aswell, saved both with 0 copression or whatsoever, converted them back to dds and put them in Gamedata\textureReplacer\Default\Squad\Parts\Utility\parachuteMk1 and ended up like this:(Unlike DDSLoader, KSP cannot load uncompressed DDS's. Quote Link to comment Share on other sites More sharing options...
Vorg Posted June 23, 2015 Share Posted June 23, 2015 Das was saying on his stream that the Mk1 inline had a texture pass and it looks like they made a change to the way the texture is laid out because now it is wrapped wrong. Not sure if it is a Window Shine problem or TR problem, but likely somewhere around there. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted June 23, 2015 Share Posted June 23, 2015 Das was saying on his stream that the Mk1 inline had a texture pass and it looks like they made a change to the way the texture is laid out because now it is wrapped wrong. Not sure if it is a Window Shine problem or TR problem, but likely somewhere around there.Yeah I had to Update the Mk1 inline texture in WindowShine. It wasn't a big problem though. Quote Link to comment Share on other sites More sharing options...
JonDahm Posted June 24, 2015 Share Posted June 24, 2015 Couple things:First, I love this mod with all my heart, and I can't thank you enough for it.Second, can you change the Normal textures based on kerbal level just like you can the graphical texture?Third, it looks like the level system is an all-or-nothing thing. If you define a texture for level 3 but not level 5, your level 5 kerbals won't get the level 0 texture or the level 3 texture, but whatever is default for them. This is fine for my current application, but is it possible to set it up so that the texture is based on the highest level the kerbal matches, or is that too much work? For example, if you define a level 0 and a level 3 texture, then kerbals level 0-2 get the level 0 texture and kerbals level 3-5 get the level 3 texture. Quote Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 24, 2015 Share Posted June 24, 2015 Shaw, can you create an option to disable reflections in the VAB to fix the part placement bug that many people have found with reflective parts? Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 24, 2015 Share Posted June 24, 2015 He has. Way back in 2.4.4. Quote Link to comment Share on other sites More sharing options...
Mitchz95 Posted June 24, 2015 Share Posted June 24, 2015 You can get around the part placement bug by saving, exiting the VAB, and entering again. Quote Link to comment Share on other sites More sharing options...
James Bacon Posted June 25, 2015 Share Posted June 25, 2015 I was the default texture (sky box mostly) but there's nothing in the default folder. Help Quote Link to comment Share on other sites More sharing options...
tkw Posted June 25, 2015 Share Posted June 25, 2015 update the mod in 1.0.4 Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted June 25, 2015 Share Posted June 25, 2015 update the mod in 1.0.4Works fine, no update seems to be necessary. Quote Link to comment Share on other sites More sharing options...
James Bacon Posted June 26, 2015 Share Posted June 26, 2015 I was the default texture (sky box mostly) but there's nothing in the default folder. Help can't Quote Link to comment Share on other sites More sharing options...
shaw Posted June 26, 2015 Author Share Posted June 26, 2015 Couple things:First, I love this mod with all my heart, and I can't thank you enough for it.Second, can you change the Normal textures based on kerbal level just like you can the graphical texture?Third, it looks like the level system is an all-or-nothing thing. If you define a texture for level 3 but not level 5, your level 5 kerbals won't get the level 0 texture or the level 3 texture, but whatever is default for them. This is fine for my current application, but is it possible to set it up so that the texture is based on the highest level the kerbal matches, or is that too much work? For example, if you define a level 0 and a level 3 texture, then kerbals level 0-2 get the level 0 texture and kerbals level 3-5 get the level 3 texture.I can implement inheritance of levels as you said. Currently you can't assign a normal maps for each level, because I assumed levels will differ only in some emblem, so one normal map would fit all.I was the default texture (sky box mostly) but there's nothing in the default folder. Help What do you mean by that? You need to download textures separately. Quote Link to comment Share on other sites More sharing options...
JonDahm Posted June 26, 2015 Share Posted June 26, 2015 I can implement inheritance of levels as you said. Currently you can't assign a normal maps for each level, because I assumed levels will differ only in some emblem, so one normal map would fit all.That's a fair assumption, though if the emblems themselves need some extra bits in the normal map it's a bit restrictive. I'll leave it to you to decide whether it's worth the effort to put that in there. Quote Link to comment Share on other sites More sharing options...
jumpzakjump Posted June 27, 2015 Share Posted June 27, 2015 I just downloaded this to add a skybox...I placed the TextureReplacer folder into my KSP gamedata folder, and added Rareden's skybox (https://www.dropbox.com/s/739s4103fyf027v/jpg_25MB_RaredensReal_And_AstronomerInterstellar_Mixed2.zip?dl=0) images into the Default folder, however my game crashes during loadup as soon as it reaches "TextureReplacer/Default/GalaxyTex_NegativeX". Can anyone help??? Quote Link to comment Share on other sites More sharing options...
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