![]() DDS diffuse textures should be saved as DXT1.ģ. DDS diffuse textures are mirrored vertically compared to their original JPG or PNG images.Ģ. The rules and configurations for suits is rather complicated, so please look at the TRR_Guide mod download and read the full instructions.ġ. The normal texture must be name HeadTextureNRM0.dds the same rule applies for levels on this file as well.ġ. The diffuse texture must be named HeadTexture0.dds if you want to have different versions of the head as the Kerbal levels up, add additional textures with the number being 1, 2, 3, 4, or 5 instead.Ĥ. The name of the directory will be the name of the head.ģ. Each head requires that you make a directory for it under the 'Male' or 'Female' directory. The 'Heads' directory requires two sub-directories: 'Male' and 'Female'Ģ. Although JPG and PNG will still work in many cases, using DDS is far superior for performance and include mipmaps. The game now uses DDS textures, so it is highly recommended that you do as well. Put any textures you wished to be replaced within the 'Default' directory using the same name as the textures that KSP uses for themĥb. cfg options for heads and suits if you wish to make use of them, otherwise any heads or suits you add will be chosen at random.ĥ. cfg file and enter the following text where 'MyTextures' is the name of the directory you created in step 1:Ĥb. Create empty folders in this directory named 'Default', 'EnvMap', 'Heads', and 'Suits'Ĥ. cfg where is whatever you want it to beģ. Create a text file in this directory name. ![]() Create a directory for your mod under \GameData\Ģ. for future reference and anyone with a similar question, here are the steps.ġ. I will just keep using what I have been using. I will try to jump back and forth in Gimp on both systems and see if I notice a difference. I might have to do a pass on my old texture's to redo the folders and convert them to dds. ![]() I'll just leave it installed without them so i can start getting my texture packs set up correctly. TRR works fine without the reflection shaders as far as I can tell. what’s weird though is I play a lot of different games multi platform and I only notice this with KSP. Because their used to listing to stuff on a pair of crappy beats headphones "Hey man where’s the base" Windows is probably more accurate. I am kind of a audio snob myself and I have friends who come over and complain about the sound on my flat level AKG studio-file headphones. I'm so used to playing on Linux it just seems weird the other way "HA" I think your right. Yeah I was just thinking The same thing last night. Surely its related to the Opengl/directX stuff. Its like when you are used to watch television with exaggerate contrast for years and then you put it at a normal level, all seems washed out. I don't think the windows version washed out the colors but more the Linux exaggerate them (because I don't see real difference between my texture on photoshop and ingame). It's what makes KSP worth coming back to. People probably don't tell you this enough but I really appreciate all the work you put into these Mods. But the weird washed out textures bug me more than I miss the reflections. I was going to try playing this under windows. I will probably just play with reflections off until all this gets sorted out. I would just play under windows and call it good but for some reason the textures look really washed out and dull compared to Linux? Any one else have this problem? I haven’t played In awhile And I want to get my mods all organized so I can start putting some time back into the game. People used to use this command all the time to get better frame rates or get certain mods running on windows installs. Must be a windows 10 thing? I remember back in the day when Linux ruled 64 bit KSP. I tried the -force-opengl command on my windows box and it did not work.
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