![]() IIRC, there was also a way to use them to replace the NB textures for use in RPM, in IVAs. These textures should also work with Texture Replacer, and possibly DiRT. ![]() So here's a compilation of all the shared NB textures from the Navball Texture Changer thread. YAY! not dead, a bit less bacon.hopefuly atleats 1 onle EPIC HD AS CAN BE.maybe 1 skybox left before your final oink? I hope this suffices to achieve what you described. ![]() I added TextureMap node in config (see where you can map textures. I also appreciate that it would be a lot of work. I hope that you can appreciate the concern. When they use SR:Skybox/Textures or DiRT you can make allowances for this and patch accordingly with a "catch-all" patch to ensure that the "after-maket" skybox they download is the one that is used but if they currently use TR, then as previously said, they are at the which of the mod folder alphabet order as to what they end up with. On a personal note, the trigger for raising this is due to a handful of planet packs including their own skybox with their mod but a decent number of users want to use a different skybox. This patch would delete any preexisting entries for that specific texture and then add in the patch to insert the inclusion for their Jool texture only. This could be achieved by having the mod devs specifying the asset URLs/asset folders in a config for TR to pick up on game load and utilize, then the mod dev of the specific Jool texture could include a config in their mod to say something The desired result would be that the user ends up with the specific Jool texture. For example, if a user installed a visual pack that uses TR to override the stock planetary body texture assets but then also wanted to install a mod that uses TR to override Jool's texture with a very specific texture, the end user is at the whim of the naming of the folders as to which texture would be used from the two options. This allows modders and users to then interact with config nodes that can resolve compatibility and interopability issues between mods. I say this in the most genuine way possible, but it seems a bit of a shame that TR does not allow for interaction with loaded assets via Module Manager whereas similar mods such as Sigma Replacements, DiRT and even TRR when it was around all required folder paths/file URLs to be specified within their config nodes to load the textures in question i.e. Oh my goodness! On the 100th page, on the final hour, Linker returns! Thank you for this. They're free for anyone to use for anything. Feel free to use my KSP images in anything, with or without credit. I just downloaded the 16K x 8K version of the Tycho Catalog skymap. I'll be updating it for 8K after KSP 2 is released. Additionally, don't forget to install EVE as well. I use Distant Object Enhancement to tweak the brightness of the skybox (my settings: dynamic dimming off and 72% max brightness). If you load another texture pack in CKAN that contains a skybox, ensure Oinker's Skybox is loaded last. Some years ago a very kind person upped it to the repository with Texture Replacer as a dependency. The skybox is available for direct download at Spacedock 's Skybox 2.0 Brighter But the easiest way to install it is with CKAN (this is how I install it). Most of you who use my skybox very quickly notice the nearby galaxy that slides into view nestled between two munar hills in the second start screen. I then added a few secret gems to it: a visible nebula, a few galaxies nearby ( on edge and other angles), a pulsar. I adjusted the image to closely resemble what you see when your eyes aren't adjusted for darkness. It was crafted using the 8K (high-res at the time)Tycho Catalog skymap image of our sky from NASA. I'm happy to say that after many years, Oinker's Skybox is still very popular.
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