![]() The mod was very focused on getting "humans" right. can you do "pigman".ok wow now how about "pig-girl" ppl asking remake stock this "better plz". v1.0.5 release (the one with an error in it ) about that exact issue. I got over 10 messages about it after the. ![]() I'm working on the 8K "stock-alike" suits today. I less than zero competency for most of what you talking about in your last two posts though, so I would be willing to credit you with solving this problem in the change log for this heads pack. As such, I would like to keep my simple, singlularly focused humanColouredHeads pack available as an up to date stand alone. I really like the old stock and veteran orange suits, and also really enjoy mods like Earn Your Stripes that chooses which of those two suit types each kerbal gets to wear, based on accumulated merit rather than just being jeb or val etc. Personally though, I don't think I would use your mod in my game. I'm glad you are picking up the modding mantle. nor is "coding", "digital art" or "3d modeling" I didnt think it would get soo.deep?Įdited Septemby Yeah, I've seen your mod, and really like the idea. with instructions I could remake nearly anything.but being "original" or the "one that really gets it" isnt my thing. I'm 40 and I fix servers, laptops, desktops, phones.you name it. cs files to try to learn visual studio us the resources left "uneaten by internet monsters" from the users I named, but ksp v1.5 say major changes (its after the date of the tutorials) plus KSP v1.8 changed unity version (so even some texture packs that did still work now use dxt formats no longer supported) Bacon, am teaching myself with deadlinks, wayback, google translate, using skyrim as an (poor) example, being nosey in github repos, heck I am "remaking" peoples. Some of the hard-core modders are awesome.but no more teaching happens(bye bye P. Now after 2016 to 2020 ALMOST everyone "turned into mist and blew away". Getting the texture name to what they are is easy, TR has that function, but seeing that texture to remake it requires someone else to have "done the big brain work" to make an original.īack in 2012 to 2016.that wasnt hard a bunch of super modders filled the forum and youtube/twitch with info. ^- I'm remorking this to " Han Solo Frozen in Carbonite" I even have " God Emperor Trump" on the monolith some weirdo made We're just need a man who can edit mod 4 new versions of TR/KSP I also tested that w/ TRR (RangeMachine's release) on 1.6.1 it dont work ![]() I think it not working because of new texturereplacer version(s), that has a many changes I will post back here if I make any more progress. Not an ideal solution, and that's assuming it works, without any game breaking bugs. Does anyone know if it would be more complicated than simply copying the files over from an older install, or if doing so would break any rules? Pretty sure I can't re-distrobute squad's old assets, but I could leave instructions on how to get it working, and then if the users are lucky enough to still have a pre 1.6 copy of KSP they can do it. As I do not know anything about modelling, or even anything about making textures (I originally just did a little mm-fu to get this working again with a newer TR at the time), the only way I can see to get this working would be to revert the kerbal models in game to the old models. I 'm pretty sure it has to do with the new kerbals models that, from I understand only are used on the kerbals in the flight scene. ![]() It still works for most of the KSP staff, save for the few kerbals in the VAB suffering from albinism, it also works on the veteran Kerbals in the main, but it does not work with kerbals in the flight scene (nor the icon kerbals in the astronaught complex, but they were always a bug). I have just tested this in KSP 1.6.1 and it is partially working.
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