![]() NASA/ESA Codename Caterpillar :: Dropbox :: GalleryĬC BY-NC-SA :: Free to modify and re-share. Ignore the vibrancy and noise of earlier images in the album. Now with some extra post work by is not completely accurate but still demonstrates this package well. NASA/ESA Foreign Eagle :: Dropbox :: GalleryĬC BY-NC-SA :: Free to modify and re-share. Get in touch with Avera9eJoe about WindowShine, he seems to have found a shader that will fix reflection preventing other shaders like part highlighting.ĬC BY-NC-SA :: Free to modify and re-share. Unrelated, I have a couple enhancement requests:įor suits, allow normal maps for each of the 1-5 level textures this way they can differ in design while still looking correct for shading.įor suits, allow jet packs and visors to also have optional level 1-5 textures/normals.Īdd the ability to apply an additional texture layer to existing objects for example, adding a mostly transparent texture with cracks or scratches to specific parts. RangeMachine, could you please look at the Big-O of your/Shaw's code a bit to see if you can find some ways to optimize it and reduce the amount of code running during game tick events? The usefulness of this mod cannot be overstated, but for now, I will have to remove it from my list until it no longer affects the game speed so dramatically. Having EnvironmentalVisualEnhancements, Kopernicus, SVE, and SVT all running have very little impact at all on the game, while TextureReplacer causes a dramatic difference, so it is not simply a matter of being a graphical mod. For example, if you have a clean game and only add TextureReplacer, you will not see a noticeable difference unless you are actually clocking the framerate (and are not capped). This is not being caused by any incompatibility with any other particular mod, but rather with this mod itself it merely takes a bit of a loaded game to notice the difference. Once it reaches the state where your physics flash between green and yellow even just sitting at the launch pad on a brand new save, you can then remove and re-add TextureReplacer from your GameData folder to observe what it is causing. Eventually, it will become so bad that it also affects the physics processing time even though the CPU is hardly even being used. This behavior can be exacerbated by adding additional mods or config settings (it doesn't matter what or which) that will cause physics lag, processing time, or fps drop. The result was that TextureReplacer was causing horrendous fps and physics dips in spikes around once every 100-200ms. don't think so.So, after getting annoyed with constant periodic game hanging and poor fps, I decided to do some investigation about where all my performance was going. I was looking to see if could just import the old into the new. ![]() However there seems to be little difference except fewer head of heads (female) in the newer version. png in v1.0 there is the red bar placement and design difference: ∴ not compatible. dds (and therefore the flip/mirror) as compared to the. Just looking at the textures themselves show a difference that is more than skin deep (pun intended). I did some digging - and your suppositions seem valid. So to me it looks like this mod explicitly needs TRR to work, but if someone has some more knowledge on this topic, please tell. ![]() The config also has an explicit "TextureReplacerReplaced " node telling TRR the location of the "Heads" directory. So, did you figure something out, or maybe even successfully test this mod with mentioned it might need some folder rearranging, and as far as I can tell, this is true – for TextureReplacer the files would need to be inside a "GameData/**/TextureReplacer" folder, however this mod doesn't come with a "TextureReplacer/" subdirectory.
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