#Lonerized Suits and other texture work

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velvet trench
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This is mostly to document my failure to progress with my mod.

Premise:

The title explains it well enough already, I suppose. There's some serious dissonance in gameplay immersion with Skif being (as of now)

  1. always a Loner during the whole story and
  2. being the only Loner to ever don suits of other factions and
  3. NPCs recognize Skif as a Loner from 80 meters afar despite him wearing other faction's suits.

This irritates me so much that I purposefully refrain from wearing any type of other faction's suits. Obviously, this is limiting my pleasure while playing the game, so I want to do something about it.

Idea:

A simple retexture of the suit's first person model (torso and arms are 2 different models, I guess) and inventory icon. The textures will be "lonerized", meaning the defining elements of the original suit texture relating to its faction will be replaced with muted olive, brown, grey-ish colors. Every suit will receive a different texture, which will in perceived effect almost double the amount of different wearable suits.

Problem:

My hardware isn't good enough to run the Stalker 2 SDK. Luckily for a simple retexture work it's not needed. Should this mod prove popular enough with my modding skills getting better, it might get updated to different depths.

Organisation:

  1. Reproduce the incredibly detailed and almost foolproof asset making tutorials of @rbwadle with a test suit.

  2. If successful, do handful of suits, experiment with the colour schemes, publish an Alpha to receive some feedback.

  3. Make the rest of the suits based on the feedback and hopefully with a bit of willing help from more experienced texture modders.

  4. Publish all retextured faction suits on one Nexus page. Maybe keep the files separated by factions.

  5. Look into the possibilities of having an ingame way of actively choosing between original and retexture (maybe via mechanics blueprints). Create different textures for every suit. (To be continued...)

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... e.g. a lonerized texture, an X-7 suit style texture, a Corps-style texture...
Have them be available at every mechanic as an attachment that is able to get taken off but not able to 'equip' multiple at the same time.
(This could get weird with inventory icons, idk. Maybe impossible, very probably Stalker 2 SDK needed, so impossible for me at the moment)

magic aurora
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so why are u failing atm?

fathom mantle
# velvet trench This is mostly to document my failure to progress with my mod. Premise: The t...

What should I do with copies of the same suit with different faction colors? For example, the regular exoskeleton, the Cuirass Exoskeleton, the Liberty Exoskeleton, the Brummbar Exoskeleton, and the Diamond Exoskeleton. By your logic, they should all be combined into a single exoskeleton, since they're essentially identical. Why in 1, because the visual on the player will be the same and to avoid breaking the logic, it should be exactly 1 suit that drops. There are also three "identical" SEVA suits (regular, -D, -V), three PSZ-9 suits (-D, -I, -N), three PSZ-5 suits (-D, -I, -V, and, by the way, the X7 suit), three SSP-100 suits (regular, -I, -SIRCAA from DLC), and two identical Duty and Freedom starting suits (Recruit Suit and Wind of Freedom Suit). If you don't combine them into a single suit but use neutral icons, they will be virtually identical, making it more difficult for the player to identify them in their inventory. Your idea may be good in some way, but is it necessary?

velvet trench
velvet trench
# fathom mantle What should I do with copies of the same suit with different faction colors? For...

Good points, but I feel you're missing my intention a bit.
What irks me is looking down at my player model and seeing faction colors which aren't recognized by anyone.

Every suit you listed I would not want to combine into a single suit, but give each faction suit a new unique color combination that's more recognized to be loner-ish.

E.g. the duty suits will keep the black, but the red accents will be replaced by brown/olive tones. Similar to how the Mercenary Light Suit looks like a player-unique version of the mercenary suit.
Monolith suits could keep the green and brown from their vests while the birch camo is getting replaced with the 'monolith' camo from the preorder guns, making them look more like Clear Sky suits.
Freedom suits could get the Bundeswehr Flecktarn for the player.

The origin will be noticeable, but the result shall differ enough to make it seem that you're not using the faction camos 1:1.

fathom mantle
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Many players prefer freeplay with faction selection. So the question remains: how necessary is this?

velvet trench
fathom mantle
fathom mantle
velvet trench
wind turret
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Like, the freedom suit, turn it into a more muted, Loner-type color scheme camouflage with main accents, like the bulletproof vest, being just straight up regular brown/olive Loner color

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With duty, it could maybe be a darker, different type of camouflage to make it stick out from regular Loner suits, like A-TACS ghost but leaning more towards loner camos

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I figure that going off what faction's suit it is, finding a camo that slightly echoes that and lonerizing it could make every suit completely unique, cool-looking, and make it feel like it belongs on a Loner

fathom mantle
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This is exactly what you should have done before publishing. Even if you can't do it yourself, at least do some research, create a design document, and then maybe modmakers'll be more willing to help. But it turns out: I want something but don't know what to do, so help me do it.

velvet trench
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Like this. Others also came across this problem. It seems like suits behave a bit differently in fmodel

velvet trench
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Udim textures. Probably no workaround for file viewing, but it might not even be necessary

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need to get the textures themselves

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sadly, armor files have an intelligible naming convention

velvet trench
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The preorder "tourist suit" will be test suit

fathom mantle
velvet trench
# fathom mantle It will be difficult without SDK.

It should work with this tutorial: https://www.youtube.com/watch?v=AtTwHa25CJs&t=1033s

Third video in the Mod Making Tutorial Series which covers replacing textures and audio, as well as installing the Unreal Engine and using the Unreal Engine Editor.

00:00 Intro
00:06 What is Covered
00:35 MachoSucker Preview
01:12 Unreal Engine Install
03:00 Setup Unreal Project
07:53 Install Wwise
11:54 Edit Knife Texture
19:55 Virtual Texture...

▶ Play video
velvet trench
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I probably shouldn't be doing the tourist suit. Seems kinda odd

velvet trench
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Maybe due to it being preorder exclusive, it's not that accessible. Don't know. Will repeat the process with a normal suit

velvet trench
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progress (kind of)

velvet trench
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Textures seem weird. Like they were meant to wrap around the whole model.
But they definitely reference the material I used here in the original

velvet trench
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There are 2 different fov material channels which I believe are the ones that I need to change. But there's only 1 fov texture

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Maybe I need to link both material channels to the same texture and then it kinda knows what to do?

clear kettleBOT
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theoderich7444 has been warned

Reason: Bad word usage

velvet trench
velvet trench
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I guess I do have to crop the udim first?

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the answe is: yes

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now where is the middle part of the suit

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and I would love to know what those abbreviations mean

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T_ful_dol_01_a is duty? I guess? There's nothing in the meta data

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T-ful_dol_01_b is duty again?

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c is freedom

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d is freedom

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e and f is spark

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but why twice of the same?

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and g is... duty again???

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worst thing that can happen is it retextures every duty psz9d

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T

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If the player and npcs share the same suit texture, this whole project can only be done by assigning the player model a whole new texture

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as far as i have seen it so far, this might be possible with UE

velvet trench
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Do I need to connect every material to a texture or only those that I changed?

bitter haven
# velvet trench Do I need to connect every material to a texture or only those that I changed?

Looks like a fun project. In regards to the naming, I have not checked those specific textures, so not sure about _a, _b, etc. But from my findings before, you will find the armours divided by factions at STALKER2/SkeletalMeshes/characters. Dol = duty. Each of the folders there should be a different faction. And inside those, there's, like in the screenshot you showed, dol_01, which is one of the armours for duty. The a, b, c and so on, tend to be different parts on that specific outfit.

About this question, depends on how you do it. If you are replacing the textures you don't need to connect anything, since its just the texture changing. But if they are new models with materials and so on, you'll need to create a new material and connect the textures there.

Also you'll definetly find some issues with UDIM replacement. Zone Kit should help solve this

velvet trench
velvet trench
velvet trench
velvet trench
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PROGRESS

velvet trench
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retexture done

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mod publishing is next

velvet trench
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Those blank speckles are textures I didn't change. Should work as intended, just test it

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Shame that I needed to overpaint so many great small details in the orange/brown section of the suit. But it honestly looked like a suit made of a Flesh's hide

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Maybe I will go back to it at a later time when I got better working with textures

velvet trench
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It works!

velvet trench
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And here is the mod:

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Enjoy! PArt 2 will be duty suits (they are the easiest by far)

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And maybe I will find out how to recolor camo without selecting every single part of the suit with tha hand selection tool

strong atlas
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to look like the Strelok suit

velvet trench
velvet trench
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How do i publish mods on steam and mod.io?

wind turret
velvet trench
velvet trench
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And if I want to make a new mod, do I have to delete everything I have done so far in UE editor?

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Is there a way to make a new "sub-project"?

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Guess I kinda try if the new primary asset label kinda picks up on it being in a different textures folder

velvet trench
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Once you get it, it gets easy

velvet trench
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Just changed the red to dark olive

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this will be the theme for all duty suits

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A clandestine loner suit

velvet trench
velvet trench
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Nah, this might work

velvet trench
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There might be a problem I kind of anticipated

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So... there are multiple copies of the same suit, yes? With a different texture for different factions

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But they all draw from the same model

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So how does the model know which one to display when wearing them? By looking up the correct texture, right?

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Which means... I kind of can't rename the textures to be unique so when NPC armors look them up they won't show the lonerized textures. ya dig?

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Which as of now is... a gamble

velvet trench
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Yeah shit. Now duty NPCs wear my recolors too

velvet trench
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So I need to change the path in the suit config, I guess?

velvet trench
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found some references in playermeshgeneratorprototypes.cfg

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and in attachmeshprototypes.cfg

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playermeshgeneratorprototypes isn't that helpful

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trying to find one that directly references textures

velvet trench
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I guess it draws the texture directly from the material path

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So I need to change the material path from the player

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and put the texture into the unique material path?

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and then try to get it packaged with ue editor and a refurlized attachmeshprototypes.cfg

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this is getting complicated

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But as I see it I can change the properties directly in the material file

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So... attachmeshprototypes.cfg -> change path to a unique material file in the player skeleton references -> rename material file to fit path -> change the original material file to refer to new texture -> rename new texture to fit path -> refurl the attachmeshprototypes.cfg changes -> put all of them in the UE editor, cook and package

velvet trench
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and do that for every duty suit. So... 6 times?

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the attachmeshprototypes.cfg is pretty neat. Combine it with the playermeshgeneratorprototypes.cfg and you can create entirely new armors even without the sdk

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also, you can kinda lego-build the models with extra stuff. This will be extremely useful for phase 2 of this mod - to make the models really stand out

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I really like this design approach. Most models in games are baked as one. You'd need something like blender or maya to even attach something small like a bag

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here you can just add it with a few lines

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So... Strider's cool jacket could potentially be added onto the Wanderer Suit for example

fathom mantle
velvet trench
velvet trench
velvet trench
velvet trench
velvet trench
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UE editor lighting is kinda weird. But I managed to make the SEVA straps olive like in the inventory icon.

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This one will look really good in the game

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Next up is the real exosuit

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Kinda wondering why the one I retextured above is just a PSZ9D with exo. This is not in the game or is it?

jolly mesa
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Shield of Duty Exo

velvet trench
jolly mesa
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Shield of duty doesn’t spawn in game last I checked, which is why they probably don’t have it

velvet trench
velvet trench
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Done:
PSZ5
PSZ9
Shield of Duty Exo
SEVA-D

To do:
Recruit Suit
Cuirass Exo

wind turret
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I love exos, they really blew my mind in CoP Gunslinger

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But man do the Earth shaking hulk footsteps really pull me out of the game

jolly mesa
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You’re wearing a 30 ish lb suit with servos, it’s not gonna be quiet

jolly mesa
velvet trench
velvet trench
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everything done

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Now i gotta do the weird attachmeshprototype.cfg bpatch thingy

velvet trench
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And if anyone knows a functional freecam/ third person mod in the game that shows the player character, I could make some better screenshots

velvet trench
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Player_dol_05 : struct.begin {bpatch}
Materials : struct.begin {bpatch}
[0] : struct.begin {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/player/svo/svo_01/Materials/MI_arm_svo_01_b_fov_lds.MI_arm_svo_01_b_fov_lds'
struct.end
struct.end
struct.end
[1] : struct.begin {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/characters/svo/svo_01/materials/ful/MI_ful_svo_01_a_03_lds.MI_ful_svo_01_a_03_lds'
struct.end
struct.end
struct.end
struct.end
struct.end

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Example of the Recruit suit bpatch

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changed material path to a renamed one, which will pick up my custom .json, which has a renamed texture path leading to my retexture.

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this way no NPCs should wear my retextures

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I believe

velvet trench
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I will populate the cfg with the rest of the duty suits

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I just hope UE editor understands my logic

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Well damn

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Some don't have material paths in that cfg

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Just have to hit the right material slot I guess

velvet trench
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Player_dol_01 : struct.begin {bpatch}
Materials : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialSlot = 0 {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/characters/dol/dol_01/materials/ful/MI_ful_dol_01_a_lds.MI_ful_dol_01_a_lds
struct.end
struct.end
struct.end
[1] : struct.begin {bpatch}
MaterialSlot = 4 {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/player/dol/dol_01/Materials/arm/MI_arm_dol_01_a_fov_lds.MI_arm_dol_01_a_fov_lds
struct.end
struct.end
struct.end
struct.end
struct.end

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I guess adding works the same as overwriting?

fathom mantle
velvet trench
velvet trench
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I guess I don't have to put bpatch after the struct.begin when adding new structs

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but it doesn't hurt, eh?

fathom mantle
velvet trench
fathom mantle
velvet trench
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if yes, it's easier to just do it for me as a beginner

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and if someone wants to overwrite it, my mod will stop functioning anyhow

fathom mantle
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If you put zzzz at the beginning of the file, it will load after all other changes made in other mods. This allows you to set the priority.

velvet trench
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Player_dol_05 : struct.begin {bpatch}
Materials : struct.begin {bpatch}
[0] : struct.begin {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/player/svo/svo_01/Materials/MI_arm_svo_01_b_fov_lds.MI_arm_svo_01_b_fov_lds'
struct.end
struct.end
struct.end
[1] : struct.begin {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/characters/svo/svo_01/materials/ful/MI_ful_svo_01_a_03_lds.MI_ful_svo_01_a_03_lds'
struct.end
struct.end
struct.end
struct.end
struct.end

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weird discord doesn't let me post

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Player_dol_01 : struct.begin {bpatch}
Materials : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialSlot = 0 {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/characters/dol/dol_01/materials/ful/MI_ful_dol_01_a_lds.MI_ful_dol_01_a_lds
struct.end
struct.end
struct.end
[1] : struct.begin {bpatch}
MaterialSlot = 4 {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/player/dol/dol_01/Materials/arm/MI_arm_dol_01_a_fov_lds.MI_arm_dol_01_a_fov_lds
struct.end
struct.end
struct.end
struct.end
struct.end
Player_dol_06 : struct.begin {bpatch]}
Materials : struct.begin {bpatch}
[0] : struct.begin {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/characters/sta/sta_04/materials/ful/MI_ful_sta_04_e_fov_lds.MI_ful_sta_04_e_fov_lds'
struct.end
struct.end
struct.end
[1] : struct.begin {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/characters/sta/sta_04/materials/ful/MI_ful_sta_04_e_lds.MI_ful_sta_04_e_lds'
struct.end
struct.end
struct.end
struct.end
struct.end

#

Player_dol_03 : struct.begin {bpatch}
Materials : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialSlot = 2 {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/player/dol/dol_03/Materials/MI_ful_dol_03_a_fov_lds.MI_ful_dol_03_a_fov_lds
struct.end
struct.end
struct.end
struct.end
struct.end
Player_dol_04 : struct.begin {bpatch}
Materials : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialSlot = 2 {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/player/dol/dol_03/Materials/MI_ful_dol_03_a_fov_lds.MI_ful_dol_03_a_fov_lds
struct.end
struct.end
struct.end
struct.end
struct.end
Player_dol_07 : struct.begin {bpatch}
Materials : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialSlot = 0 {bpatch}
Variations : struct.begin {bpatch}
[0] : struct.begin {bpatch}
MaterialPath = MaterialInstanceConstant'/Game/_STALKER2/SkeletalMeshes/characters/sta/sta_05/Materials/ful/MI_ful_sta_05_d_fov_lds.MI_ful_sta_05_d_fov_lds'
struct.end
struct.end
struct.end
struct.end
struct.end

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that's the whole config.

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theoretically I am done. Only cook and package left

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hope it works

velvet trench
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it crashes the game

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when I put on the suits

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crash log isn't helpful

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I am suspecting I just can't put a primary asset label in the UE root folder and tell it to cook and package everything

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or is it because I need to import the cfg files?

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or both?

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I don't understand blueprint mods

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and what do i do with .json files?

velvet trench
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Or it could be that I didn't import the material .jsons? I absolutely don't know what to do with them.

velvet trench
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I guess all of this would be so so so so much easier with the zone kit.

fathom mantle
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Here's an example of a player's AttachMeshPrototypes for the Bandit Trophy Exoskeleton.

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And here is PlayerMeshGeneratorPrototypes using that AttachMeshPrototypes.

velvet trench
fathom mantle
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In this situation, I did not want to use bpatch.

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By the way, another option: create completely new structures and patch the armor directly; that should be easier, I think.

velvet trench
velvet trench
velvet trench
fathom mantle
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Yes, there is a visual for both the player and the NPC.

velvet trench
fathom mantle
velvet trench
# fathom mantle

LR Mesh Generator is only for NPC visuals, isn't it? Didn't find any Player references in it.

velvet trench
# fathom mantle

Thank you for sharing all of this with me. That's very kind and helpful.

fathom mantle
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Before patch 1.5, creating just MeshGeneratorPrototypes was enough. I struggled for a long time until I realized that now I also need to add LR_MeshGeneratorPrototypes.

velvet trench
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Hit a wall with Lonerized suit project. Will keep working on it but in a different way. It's going to be a long time of me working on everything simultaneosly and when I have the ressources to publish, I will do it fast after another.

velvet trench
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Tourist suit will get an update

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Gonna redo everything. Let the texture keep more details

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also with a UI and mechanic texture

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will take me 1 or 2 weeks probably, I am not very fast

velvet trench
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Playingaround with Gimp. There's no alternative to free-select, is there? fuzzy tool and colour tool just doesn't work with suit textures

velvet trench
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But I guess it's worth it

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Looks much more natural now. Selecting all these stitches by hand is pain though

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Oh I forgot some lol

velvet trench
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The original suit's color is really hard on the eyes. But it tells a story and I don't want to erase it completely. This should work

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Gimp is pretty stupid way too often by the way

velvet trench
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should I learn more about the quirks of gimp or redo hours of work? hmmm

velvet trench
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I have learned enough to redo my entire work of last evening

velvet trench
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Correction: it seems I might be able to save something

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Gonna go hard on the quality with this

fathom mantle
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So far, I see that all the suits are too dark. Are you sure that's the goal of the mod? I thought the goal was to create neutral colors while still maintaining the identity of the suits. In this case, it would have been possible to simply desaturate the textures or even use textures from neutral stalker suits.

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It's also unclear why the Tourist Suit needs to be changed if he already belongs to a neutral faction which contradicts the original idea of ​​the mod.

velvet trench
# fathom mantle So far, I see that all the suits are too dark. Are you sure that's the goal of t...
  1. Good points, but these are just some experiment-friendly and test-friendly versions. Darker textures hide my mistakes better. Also, duty is just dark. My idea was having duty for those who like black and dark colors. The other factions get different sets of new camo. They certainly won't all be dark, in fact I want to have 1 faction being a Clear Sky reskin (just aren't sure yet if Monolith or Spark)
velvet trench
# fathom mantle It's also unclear why the Tourist Suit needs to be changed if he already belongs...
  1. The tourist suit in itself was my starter mod, to see what's possible and get aquainted with the tools I need to use. Tourist suit is easy, because the textures aren't shared with NPCs. And I personally like the black-green combination I used above. My newer version though is a little bit more lighter with a lot more original details and accents. I am trying to set myself up with highly detailed area selection in Gimp, so I can swap colours on the fly if there are special wishes.
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  1. The next suit after that will be a - again - a darker version of the Mercenary Light suit. And after that I want to try myself on more earthly tones.
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  1. UE editor doesn't really reflect the ingame lighting. I need to experiment and test with the fringe cases to really get a feel for how it will look like when being in different light settings in the game.
velvet trench
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  1. Ingame lighting - especially suits - is weird too. Too light textures seem to kind of "self-glow". I want to see if and how I might avoid that
velvet trench
fathom mantle
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I recommend first deciding on the colors of the suits for the different factions and making one costume for each faction so that it is clear what you are aiming for.

velvet trench
velvet trench
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a bit better. brown is more sublte noticeable as the base color

velvet trench
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quite fond of the colour combo now

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and manually selecting the stitches was worth it. I know it takes much much much more time, but I want it to be good

velvet trench
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Preview of how it will look

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need to refine the details a bit still

velvet trench
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Maybe make the dark sections a tad bit brighter still

velvet trench
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About -40 to -42 lightness in hue saturation and -5 lightness and -5 Chroma in hue chroma

velvet trench
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testing ingame

velvet trench
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want to test, but now I have a whole evening of shader crashes... again

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100 % isn't my mod, but my ancient computer

velvet trench
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shit it's my mod

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how do I get gamelite packaged?

velvet trench
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hmm well

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tourist suit v1.1 is live. but without the UI icon changes, because I am dumb

velvet trench
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Reading comments is helpful. There were some awesome questions under rbwadles tutorials, which he answered

velvet trench
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Final version with high quality retexture plus UI icons for inventory and mechanics

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it looks much brighter in the game. I actually can darken it a bit more

velvet trench
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Mercenary Light Suit will be Part 2

velvet trench
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I want to test my workflow with camos with this one. Gimp can't do multiple differing selections, not even with layers.

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Having 2 different camos will not be difficult. Just select 1 color completely, (save), recolor, invert and substract everything non-2nd camo from selection

velvet trench
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Black and rust-brown for suit camo

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Hornet stripe for vest

velvet trench
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Could be interesting

velvet trench
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Or I could do a Corps-esque camo combo. Keeping the white and just desaturate and darken up the blue. Hornet stripe still for the vest

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Would be less busy, probably looking better

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Since I already got those rust brown elements on the tourist suit

velvet trench
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Maybe better?

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I will test both on a complete recolor

strong atlas
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or this actually clear sky or mercenary ?

velvet trench
strong atlas
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oh, i will know

velvet trench
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side project

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not able to do this on my own, especially without me being able to use the stalker2 sdk

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so if anyone wants to help me out with this, I will gladly sponsor the model and textures at least

velvet trench
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Could probably also setup file structure, stats and description, but binding the model to the Rhino animation set is easiest done in the Stalker2 SDK

velvet trench
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Small update from me:

I experimented with different methods in recoloring camouflage in gimp (again) but apart from moving the color gradient to another hue, there's no faster and cleaner way than selecting every single camo by hand, which is brutally time consuming. I have no qualms about doing it like that, since it can be a bit therapeutic. But I will be taking longer than I thought for everything.

velvet trench
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unusual, but I ike it

velvet trench
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just the ui icons and then I'll wrap it up today

velvet trench
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let the mod cook

velvet trench
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All the others look good, but 1 mesh is completely invisible in the game. Why?

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I don't want to bloat the mod, but maybe I do need to link the texture to the skeleton? But why only this one

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Or is it because it's a virtual texture and the editor doesn't get it?

velvet trench
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it was the virtual texture thing probably

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indeed

velvet trench
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aaand it's live!

velvet trench
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Lonerized Suits and other texture work

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Part 3 will be the SIRCAA suit. Really glad that will be fast

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Just change the yellow signal colour to the green other science suit

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After that the Groza extended magazine will get the unique Grom S-15 textures. Interested in how I am tackling this.

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After that? Who knows. Without the SDK I need to get creative. And I am no expert in anything with resembling code.

remote wind
velvet trench
velvet trench
velvet trench
remote wind
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Hell yea man

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Would love to see em

fathom mantle
velvet trench
fathom mantle
velvet trench
velvet trench
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Again, UDIM textures are confusing

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that's the official layout

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most armors worked the other way around, from top down

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I don't know with this one though

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that's the momentarily layout

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like in the table above doesn't work

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like in the picture below doesn't work

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and I know the weird 1013 one needs to be 128x128px

velvet trench
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1011-1013 needed to switch with the line down below

velvet trench
velvet trench
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Not quite satisfied. But also out of ideas

velvet trench
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Colors don't fit. But I also don't want to recolor the armored parts.

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If I make the yellow part black/ brown/ grey it will look too much like Spark.

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Maybe tan?

azure oasis
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This is great by the way, I hope one day ill be able to get this on xbox. Great work dude!

remote wind
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Any updates on suits my man?

magic aurora
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bro just dissapeared 🙁