tajampi Posted January 30, 2015 Share Posted January 30, 2015 [Nevermind]Hmmm, 2.2.4 seems to make reflectan parts even less clickable Will have to disable real reflections :/[/Nevermind]EDIT: Now they work Cheers! Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted January 30, 2015 Share Posted January 30, 2015 (edited) Same issue for me. It's like Jeb dropped some acid...Javascript is disabled. View full albumEverything works just fine in-game, though. Just makes me think I'm having a flashback. Edited January 30, 2015 by UnanimousCoward Quote Link to comment Share on other sites More sharing options...
John290 Posted January 30, 2015 Share Posted January 30, 2015 I came acrose a set of 8K planet textures but they were from the old Universe replacer mod, so I was wondering what the file setup needs to look like in the default file so texture replacer will recognize them as planet textures. Thanks BrianLook in the README file for TextureReplacer. Right near the top, All the texture names/file setup (plus a lot of other useful information) can be found there. Quote Link to comment Share on other sites More sharing options...
shaw Posted January 30, 2015 Author Share Posted January 30, 2015 Same issue for me. It's like Jeb dropped some acid...http://imgur.com/a/Bs2QlEverything works just fine in-game, though. Just makes me think I'm having a flashback. Was it working correctly in 2.2.3? Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted January 30, 2015 Share Posted January 30, 2015 Was it working correctly in 2.2.3?Yep. I've just swapped the DLL from 2.2.3 back in for now. Everything's back to normal. Oh, and I'm also using Astronomer's pack. Don't know if that matters, though. To me it looks like the textures are being loaded somewhat randomly. Some of them look like normal maps, and the first time I noticed this, uhh, undocumented psychedelic feature, the moon had a black and yellow stripe round the equator - looked like it was wearing a decoupler texture. Didn't get a screenie of that, though. Quote Link to comment Share on other sites More sharing options...
Helix935 Posted January 30, 2015 Share Posted January 30, 2015 Halloween?http://i.imgur.com/HpvHlwD.pngthat's actually war paint Quote Link to comment Share on other sites More sharing options...
shaw Posted January 30, 2015 Author Share Posted January 30, 2015 Yep. I've just swapped the DLL from 2.2.3 back in for now. Everything's back to normal. Oh, and I'm also using Astronomer's pack. Don't know if that matters, though. To me it looks like the textures are being loaded somewhat randomly. Some of them look like normal maps, and the first time I noticed this, uhh, undocumented psychedelic feature, the moon had a black and yellow stripe round the equator - looked like it was wearing a decoupler texture. Didn't get a screenie of that, though.I've reverted immediate texture unloading in 2.2.5, it should be fixed now. Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted January 30, 2015 Share Posted January 30, 2015 I've reverted immediate texture unloading in 2.2.5, it should be fixed now.Indeed it is. Works a treat.I'm constantly amazed by this community. Better customer service here than many companies - quick fixes and helpful people. And all for something people do in their free time for fun. The people on these forums turn a fun game into a fantastic one. Quote Link to comment Share on other sites More sharing options...
SSGFouts31 Posted February 1, 2015 Share Posted February 1, 2015 So I am interested in adding reflections to windows of some stock parts, or maybe other mods for my own use much like the reflections on several parts in Vens Stock Parts Revamp. My question is, how do you figure out what the mesh name is that you need to put in the .cfg file? Using Vens as an example, not all of the parts have the same mesh name for reflective surfaces, so I am curious how to figure that out. Quote Link to comment Share on other sites More sharing options...
Wavechaser Posted February 1, 2015 Share Posted February 1, 2015 (edited) What if you disable mipmap generation, texture compression or unloading (in @Default.cfg)?Thanks shaw, it works. Here's some awesome pics. Javascript is disabled. View full album Edited February 1, 2015 by Wavechaser Quote Link to comment Share on other sites More sharing options...
shaw Posted February 1, 2015 Author Share Posted February 1, 2015 So I am interested in adding reflections to windows of some stock parts, or maybe other mods for my own use much like the reflections on several parts in Vens Stock Parts Revamp. My question is, how do you figure out what the mesh name is that you need to put in the .cfg file? Using Vens as an example, not all of the parts have the same mesh name for reflective surfaces, so I am curious how to figure that out.`logReflectiveMeshes` in `@Default.cfg`.- - - Updated - - -Thanks shaw, it works. Here's some awesome pics. http://imgur.com/a/YFEvpSo which one of those options solved the problem? Quote Link to comment Share on other sites More sharing options...
klesh Posted February 2, 2015 Share Posted February 2, 2015 Same issue for me. It's like Jeb dropped some acid...Just makes me think I'm having a flashback. Use In-A-Gadda-Da-Vida menu music and you've got yourself a mod pack! Quote Link to comment Share on other sites More sharing options...
Wavechaser Posted February 2, 2015 Share Posted February 2, 2015 `logReflectiveMeshes` in `@Default.cfg`.- - - Updated - - -So which one of those options solved the problem?I disabled mipmap generations. Quote Link to comment Share on other sites More sharing options...
Eskandare Posted February 2, 2015 Share Posted February 2, 2015 (edited) New version not working with A.T.M.. Helmet refection is turned into a white square.EDIT: Never mind, I fixed it Edited February 2, 2015 by Eskandare Quote Link to comment Share on other sites More sharing options...
Whirligig Girl Posted February 4, 2015 Share Posted February 4, 2015 Er, that's the stock suits pack in that link.So it is. Sorry for being so late fixing it. https://www.dropbox.com/s/n87igxtafslcdnm/GregroxMun%27s%20CrappySuits.zip?dl=0Shaw, if you would please note in the OP that I fixed the link to CrappySuits? - - - Updated - - -Shaw, would it be possible to give the Kerbal a different model? If so, would it be by any means easy to get the right rigging in a custom-made model? If so, then this opens up a huge new range of possibilities for mods. Starting with the obvious: Human astronauts in RSS. Not to mention that people could make revamps of the Kerbal model and use them in-game.Would it be possible? If so, practical? Quote Link to comment Share on other sites More sharing options...
shaw Posted February 4, 2015 Author Share Posted February 4, 2015 So it is. Sorry for being so late fixing it. https://www.dropbox.com/s/n87igxtafslcdnm/GregroxMun%27s%20CrappySuits.zip?dl=0Shaw, if you would please note in the OP that I fixed the link to CrappySuits? - - - Updated - - -Shaw, would it be possible to give the Kerbal a different model? If so, would it be by any means easy to get the right rigging in a custom-made model? If so, then this opens up a huge new range of possibilities for mods. Starting with the obvious: Human astronauts in RSS. Not to mention that people could make revamps of the Kerbal model and use them in-game.Would it be possible? If so, practical?No need to fix the link in OP, it doesn't link directly to the file but to the post.Changing the model is theoretically possible, but practically impossible. The new model should match the old one with all nodes, bones, animations, probably even mesh and texture names ... Quote Link to comment Share on other sites More sharing options...
Errol Posted February 8, 2015 Share Posted February 8, 2015 I seem to remember some discussion about some seemingly magical images of clouds in the new visor reflections. Some people had them, others didn't. I did some experimentation with a kerbal on EVA and hyperedit and found that it is altitude related, and for kerbin you must be above 160 KM for clouds to appear (161 is what I put into hyperedit, to ensure I stay above 160). I also found that the visor reflections do not show drop shadows on parts....That might be asking a little much though....https://www.dropbox.com/s/ym0tc4a70khj3aw/Screenshot%202015-02-07%2019.28.36.png?dl=0https://www.dropbox.com/s/eauslbqhizfr1iw/Screenshot%202015-02-07%2019.32.35.png?dl=0 Quote Link to comment Share on other sites More sharing options...
RainDreamer Posted February 8, 2015 Share Posted February 8, 2015 I got some problem when using this mod along with Ven's Stock Revamp, specifically the Gigantor XL Solar panel. It cause black screen, throwing "Look rotation viewing vector is zero" errors in the log, and usually ends with a crash. Tested with texture replacer 2.2.5 and 2.2.4, both causes this problem. Quote Link to comment Share on other sites More sharing options...
shaw Posted February 9, 2015 Author Share Posted February 9, 2015 I got some problem when using this mod along with Ven's Stock Revamp, specifically the Gigantor XL Solar panel. It cause black screen, throwing "Look rotation viewing vector is zero" errors in the log, and usually ends with a crash. Tested with texture replacer 2.2.5 and 2.2.4, both causes this problem.What about 2.2.3? Quote Link to comment Share on other sites More sharing options...
SSGFouts31 Posted February 9, 2015 Share Posted February 9, 2015 A couple posts back I asked about how to figure out what meshes names are on individual parts in order to add reflections. I was told to enable the reflective logs which I did, but I don't see anywhere in the logs that would indicate a list of meshes for a part. Could someone offer an example? Or another way of identifying part meshes. I would like to add reflections to the cupola part for instance. Quote Link to comment Share on other sites More sharing options...
shaw Posted February 9, 2015 Author Share Posted February 9, 2015 A couple posts back I asked about how to figure out what meshes names are on individual parts in order to add reflections. I was told to enable the reflective logs which I did, but I don't see anywhere in the logs that would indicate a list of meshes for a part. Could someone offer an example? Or another way of identifying part meshes. I would like to add reflections to the cupola part for instance.Meshes are printed only for parts with TRReflection module. Quote Link to comment Share on other sites More sharing options...
SSGFouts31 Posted February 9, 2015 Share Posted February 9, 2015 OK, so if I apply the TRReflection module to a part, without specifying a mesh, will it then give a list of the meshes? Quote Link to comment Share on other sites More sharing options...
RainDreamer Posted February 9, 2015 Share Posted February 9, 2015 What about 2.2.3?2.2.3 did not crash! Yay! Quote Link to comment Share on other sites More sharing options...
shaw Posted February 9, 2015 Author Share Posted February 9, 2015 2.2.3 did not crash! Yay!I know what's wrong then; the method for hiding mesh while reflections are rendered. So one method makes airlocks non-clickable and the other one this. And I'm afraid there's no other way to hide a mesh.- - - Updated - - -OK, so if I apply the TRReflection module to a part, without specifying a mesh, will it then give a list of the meshes?It prints all meshes for all parts with TRReflection, no matter whether they have "meshes" option. Quote Link to comment Share on other sites More sharing options...
RainDreamer Posted February 10, 2015 Share Posted February 10, 2015 I know what's wrong then; the method for hiding mesh while reflections are rendered. So one method makes airlocks non-clickable and the other one this. And I'm afraid there's no other way to hide a mesh.It's alright, I will just comment out the solar panel from the TR cfg for Ven's part. That seems to make it works with 2.2.5. Quote Link to comment Share on other sites More sharing options...
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