#╙🖇mods-making-discussion
1 messages · Page 12 of 1
ty
I believe they can still crash the game, don't know if it is because the models are too HD or something to do with how the mod works
hopefully is the first thing and somebody is crazy enough to create a proper optimized HD Models for GAMMA
I believe that is one of the original/old upgrade kits, which a script in GAMMA replaces on the fly with the new upgrade kits.
Apparently that script failed for you and you kept the old kit
is there way to fix that? like re-attempting dl of update?
Dump it into a stash, exit, try getting it again. If it doesn’t work, just drop it and debug in a Rank 1 weapon upgrade kit
If the new simplified kits aren't present in the debug menu, you may need to re-install GAMMA since the install may have flubbed that particular mod's install. Or you can grab someone's mod file for that mod and use that instead of it.
I'll go ahead and post the working mod file in case that might be the only issue. Make sure to put it in the same place as the original mod (147)
ty both, ill try the latter
Is there any way to alter this model? The mount is really far up towards the front of the receiver and half of it is on the rail/handguard, which bugs me. It should be slid back like 3 or 4 picatinny slots so it's fully on the receiver. The way it's mounted in the model would be ineffective for retaining zero, as the handguard shifts, while the upper receiver does not. It's a small detail but people the people who notice will be annoyed.
move the scope backwards in blender
how do i implement that change after i do that?
Never made a mod for this game before
replace the model????????????
bruh
guess i should've clarified that i'm not really a modder and idk how to do any of that lol i think i'll just watch some tutorials or something
Check the Pinned messages. There’s a quick guide on what you’d need to modify gun models for Anomaly
Quick question: for db.actor.bleeding, is the value positive or negative if the player is bleeding?
hey so i made a bunch of Animation and Model edits today and just am curious what the best way to zero the guns in game is, becuase im not sure if i did something wrong but the guns and hands are never where they should be after the changes i made,
the hands are always holding the guns either too close or too far away and off to one side and not aimed even remotely close to the crosshair
i just really want there to be an easier way then constantly testing and changing the X Y axis of hands and orientation.
also @fair canopy deserves a fuckin medal after how long he spent helping me out with Blender lol.

Use the debug hud editor to move the guns in game
Also get yourself the draggable hud mod
hello teacher where are your guides
yeah i was desperately hoping to not have to do that, took me an hour to get 1 gun setup last night lol
LOOK HOW PERFECT IT FITS!!! @fair canopy
the rd_Akm_isg i put a foregrip on and changed it to the AK-104 alpha anims. its flawless.
the anims i mean, i could move the foregrip back like 2 inches so it fits better in the hand.
that looks good! the draggable hud editor makes that process a lot faster
theres a dragable hud editor? cuz everytime i use the debug to change the gun hud and hit "apply" then "resume" it never sticks and always reverts back to being all fucked up. so i was about to just take pictures with my phone of the settings and input them in the ltx file. but if theres an easier way that would make my night lol
can you use the draggable hud to edit laser/sights?
also, if im reassinging vertex groups and armature, and the upper reciever of the AK contains the Bolt and Bolt Handle as well as the Trigger, i have no idea what vertex group to assign. if anyone can explain id be super apprecaitive, ill even give a high five to whoever it is so long as its not Hero since i feel guilty pestering him as much as i have haha.
should probably be wpn_body right? since there's no moving parts
in theory bc I never actually rigged for anomaly yet XD
i couldve sworn the bolt handle moves when firing, in know irl it does on AK's but not sure in game, it definatley moves when reloading tho
and i doubt the trigger moves because you dont see it.
wait, the bolt handle doesn't seem to be the same mesh looking at your screenshot
the angle and highlighting is weird but its in the same mesh.
same mesh. with the BAS guns alot of the parts are included in the same mesh that i rlly wish werent, like for example the ISG AKM, the Stock, Pistol Grip and Trigger and Magazine are all the same mesh. i wish i knew how to split them apart, but thats for another day, if its even possible.
Oh you will have to select the movable parts and assign vertex grp that way
thanks dude. i apprecaite the help. be lyin if i said i didnt feel guilty or like a nuisance, youve spent so much time helping me with this stuff.
tweak the weight the skin
you have to go into modeling and delete the vertex points to extract the parts you want
@fair canopy a legend

lol im just tryna get the bolt handle to move when firing. thats all lol
it moves during the reload, just not when firing
theres two way to do that depending on how much you plan on doing with it
I don't know how to do that in blender but you don't have to separate the mesh, just select the areas you want to move and assign that to the moving joint
BAS will be the death of me...
what mods you guys recommend for higher fidelity, higher res textures
i have a beast pc, i just want maximum
first is to go into modeling and select all the vertex points to correlate to the bolt. second is to use the vertex grouping and select each individual point in the mash for the bolt
some bas models have the receiver, dust cover, and bolt separate. I guess it just depends on if they got the model from tarkov or elsewhere
that's the most tedious part of getting animations to work correclty lol
im pretty sure the bolt has its own vertex group "lock" its called. but when assigning, i can only chose one, and theres like 4 options, Trigger, Lock, Wpn_Body and Magazine. (this is the upper reciever has nothing to do with the mag.
Dude the fal even have the bolt spring model haha
yeah those are tarkov models
yeah you would use those to assign specific vertex points in the mesh to those groups
then blender uses those groups for animations
yeah the fa 58 is absolutely the meta tarkov fal
"juice cannon"
was my buddy's Labs gun lol
tho my AK-74n build was truly something to behold.
through a bunch of korean mods and asset rips i was able to build it in Fallout
i have the tools to rip tarkov assets i was thinking of trying to implement it into Stalker
Lol I've seen a bunch of tarkov parts in fallout 4
My yeah its only a matter of importing the mesh into blender then you export it as an ogf
Setting up textures is another fun part lol
then finding fitting anims. but half of BAS is tarkov anims so....
Yeah nothing crazy exotic
but textures is something i have literally less than 0 experience with lol
just realised ive spent all day in blender, its 11pm and i have yet to even play more than 5 minutes of stalker today.
They aren't too hard. It's easy to assign them in blender since it's already mapprd
Most of BaS weapons are from tarkov right?
Yup that's how it goes lol
Not all of them are but a good portion are
maybe like half
i havent played Tarkov since 2020 tho, but i think maybe half or even less.
I just found out about the CW pack, really exciting.
It's going to have some really neat attachment system
Yeah it's gonna be fun porting over all the old lasers to thst system
I'm assuming it's going to have engine edits for that
Yeah I guess so, the new laser looks awesome, excited to see the flashlight
They also have a new camo system for the weapons, fucking awesome
yeah that's CW right?
yeah?
Yeah, that's the pack they are working on
A first look on the new upcomming attachment system done by HarukaSai, that has potential for multiple silencers, compensators and flashlights attachable per single gun.
that could be easy to impplement on gamma because thats mostly code than animations
is the same system as the scopes and silencers.
if lasers are added as independent detachable items then the code is an easy part to implement, but you need an animator that desing all the laser mounts and systems for it to work properly
and all the weapons that had the laser integrated need to be removed if you dont want any code issues
@wanton knot
you can even desing a system better than tarkov on gamma to replace weapon parts, like a weapon attachment overhaul
but for that you need to create that system from scratch or know the bas code from 0 so could be easily implemented
Yeah, that's what they are doing with the Contract Wars Pack, it's going to be the whole thing
make a quick patch to add attachable lasers
How do I "leave my body" in debug mode to view the position of the arms?
is not like a quick patch, is a whole system
because for making lasers attachables you have to edit all the weapons that have laser integrated and make them removable
obviusly is more easier if you took a system already done and just make a patch for it, but then it comes the part that you have to add ui fixes and other stuff
demo_record 1 in console
and ESC to return back to normal
thank you
does anyone have any plans to make a compatibility patch for Simple Weapons Pack and GAMMA by any chance?
hey so in the debugger when i zero and line up the hud of a weapon i press apply and resume, and it reverts back to being fucked, then i get a text popup saying "Settings Saved In "cache_dbg.ltx" but when i go to open that file its completely blank. how can i get my desired weapon hud settings to stick? i looked in the weapons Ltx folder but i dont see all of the axises that show in the debugger.
that's weird, it should be saving the info
worst case you can take a screenshot of the values and input by hand XD
thats what i just did, well took a pic of the screen with my phone. nothing from the debugger actually saves, it saved a RPM edit for teh ak104 alpha, and then stopped saving whatever edits i made after that, and never saved any edits again.
try running the game as admin?
not sure if that makes any difference but
Btw, did you edit any anim in your mods?
so for the AKM_ISG i added a foregrip to it, and gave it AK104alpha animations, it couldnt have turned out more perfect, in the Ltx i changed the sounds so you get AK104alpha gunfire and supressor sounds as well as reloads, it plays the firing and supressor sounds but not the reload sounds, so the reload anims dont match the reload audio. i am trying to fix it but idk what the problem could be
i went to Boomsticks, Boomsticks Patch, EFT Reposition BAS - Sneaky and EFT Reposition BAS - JSRS and copied the same LTX file into each mod and overwriting patch, theres no reason this issue should keep happening. its thrown me for quiite a loop
there's no gamma fixes mod tweaking those?
I have a version that I edited for GAMMA. Would you like me to send it to you?
save them into your own .ltx as you edit
and always dltx
those 3 axis are maybe item_rotation and item_position
is there a way to replace the blood screen texture whenever you bleed
Hey Can I edit number color in weapon/armor parts ?
There is an issue with the SR-2M that if you sprint with a detector or RF Receiver out, the gun clips into the object you are holding.
However with the MP7 it does not, the character holds the gun upwards vs side ways.
Would anyone be clever enough to swap out the sprint animation so it would not clip into held objects anymore? Its a minor annoyance 😄
Example pics below
edit the lowered positions
i will look into it... it never crossed my mind that sprint / lowered positions share the same lines
if you'd be willing to, sure
thank you
Hey if I wanted to have the player character use the non english voicelines what should I edit. I found the script that calls for language in the voiced actor addon but changing that does not seem to bring about the desired effect so I am sure I am missing something someplace.
Nvm Fixed it. All ya gotta do is ask for help and the answer comes to you I guess lol
this is how i fix things
Hey i still havent been able to figure out the Reload sounds edits i made, i have all 3 of my desired weapons remodeled and animating perfectly, but the desired sounds arent playing, 2 guns play the correct firing sounds but not the reload sounds, and 1 gun just doesnt play the correct sounds at all. i edited the Boomsticks Main File, Boomsticks Patch , EFT BAS Reposition - Sneaky, and EFT Reposition JSRS files. am i missing an overwriting file or something?
Has anyone removed darkscape from the random package drops mod?
Every single package there has been cancer to find
edited SR-25. like 4 different weapons cobbled together lol
i wish there were 2 inch picatinny rails individually modeled. the Peq15 and Forgrip are just clipped through the heat shield? idk but im calling it a heat shield.
now i just gotta learn how to inject weapons into the game, my goal is to make a bunch of weapon upgrade kits to make guns more kitted out like this SR-25, but idk how to inject into the game yet, just replace.
if you didn't, you should really do a DLTX edit for those
i dont have a clue what dltx even is, ive done an Ltx edit, in the configs folder of Boomsticks and overwriting patches, whats a Dltx edit?
In your case lets you edit specifically only the weapon attribute you want to edit, so you don't have to replace the whole thing
way less headache in the short run because if any mod that touches those attributes gets updated you're fucked
also easier and cleaner to keep track of
I only used for basic edits so I'm not sure of it's limitations. Someone else here can tell you more
you can also edit various weapons in one .ltx for instance
this for example, It's part of a dltx that I was making to tweak silencer and attachments icon position. Bunch of weapons in one file
dude that sounds so sick, cuz im so new to this with Stalker and the way Xray does things i feel like im putting in 100x the effort for 10x the payoff. so anythign to help balance that out i def wanna use.
upgrade kit?
Yeah, I'm brand new too so I'm making sure I learn the cleanest way possible to work, it really pays off. I'm pretty sure you can add brand new weapons using DLTX, you should check to see how Andtheherois mods works
thats the goal, but rn its just a replacer for the SR_25_specter lol. i dont know how to inject into Anomaly yet so im kinda limited into the changes i make and how i get them into the game.
looks sick tho huh? lol
yeah well i’m a sucker for tacticool ARs so I think it looks cool
when i get it all straightened out and tossed into an upgrade kit ill post the file and ping you. i expect to be done by tmrw night.
SR-25_Reaper its called, "Reaper from afar" - turn the kewl up to 11, putting the kewl in Tactikewl lmfao...knights armament need to hire me.
This looks amazing. You should totally post this in #1035807043933720576 when it's finished 
yeah i plan on it. it works rn as a replacer, it was kinda complicated getting it to work tho since its different gun parts from different mods, different sounds from 2 different mods. but its works now as a Replacer, the last steps are getting the config file right, learning how to inject into Anomaly, and making the UI. the first two i think will be easy, but when it comes to making images and ui....oof.
quesiton tho, can you take a gun sound from a Semi Auto gun and use it on a Full Auto? i wanted to use Mosin or SVD Gunshot and K_98 suppressed gunshot sounds for the SR-25 , but am unsure how it would pan out
idk how Anomaly does full auto gun sounds, does it take a singular gunshot and just loop it per shot fired, or does it have a 10 sec clip of full auto and play that so long as one is firing.
i feel like its the first one because if it was the ladder the gunsound wouldnt be so choppy and skippy. but idk for certain.
either of you guys know how to edit and make weapons @wanton knot or @sick seal ?
I mean, as far as the 3d part I know, but still learning xray stuff so yeah there's that lol
this rear sight is cancer, 5k triangles, the spring is fucking modeled 
https://igigog.github.io/anomaly-modding-book/index.html good starting point
the last 2 days of this chatroom should be a goldmine of info, i had a couple people teach me, and now look at me!
if i can do it, i know you can because....
thats ridiculous lol what model is that for? Anomaly???!
It's from BaS, and a lot of weapons usse those sights. I'm definitely deleting that from my mods XD
somebody felt the need to flex when modeling
and everyone pays for that flex with their performance
i need a jet pack for my stalker!
이영상은 비공식 팬영상입니다.
This video is an unofficial fan video
used voice sound : Escape from Tarkov
patreon : https://www.patreon.com/_SODAZ
email : 8141164@naver.com
Thanks to safmarine78 for helping with the translation
pretty accurate
oops wrong channel
Good looking guns... but at what cost?
having to use 1k res performance textures
How complicated would be enabling optics on a weapon? As in:
Weapon A has ris on model, optics A1 can be mounted on it
Optics A2 cant be mounted on it
Would it require model changes or how does it work in Stalker?
hey guys, idk if this is the right adress, I added a mod that added this flare munitions, but the mod causes other problems (its for anomaly usually) and now when I disable it it says the ammo is not defined, I am wondering if the ammo is now integrated into other files or if the savegame is calling for it, the search can't find this xr_ini.cpp in anomaly or gamma folder
It requires a new model for each equipped optic. I mean, it could probably just use an existing model if it's a 2D scope but it wouldn't match up
Yeah new ammo/items are baked into the save. It might work if you remove the ammo from all inventories
do you know a Gamma mod that declares ammo where I can shove this definition in from that flare mod so I can disable the mod but the game knows it so it stops jammering?
Just load a save before you added it
That is too far back, it only causes a problem with a weapon I added, if it happens again I can remove the weapon from that mod so it doesn't use it, it screws up the ammo wheel and only shows grenades no matter which weapon mode I am in. I wish it were compatible with Gamma, the dev of that mod didn't care about compability and just threw stuff on top.
Rather than looking what guns are added to the game and which use a certain ammo type and make a script that can figure that out he just defined his own stuffs
How do I connect the hotkey I set in a mcm script to connect to another script that's related to a UI element showing? The hotkey is to hide/show a UI element. I don't remember. =_=
Does anyone know how to find out which material ID belongs to what? I've seen people refer to certain groups of materials in code like this:
Keep frequent saves especially if testing mods in a pack like GAMMA 
I was trusting him, he said its compatible regardless if only there is DLTX, he was lying
though I think the grenade ammo wheel is a actually normal bug?
Like I've had it happen in ordinary GAMMA but I haven't used a GL recently
no the wheel works fine, the game knows when its in regular ammo or grenade mode even with a GL
at least with the m203 underbarrel on an M4 I was using
I could test to see if the same bug happens with any of the weapons he declared, if it works I must have forgotten something, if it don't hes a doofus
I tried to get rid of the ammotype by commenting out the section in his mod where he tells the game which traders sell the ammo, but evidently the game has it somewhere else still lol 
Yeah, it exists even if traders can't sell it
gamemtl.xr maybe
strength of material is there, maybe ID too... maybe ID is the name xd
where did u get the material_id variable?
i assume its some .exe addon and probably the one from demonized, i see the GetMaterialByIdx(id) function but cant find a list, think u can ask him directly
Is there any solid tutorial how to do it? I can do art np just need to prepare tools
I've seen a Reddit post earlier, someone said to come to anomaly server and they can help, guess I can do that as well
Never mind. I figured it out. 🤦🏻♂️
Is there a portuguese translation for gamma?
Hey need some help here, I'm trying to make a custom RPK-74 with fixed PS0-1 scope but for some reason there's no dynamics\weapons\wpn_rpk\wpn_rpk74_ps01.ogf, or anomaly_weapons\wpn_rpk\wpn_rpk74_ps01_hud.ogf, where there is a kobra.ogf/ogf_hud and 1p29, can't seem to figure out how the fuck to make this work
wrong place to ask, no idea, this is for making mods and patches and whatnot
hi, is there any knowledge base or docs on monolith64 engine?
ir is compatible you just messed up
New to modding this game and all. I'm looking into resizing some HUD elements since my eyesight sucks. Is that possible within the XRay Engine, or is it bound to screen region sizes?
I meant mod making, not adding existing mods. Bad english, lol
its not though, I didn't mess up
well uh you installed a mod that adds non scripted stuff and then removed it
what did you expect really
it stops variable zoom scope on the weapon I added (like he described) to work and it breaks the ammo selection on that weapon
yes the flare works, it shoots it does light etc, but the other stuff that breaks make it incompatible
hello, anyone knows how to change the SVT_40 so it needs historic instead advanced kit?
but there isn't anything in the flare mod that'd break compatibility
like, literally
get a mosin
thanks for the suggestion, i want to change that thing still, do you know how to change it?
so far in the ITX file, it says "repair_type" rifle_7, the same as SKS and sks needs historic
yeah it's not the last
thats what MO says :S
sks uses shotgun
where are you seeing it?
understand dltx
hey are there any other canted sights other than the Aimpoint and RMR? the Aimpoint is fine but the RMR offers horrible visibility so if i can change it to something other that'd be great.
canted Doctor sight would be sick.
iirc no there are no other canted sights other than the ones you mentioned above
that sucks, but on the other hand....
FOUND A PICATINNY RAIL I CAN USE!
rn the laser and foregrip are just clipped through the heatshield
heh for the 416 i ripped the side rails from the ru556
is there an hk416 mod i’m not aware of? O_o
yeah, not sure what mod its in tho.
also there is a 3rd but its on the Tan Modernized version of the m700 i think its a Gamma Weapon Pack gun.
3rd canted sight i mean
so i just got to the final version of my SR-25_Reaper upgrade kit, installed the picatinny and used the svd foregrip instead of the M4_tac's, but im having an issue with the Aimpoint canted sight that wont let me export if anyone can help.
"mesh object has verticies that arent tied to any exportable bones" its the mounting bracket for the Aimpoint canted sight.
You can always use the delta point the canted rail is a separate mesh so you can remove the rmr. I never use the rmr for any gun I make
yeah im using Delta off the m700 upgrade it. i just pickd it off the gun and saved it. was able to export no problem
new goal for today tho is to learn how to try and break apart meshes/models, the sr25 uses a heatshield that id like to swap out with something else, but its tied to the upper and lower reciever, but im having a ton of fun learning Blender and what not so it shouldnt be too bad a time.
good luck
The easiest way I've found to do it is just to delete every vertex around the part that I want and then clean up any stragglers thst are left. It's easier than trying to cut out the part from the model and trying to follow the shape imo
Also, be sure to use the button that let's you see through the model. Some of them have hidden points that may get left behind
What in this would I edit if I wanted to allow all faction (Not just monolith) to join Sin if they are at peace
Try to select all points in blender to see if there's any loose vertices around the model. @sick seal
Upgrade for the m4 tac, sponsored by magpul XD
I'm going to put together a couple more m4 with more modernish things, I was thinking it would be cool to have unisg carry them
idk what that means or how to do that lol, only on day 3 of blender.
looks cool
think i figured it out lol.
OGM video - main menu background
Is there any info on what parameters should be used to create .ogm videos with ffmpeg2theora-0.16.exe ?
And/or what avi compression should be used?
I foolishly tried to play with the STALKER 2 teaser but the avi to ogm conversion keeps farting on the loop.
https://streamable.com/d8qoko
This should be a smooth loop.
Not the best bg anyway but it's annoying ^^
If you get away with the quick cam move I think it looks great, 
It's quite distracting I agree. But that's from the teaser. It's possible to smooth it out using interpolation and counter-editing ^^ but not worth the effort imo.
Those file formats are antediluvian 
Oh don't get me started with this shit 
All I want is to mod using a modernish engine, just let me make my pretty pbr textures in peace 
take a look at https://igigog.github.io/anomaly-modding-book/index.html maybe there's some info there. If not asking around anomaly discord might be good too
PBR would be so sweeeeet
(and a huge amount of work
)
Also thanks for that link - I totally forgot where it was…
Crazy amount of work for sure. I can understand why it's not been converted to use pbr. And ideally it requires unified material definition/models and not all over the place, so a type of metal looks like metal, plastics as plastics, etc.
Un-farted my issue with ogm file and video loop.
I didn't find the correct ffmpeg2theora version (found 0.30 instead of 0.16).
https://www.videohelp.com/software/ffmpeg2theora
ffmpeg2theora is a powerful Theora video encoder. It supports most input formats and you can also adjust brightness, deinterlace, resize, crop, add metadata and subtitles, etc.
Nothing fancy. But seamless.
https://streamable.com/8b83yw
God damn to I cringe hard every time someone mentions "realistic" in terms of graphics
thought i figured it out but am so lost lol, im suprised there isnt a video or guide out there for dealing with this. i wouldve thought it'd be a not uncommon problem.
Considering most mods are ripping new games, I have to call bullshit on that one
We are all adapting pbr assets to old ass xray textures
there is HQ texture out there
not shitting on xray/anomaly obviously
Also on another note, I bought this sweet new docter sight and I want to do this trickery here, just need to model the sight base for the specter. 
He does have a good point tho when you consider base anomaly. XD
@still meteor btw, I'm sure you've seen the latest shit azetrix is working on? can't wait for his new pack 
Hey, is there mod that turns the rest of the player model's body to the direction you were using free look?
???
I think the way freelook is supposed to work is to only turn your head. To turn the body just use the mouse normally?
dude, sick doctor sight, you actually bought it to use on ur guns? lemme know how it pans out.
also anyone wanna finish my SR-25 Blender work for me? im stuck lol
fixed the bone vertex issue! fuck yes!
Yeah, I got some cheapish models that I'm using, got some cool handguards and shit. I need to tweak the textures and optimize some parts of the model but yeah, definitely sharing those with the community when I'm done. 🙂
Nice!
Did you figure the audio issue?
the sight I got compared to the one we have in game now. Similar polycount too but I want to clean the model I bought a bit more
Why not use the bas mount?
the bas mount is modeled with the sight
yeah dude i love the one you bought, so sick. but i alos like how the ingame one is like a mini xps3 with the housing.
the one u got is perfect for pistols.
like to bolt on the back of a slide
never figured out the audio problems, but got the vertex and bone issues solved.
Has anyone got experience working with mags? Theres something thats really confusing me. Im trying to change the MP7 back to use 4.6mm. I have created a 4.6mm magazine as i want to still be able to switch between 5.7 and 4.6. So looking at the definitions in the configs/magazines/weapons directory it appears that to make a weapon use a specific mag you need to create a ltx for the weapon here and specify its default magazine shown in the picture.
However what i find confusing is, why do they set the ammunition type equal to the magazine definition? Ive tried to copy this in my own way but it still spawns the weapon with the old 5.7mm magazine and will not accept EITHER of them.
This is what my MP7 definition looks like:
I have defined the magazine correctly and can spawn it in debug and load the correct ammunition into it. Ive even tried the z spam DLTX trick to try and set the default mag and base type ammunition as well but it has no effect.
As you can see here:
This is in the config folder at the top level.
Last but not least: the top level ltx hack, the weapon one. I have to do this to change the weapons caliber but it still does not affect the default magazine. Ive tried putting in fn57 magazines here to see if it would kick one of those out but still kicks out the default 57 MP7 magaine.
The only other ltx that seems to be affecting the mp7 is mod_system_GAMMA_mp7_tweak.ltx but is loaded before my weapons_jamoy.ltx is....
I'm pretty sure the rmr mount isn't modeled to the sight but it should be easy enough to delete the sight off the mount
I'll take a look but what I need to model is a specific mount that is used on the specter, it's not picatinny
What is even more annoying is the debug message i get in the console too. I appears to suggest that my ltx's arent having an effect on the base type of the weapon:
You could see if the different parts are just stuck together. If you're lucky the mount may be textures separately from the hooks
Last part i swear 😅 The Browning Hi Power shows a base type here, the only thing i could think it could be is a load order issue:
has anyone here tried to port weapons from a game to stalker?
isnt mos weapon pack those
bas guns
well, true
but i thought somebody did it on a more personal level so i maybe i could get some advice from whoever did it
already found a guide on how to port models and animations to cop so perhaps that might be of help
I actually had a specterdr model that I had here (it's too high poly) that had the mount included 
Yeah, I'm cleaning up the mount model now, it's not that crazy.
I need to figure out how to make all this shit work in game now 

Mind sharing the link to that guide? Gonna want to dive into it once I get on winter break
most are links posted in the anomaly discord server but these are the ones i took from there:
https://www.moddb.com/mods/call-of-chernobyl/tutorials/sdk-and-3d-modelinganimation-tutorials
https://www.moddb.com/games/stalker/tutorials/stalker-shoc-sdk-04-win-10-fix
https://www.moddb.com/mods/stalker-wormwood/tutorials/a-guide-to-the-call-of-pripyat-sdk
Links to SDK and 3D modeling tutorials. I did not make these tutorials, credit goes for the makers. I linked some russian videos too, because even foreign language videos can show much-much more, what can't be described by a wall of text. I will edit...
I will be posting a tutorial on how to run Stalker SHOCK in Windows 10. I did the procedures and everything went right, I'll be here helping everyone.
Thanks for sharing! I'm def looking at those too!
theres one that is currently dead but the op moved his guides to a polish webpage (obviously written in polish), use archive.org and google translate to translate the contents of the whole webpage because it doesnt even link directly to the guide itself: https://www.moddb.com/mods/stalker-two-k/tutorials/basic-of-importing-and-exporting-stalker-ogf-files-using-blender
Due to lack of proper support from ModDB, this mod is no longer available in this serwer.
does the UH-1 + Magnifier have an alt firing hud? like does the magnifier flip down allowing the UH-1 to be a red dot?
the fuck is that
no
it's only a visual included in the model
so the UH-1 isnt a function red dot either i assume?
nop, just a pip scope
i don't remember if it has a alt view, if it does is probably flipping the weapon and aiming by the sides
prob with the laser if anything, huge bummer. uh-1 is such a great sight.
but what the fuck are you talking about
^^^^ up ? lol
How would I go about changing some weapon sounds, I wanted to change the AS VAL/VSS firing sounds to something with just a tad more oomph, or even just make them a bit louder
I already have some sound files I could use
or could I just edit one of the .ltx files so all the 9x39mm weapons would use a different set of sounds?
Does anyone know the best DDS format for saving a custom texture made for STALKER?
I have a made a quick edit of one of the sky boxes just to see if could help me fix the whole sky box issue. I've even found a passable texture in EFP 3.0, sadly for the most part, all the other night sky textures look like old torn, used toilet paper and they have been driving me insane!
GIMP can no longer open this one, just Paint Net.
I need something that will not change my file in to unusable garbage, a DDS format that can retain the quality. After I have tried using quality settings below DX11, like BC3 (sRGB, DX 10+) the whole image became pixelated, the same way a lot of the other night sky boxes are pixelated.
Just in case I'll also upload that one night sky box from EFP 3.0, the one that's passable, it's not totally perfect but it is 6MB large and has the same size 1024 x 1024 as opposed to the GAMMA sky boxes, which only use 3MB, have the same resolution and are wayyyy more messed up, making the sky look all crappy.
I think gimp dds compression is shit, I've been using intel one in photoshop but someone mentioned amd tools that are prob the best?
nvidia also have standalone app so you can work in png/targa and convert after
Yeah I was happy when I tried because gimp has that handy "Save dds with same settings"... the little I knew
i don't want to go back to closed source programs
Sooo, need you guys opinion. I'm starting to work on a unisg western ar pack (2 or 3 pimped out rifles). I was going to use good ol m4 but, would make more sense to use hk416 instead? I don't even have the hk416 but I can look around
efp weapon pack has a hk416
There was this cool bullpup rifle in Ghost Recon Breakpoint that I think would fit well with the UNISG aesthetic
The VHS (Croatian: Višenamjenska Hrvatska Strojnica, lit. multifunctional Croatian machine gun) is a 5.56×45mm NATO bullpup assault rifle designed and manufactured by HS Produkt of Croatia. The VHS rifle was first introduced at the 2007 iKA exhibition, the annual Croatian innovation display that takes place in the city of Karlovac. The developme...
specificlaly that VHS-2 variant
looks a lot like the famas
or is it the famas?🤨
yea the regular one does
Oh I'm sure but my plan is more like a reskin and repurpose of what we already have since I can use all anims and stuff. I'm just going to get shit together, make some camo variants and call it a day XD
the variant looks a bit more different
Ohhh gotcha
in that case maybe an F2000 variant?
always loved that gun
that looks cool tho and yeah I think there's a f200 in gamma, right
is the XM-8 enabled in GAMMA? Might be cool making an ISG variant for that
it’s not
no good anims for it too as far as i’m aware
ah ok
My sig is originally from fo4
how do I port animations from other games?
Wait, wait, wait, I just had to finish doing some stuff so I wasn't online.
There's a few setting for compressing a DDS but you suggest using some type of Nvidia software? Will it be compatible with STALKER? When I have tried a few of the available DDS formats my game would crash.
Do you use something specific for your DDS files?
This is what I get in Paint N, so I guess it is not suitable?
is there an easier way to split meshes apart that doesnt involve meticulously selecting the thousand of lines and dots? lol
you still need to use the compression compatible with xray engine but there's difference each software does the same compression
Which compression is the best one?
Huh, so it can only use DXT1?
depending on the compression the game will crash
at least it did for me when I was saving with a different compression
I'm not gonna lie, DXT1 kinda... sucks.
This is literally the only option for compression, unless maybe GAMMA adds something?
yeah it does, the compression of darker color is awful
is GIMP decent for DDS editing? i gotta make the images for the weapon kits ive made
well GIMP with the DDS plugin
GIMP is good but I haven't used such a terrible setting for it, even in my worst nightmares.
I take it I should try DXT1 with that Nvidia tool for a better result?
someone suggested me to use kaiser filter for the mipmaps\
i dont know what you just said lol. but ill see how it pans out, i also download the Nvidia DDS developer tool thingy, but lost track of where i put it lol
Never heard of it, I'll check it out.
yup, there's one from amd too but I'm don't know the name
Is this it? DDS Utilities ?
Oh I think so, from amd/intel right?
Hmmm, no idea what it does, doesn't seem to be working.
Ah, those must have been some Photoshop files.
You can use GIMP or whatever just don't export dds out of it, work as png/tga, use the nvidia standalone tool or this amd one that I don't remember the name
why not export DDS from GIMP?
the compression quality sucks
so much of a problem it would impact even the Images of the weapon kits? like the inventory images
I've been using this for photoshop
https://github.com/GameTechDev/Intel-Texture-Works-Plugin
There's also the Nvidia tool, both ps plugin and standalone.
https://developer.nvidia.com/nvidia-texture-tools-exporter
Intel has extended Photoshop* to take advantage of the latest image compression methods (BCn/DXT) via plugin. The purpose of this plugin is to provide a tool for artists to access superior compress...
NVIDIA Texture Tools Exporter The NVIDIA Texture Tools Exporter allows users to create highly compressed texture files - that stay small both on disk and in memory - directly from image sources using NVIDIA’s CUDA-accelerated Texture Tools 3.0 compressor technology. This exporter combines four texture tools in a single plugin and standalone appl...
I mean, you do you but you would want your texture to have the highest quality possible within limitations right?
Grok posted a comparison between a gimp dds and another one using the amd tool I think, same compression type. There's definitely differences
gimp one was more blocky
Mmmm, maybe this is the amd one they mentioned.
https://gpuopen.com/compressonator/
Ye, I'm looking in to it right now.
I'll be back when I fond something.
Been reading about the compression on here:
In this tutorial I want to teach you how to get the best quality out of your textures when compressing them. What is DXT? DDS is a container format designed for texture data and can have different amounts of compression applied (including none). There are 3 major compression formats defined in th...
I'm really curious about one thing in all of this, would a higher resolution be better? Let's say, twice what we have now?
From what I can tell Paint N. is doing rather okish, I don't see any major differences.
dude trying to get the Non-Legacry Nvidia Texture Tools Extractor was a pain in the ass.
i had to sign up for their Developer Program, thank god i decided to go to college for something Computer relevant lol
Well, you can apparently download some of the old stuff from the links but I see some differences in how everything is structured, I wonder if my exported file will work right.
i tried downloading without applying for the Developer thingy and kept getting Access Denied....i dont get why they make software to give away for free but you have to apply to that dev thing which will let in people apperantly as clueless as myself lol.
Because if they could, they would put a camera in your bathroom. Companies love to know everything about people.
true. i wonder if i couldve just lied on the application, idky i told the truth right off the bat lol
Pretty sure someone would notice but would they do anything about it? Who knows.
Anyway, some minor progress, the game did not crash but I certainly have to use something else for exporting, the sky box is a sort of cube but when it started reading my texture it was 100% black.
It works and at the same time it doesn't work. The sky is dark but the stars look all messed up and blocky.
It must be because the quality dropped even more after decompressing the original file and later exporting it as DDS DXT1, might as well replace all of the night skies with just that one from EFP 3.0 so that I won't have to look at all those damn ugly smudges on the night sky.
A real professional would have to take care of this issue, someone who already has all of the tools.
what did you do to port animations?
thats my biggest issue rn
out of interest, did you work on any more 21:9 hud stuff? I noticed the chat messages kinda overlaps the psy bar slightly
also thanks for posting this
I think so yes
You can’t
damn, thank you
i think i might have made it slightly thinner? i havent actually tried anything else but if you drop the corresponding axis by a digit or two you should be able to move the bar slightly lower from the chat box
ill have a play around and see if i can find some good numbers for 21:9 and if i do ill ping ya bud
yeah raise the y axis to lower the bar, so this on line 208:
<progress_bar_psy x="12" y="640" width="75" height="7" horz="1" min="0" max="100" pos="0">
displays this hud:
Thanks!
all good pal, us longbois need to stick together lmao
Probably deleted some files
Try not to use those apps or make an exclusion for mo2/stalker content

I remember playing gunslinger when it was released after playing Anomaly for a while. It was underwhelming.
this is for making mods, not adding them. go to #🔨modded-gamma-support
Honestly, i dont get this one bit... Copied the exact same method Mags redux uses to change weapons to use specific magazines and I get an error....
But what i dont get is its okay for redux to do it for every single weapon except my one?
Basically:
Even if i do an override. It still doesn't work so 🤷♂️ It still claims the weapon base type is null. Even though Mags redux appears to set base type by original ammo type which is extremely bizarre... Has anyone got any idea what's going on here?
So what are you trying to do?
Im trying to change the mp7 to correctly use my new magazine which uses 4.6mm ammunition
Here actually 😛
The idea was to use the current default ones (5.7mm ones) as ones when the caliber is changed.
Hence why im not just modifying the existing ones
Yes, ive realised this.
And the error i posted just a moment ago was my realisation of this
This is where it complains that im not overriding.
But even if i override with ! it still does not make the base type = mp7_4.6x30
Did you set a blank dltx override for the dltx file in gamma?
I actually deleted it last night to see if that was causing issues. It didnt make a difference
Use the base w_9x19 file and override it in your mod
Okay, il try to override this file and see how it goes.
Actually if you're just using the regular 4.6 ammo then mags already has that override
Just set the base type to a blank file in your mod
Ive added Hp and AP 4.6mm
just stick that in the root config folder?
No, it has to be in the base types folder
I dont know if im just going full retard here, but there is no base_mp7_57 ltx i can see?
Ah nevermind thst must have been my own file then. I have a different mag setup that I take care of myself instead of using gamma's, so I had to set my own stuff to use the mp7 with 5.7
would i not have to !![wpn_mp7] in here?
Its a bit jank the way this one was set up. It just hijacked the 9x19 mags and made em 5.7
i guess, i could hijack them again and just make 5.7 mags? 
Yeah
That's what you have to do
Unfortunately every time gamma updates you'll get the file back so you have to override it
Ahh
Brilliant, Il go nose about then. Thanks
How hard would it be to add a suppressor to the m98 bravo? Even from the base game when you add the suppressor, it doesn’t put it on. Appreciate any info 🙂
you have to add it to the model
And thats with the default 9x19 mags that came with the gun
Going to try and make another gun use the magazines to see whats going on i think
Okay something tells me that my base types are not being recognised when i attempt to change them.
Even though i have, and it spat out the versek magazine too even though i overridden it
The ammo class change worked at least 😛
i honestly wouldnt dltx mags. it doesnt seem to work all the time
overriding the file is the only things ive found that works
So i will have to hard copy the whole 9x19 ltx?
then modify the bit i want?
A bit peanut brain tier but if its what i gotta do then its what i gotta do
The thing that continues to puzzle me is why is the base type set in such a weird way?
ammo_5.7x28_ss190 = mp7_9x19 Like as a software engineer this makes absolutely no sense to me
why couldnt they put a variable like base_type = mp7_9x19 ?
ammo_5.7x28_ss190 = mp7_9x19 makes as much sense as 39 = 42
Because Grok changed it
Its this line here that causes the mp7 base type to become null. For some reason. This is how i modify all weapons ammo types. This happens very last in the load order.
Have you tried with just the base 4.6?
I will need to try that. The base 4.6 mags always worked. It was just trying to get the damn weapon to accept them
Okay ive even tried creating a new weapon wpn_mp7_46 and straight up extending from mp7. I think there may be some sort of conflict with my new ammunition types as even then when i change the ammo type to 4.6 it shits the bed :/
Guys, is there a simple way to increase the reloads animation speed so it reloads faster?
My stalker looks like a granpa at the range.
im sure skills expansion had something like that
obv the sound won't match
Yes it implies a few changes and ideally it would be linked to skill progression that'd be dope
I can see the animation setting in the SDK/modding doc but not sure how to tweak it.
Fantastic! Thank you! I'll see how it looks.
You could always modify the sounds if the sync issue annoys you
Indeed - it could be tweaked in Audacity and similar.
Skilled weapon handling would be natural after killing so many things!
Okay, so if i change ANY weapons ammo type it causes the weapon base type to become null.
Unless that weapon supports that ammo type
Gamma mp7 has a dltx thst changes the ammo type
Yea, im aware. Thats the one i mentioned that i deleted XP
I think i may be close. I got the mp7 to work with the skorpion magazines
Just use that as your ammo override file
Hmm, it only seemed to change the caliber of the actual weapon... Il need to have a look see again.
I will need to replace this file, could you kindly send it over / tell me hat zip its in? it was the only mod file in the configs root with mp7 in it.
Okay, i have literally copied the grok Mp7 replacer. Changed all ammo types in there to a pre existing one and its still scuffed.
I have absolutely no idea, would you be willing to have a look at it if i zip it up @fair canopy ?
Sure. I won't be able to get to it for a while though. I'm still working on a thing for someone else
Thanks again!
I managed to find the files and modified the reload speed for the Aug Commando I've been using
Now that's marksmanship 
I didn't capture the original version but here's how it looks now:
- reload speed x1.5
- tactical reload (not empty mag) and dry reload (empty mag)
https://streamable.com/59oqk7
(meh ShadowPlay started a bit too late and missed the beginning of the first reload ^^ sorry)
SFX is synchronized. Happy 
ah yes the bas aug was very slow
so frustrating during heated combat yeah ^^
Okay, does anyone know where the definitions are for ammunition drops?
Or is the game smart and use the weapons loadable ammo types to drop on death? If this is the case ive not seen any of my custom ammo types drop yet.
if i want to change the color of my bhs hud, how would i go about doing it
Hey guys, If I want to quickly mix some weapons anims to test, can I just replace the .anm file?
hey so, the UH-1 + Magnifier i was able to render and animate to where you can flip up and down the magnifier, allowing the UH-1 to ac as a red dot when not being magnified, but i want to make those animations play as the Alt Aim for that sight, how would i do that? getting Alt Aim to call for a different animation than is already set?\
Where are the body health system values stored for post heals? Just spent 20 mins looking and cant find the definitions for fentanyl and morphine healing stuff.
I assumed they would be included in the Body Health System Mod but its purely HUD stuff in there.
Is there even a weapon anim state for that? When you press alt aim it plays the flip anim, that's what you're trying to do right?
trying to do literally anything to get it to work, i have hand anims for it ripped from a Fallout 4 mod, i just need to get the game to play the animation when trying to Alt Aim when a weapon has this sight attached.
how do i make them match each other
So from the very little I know, xray has the anim "slots" that you can set, reload, idle, show, etc. I think you would have to create a new slot that is activated by the alt aim action
If I'm not mistaken BaS created new slots, I'm not sure if you would have to fuck with .exes at that point
Just theory here btw, I'm not versed with xray at all XD
lmao, well anythings worth a try i suppose. and right!!!! im amazing it wasnt already
(and yet to be)
take a look at BaS files and configs
yeah im taking a look rn
having more "slots" would be fucking amazing. For alt aim, laser on/off
its a 3.5x magnifier on one of the best sights ever. it would be the best thing if i could get it working.
is it possible to make more slots if none are available? or too much effort?
i mean i guess too much effort never stopped me, only reason im this far was wanting to put a foregrip on the ISD AK's lmao
You'd need to edit the engine for slots
I'd love to have a switch to illuminate some reticles instead of just one texture (usually black or red/green)
yeah that's what I figured, bas did that for the new anims right?
Yeah but they did that for bone support, not slots
The Dushman's Saiga granpa reload speed was also bothering me. Fixed it ^^
https://streamable.com/pqzwdf
It doesn't feel superhuman at all imo.
(1.5x speed)
Oh I see
mmm too quick at least for me
looks like a cod match lol
yeah imho reload speeds are already juiced in gamma. I would slow things down lol
The magazine also looks unnatural as it flies into the void at warp speed
Yeah not sure I'll keep it. And afaik the real Saiga can be a pain to reload due to its design and bulkiness…
i was hoping truthfully i could write the scopes own config file and replacing the bits where it calls for Canted Sight Use and assign my anims there. but this sounds like it will be alot bigger deal than that.
can someone please tell me which file do i have to mess around with to match them
I didn't test this, sorry.
Did you edit them from the Body Health System icons by Grok?
There are two textures there. Did you edit both?
yes both ui and ui3 dds
Oh boy I just saw that the new BAS adds the hk g28 
Same file format, no mipmapping or different sizes?
I can't see why they wouldn't match if similar 😐
my dumbass didnt notice the background was in 512
thank you so much
what mod contains the Sig p320??? thats on my list of weapons to mod and wanna get the files ready
iirc there is one already ingame
if not there are these
https://sketchfab.com/3d-models/sig-p320-m18-643cf5792c8e4ce5954d7929543857d3
https://sketchfab.com/3d-models/sig-sauer-m17-p320-e0c9faadfa3843ac8ecfd92b12b90e31
https://sketchfab.com/3d-models/sig-sauer-handgun-60a8cea2656640f3b4e0968650a2167b
https://sketchfab.com/3d-models/sig-sauer-p320-compact-ipsc-tuning-8c1597687ece4a5e830e3dc4ffc22ac6
LowPoly Style SIG P320 M18 Pistol.
👇 Watch the 3D model in action!
https://www.youtube.com/watch?v=E4MJ1uUG9LM - SIG P320 M18 - Download Free 3D model by k4rmax (@k4rmax_)
I deiced to challenge myself with this model by creating outside my comfort zone.
I chose the M17 for its challenging aspects in the design but simplicty of the overall weapon.
I aslo decided to keep the texturing simple and clean, stearing away from the overy used textureing style i use. - SIG SAUER M17 P320 - Download Free 3D model by RBG_illu...
So, this is a model of a SIG Sauer P320 RXP Compact pistol. It doesn’t match the reference perfectly, but I really enjoyed modeling it. Hope you like it!
You can write what you think in the comments - I really appreciate the feedback.
FREE to use with your projects. Commercial use is OK, but give a credit.
If you need source files, you can take...
This is a model I did for fun. If you like it - check out my portfolio at https://www.artstation.com/jorro_t - Sig Sauer P320 Compact IPSC tuning - Download Free 3D model by jorro_t
since all semiautomatic pistols work basically the exact same as each other you can just reuse another pistol's anim set
all of those models look good
and the fourth one looks so ridiculous, i love it
awesome thanks!
also decided to make a 100% custom gun mod entirely from top to bottom, MG42
already have the anims from an older attempt in Fallout, figured i can just port everything to Stalker.
based
maybe post it to moddb eventually
also don't use gimp to compress textures
don't make the same mistake i did
protip: work in gimp for nice controls, copy the canvas and paste it into paint.net and export to dds from there
based
I'm not sure if this is the right place to post this question but if I'm searching for game events based on strings in the game (specifically trying to find how armor trading works internally), I can search for the game text in the mods folder but that only returns the strings used in game for those dialogs like in the image provided
Is there a way to use this information to find the actual game events associated with these dialogs? I've tried searching for just armor_exchange and not finding anything but the .xml file
maybe check the folder outside of that
Hey guys, I'm purposely trying to set a different anim on a weapon to test some things but it's not working. Do I need to do anything else other than setting the anm to use on the weapon.ltx file?
It needs to have the same bones as the gun you're using the anims from
okay, that's probably it then
check either gamedata\scripts or gamedata\configs. it's gotta be an script or a ltx that references those strings, the script file most likely.
I tried mixing anims with a similar weapon and it worked, thank you
Thank you, I've been digging into the files already to find out how the files are interconnected but I appreciate the response 🙂

I've been reading up on DDS files lately and someone mentioned that the files can be uncompressed? Even if that impacts performance, an uncompressed file should still retain all details, right?
https://www.moddb.com/mods/stalker-misery/forum/thread/texture-compression-request
Discuss the topic "Texture Compression Request" in the Mod optimization MISERY discussion.
But how can someone make a DDS file without any type of compression? Does anyone know? This could fix all of the sky boxes! A little bit of a performance dip is surely worth it!
need a way to take Hkx files and turn them into Xray animation files. my friend of mine is letting me use her animations she made for a gun she made a while ago, and i need to use parts of them for my Magnifier on/off ... apperantly its possible and only takes an ltx edit of whatever weapon mounts the sight. no coding needing thank god.
but yeah Hkx > Omf or whatever the Xray anim files are
Woho! I've actually done it! You can import a DDS file in to STALKER without using all that shitty compression! And it worked! Here's what I used.
After saving, nothing seems more blocky / pixelated, it's like the image retained everything!
I checked it twice now, it's perfect! Nothing got changed, it's pretty much a perfect image! Ye, it went up in size from 3 - 6 MB to 24 MB but this is worth it! I didn't see any impact on my system at all!
hey how do i get .omf files to show in Blender everytime it tells me "blah blah weapon does not have the required bones" when im going through ltx config files and looking at say ak104 uses only AK-Tact anims, so i try to import the AK Tact omf file and i get that error. idk what to do
i need to get 1. hands hud displayed and i need to get animations working in Blender. anyone familiar with this?
also since when does BAS have a Bravo sight? lol
I'm that adds up but it's nice that you can actually use that. Prob good for ui/icons
I'm no artist but I did actually manage to clean up the night sky a little bit. If I could get in touch with the people who made the sky box mods, they could upload something that retains all the quality. No more shitty skies, just perfect looking, atmospheric textures.
I was going to send you this last night but forgot. Since you're deep into this, wanna check it out and see what you find?
https://github.com/BinomialLLC/crunch
https://github.com/Unity-Technologies/crunch/tree/unity
oh yeah, for the sky boxes that would be cool, night is indeed terrible
Sorry but I don't know much about coding, modding etc. etc. I just got really pissed at the night skies in STALKER, I thought that if I research enough, someone might notice and upload something good that won't look broken. The people who made their very own night sky box textures might still have the original files somewhere, before they were obliterated by the compression. No compression, no problem, I just hope I can find someone who can find this info useful and just play the game.
Yeah sometimes it's even compression on top of compression, since we usually rip assets from other games
I can say that I have no idea how to work with textures all that much either, there must be some methods involved in making a good cube, mine are a bit on the blurry side, so I probably use the wrong tools but even when they are really stretched and blurry, I didn't see any clusters of cubes, discoloring or anything like that.
I just need to get in touch with someone who knows how to make this stuff, let them know how to save these files.
So long story short I’ve been trying to get the Remington 700 aics from the new bas to work on current gamma. I’ve ported all the files necessary over into its own stand alone file. I can spawn the weapon and suppressor for the gun in the game as well as throw them on the ground and the models show up just fine for both. But when I equipped the gun it will instantly crash my game. I’ve never really done anything like this before so I’m a bit stuck on what might be the issue. I would appreciate any help!
I was wondering what is the actual cause of stuttering in the inventory? Is it because some items like gun powder reaches 5000 item count especially late game? Or is it the collective amount of items in the stash? If its because the items reach such a high number, wouldn’t it be simple to make a cap on the amount of times an item can stack? Then after it reaches the cap the item just starts a new stack. Any thoughts? Im not an expert but I just thought of this as I experienced stutters in the inventory last night
So I posted my "Better Armed Zombies" mod to ModDB and apparently people are having crashes due to it not able to load "isg_primary" from the way I have the zombie loadouts inheriting other factions' loadouts. I checked base Anomaly's ISG loadouts file and it has that section. Someone said it was BaS but (at least from the BaS version we have for GAMMA) it has it too. Someone also said they have hte crash and AREN'T using BaS. What could it be? Do these people have something that is causing the ISG loadouts to not load or block them?
I mean easiest fix ofc is removing ISG from the the inheritance lines, but I am genuinely curious why it is causing crashes.
I have sent a message to the Anomaly devs in hopes they will notice that they can export the night skybox textures without compressing them but I don't know who else to contact, any suggestions? Maybe someone working on EFP?
hey is there an easier way to convert .Nif files to OGF? ive been using Nifscope to convert Nif to Obj then use Blender to convert Obj to Ogf ... im starting an actual mod tomorrow, an AK pack. i just spent the last 5 hours converting tarkov assets and have nearly all the useful tarkov AK and VSS and Val assets and textures and tarkov animations. but spent most the time converting files. is there an easier way? (im aware its 2am but figured id ask regardless)
DDS compression formats (DXT1, DXT3 and DXT5, in general) are all about performance, memory bandwidth and size (the textures are stored in their compressed state in the GPU memory). That's why they're preferred globally so it allows more textures and overall size.
AFAIK, STALKER and the X-Ray engine uses 8-bit RGBA uncompressed for the UI so each pixel is preserved (without mipmapping as it has no use for the UI elements).
So it's mostly just a matter of performance. Sometimes also storage size (on disk/SSD).
But if B8G8R8A8 (Linear, A8R8G8B8) looks better and retains the quality of skyboxes without making them look like crap, why not use it?
It could be used to fix all night skies.
Performance I guess. Simple skyboxes are old tech so with current gen GPUs it shouldn't affect performance that much I think.
That's what I mean, I can't make a cube sky texture on my own but people already made those but exporting them in DXT1 destroyed them utterly.
Indeed. I've never been a fan of visible compression either.
That is why I need to get in touch with someone who works on this stuff. It's frustrating to look at any night sky.
About the visible color seams on skyboxes and other surfaces with similar tones, it partially has to do with the way colors are coded (32-bit aka 8-bit per channel).
Even ages ago John Carmack thought 32bit was not enough and asked for 64bit colordepth.
(better gradients between similar colors+luminosity, smoother)
That's still an issue to this day imo.
(the visible seams are called "banding")
I don't know much about that but I was able to edit DDS files and copy / paste parts of some night skies I found via google image search, it did work, the image turned out blurry in game, so I'm using some wrong software for creating a perfect cube but there was 0 or almost 0 quality loss. It was the same as on the png file.
This could be a permanent fix for all night time skyboxes, so I really, really want someone to try using none compressed DDS, a few extra MB is a small price to pay for such a huge difference.
you can join the official Anomaly discord
I had no idea there was one, can you link it?
That's worth testing.
idk if this is allowed here but if not then i’ll delete this
I don't see why it wouldn't be allowed, it's the base for GAMMA anyway.
Huh, the server needs some type of number verification.
Not really possible for me but I already asked on EFP.
If you want to see semi-old school and badass skyboxes, check out Destiny 2. Their work is stunning (and I'm running it in 4k so many pixels ^^).
Never played that game, not big on the live service stuff. I'll be fully satisfied when STALKER gets 3 maybe 4 good night time skyboxes which it can use all the time.
uncompressed skyboxes will have quite a big size, not many gpus will have enough ram to use them
I'm aware of that, mine so far isn't really affected but how bad can it be? An extra 100MB? 200?
take compressed and uncompressed file, compare sizes, do the math for every single file
Doesn't have to be every single file, just the night ones.
playing around with redesigning some hud elements to be angled/a spooky skellertan. this is the first edit to the hud but everything works. needs a squishing for 21:9 tho
does anyone know where the weapon ltx information is for the bm16_full_alt_23 "chimera hunter"?
Let's say the game would have maybe a maximum of hmmm 12 night time skyboxes, that's around 24MB each x 12, 288MB of space in total.
A small price to pay for a sky that doesn't look like used toilet paper.
It looks like it's embedded in the w_bm16.ltx
ah, GAMMA weapon pack. thank you very much for that, i was overlooking it and focusing on the EFT Reposition ltx's instead
im working on trying to finish adding increased functionality for machine pistols and sawnoffs so that its easier to implement a part of one of my suggestions, if its accepted in the end, but i kept overriding something on the bm16 file
Sounds nice. What functionalities?
the ability to use handheld devices with the Kiparis, Cz61, and the Toz66 sawn-offs, it would also allow those weapons to be placed within the bino/melee slot. im still up in the air on if the Toz34 should be added to said list, considering its far more accurate and could be a bit broken... i may still make the file and just keep that separate
It would be nice to be able to use the Scorpion and Toz66 with a device indeed.
Kiparis is a SMG though, wouldn't that be too much?
i mainly want it there so we can maybe have a lighting progression rework done, also the kiparis is a machine pistol in technicality
It would be interesting to get an severe accuracy loss when those bigger weapons are one-handed.
I've been trying to come up with some alternative to those night skies.
Has someone maybe tried to make the days a lot longer?
thats unfortunately outside of what i would know how to do, id probably end up breaking a ton of things if i tried.
the anomaly server is fine i guess. its literally what this pack is based on and the links in #old-how-to-install take you to their web page which includes an invite
otherwise dont post any server invites
Hmmm, if only there was some way to make a 12 hour long day.
can anyone tell me why my DDS textures are turning bright purple? lol theyre loaded in, just discolored. and idky. i was hoping to get this mp9_n done tn. but this issue is stumping me.
you can increase the scale of the time dilation in the game but that will also make nights longer

Would this be compatible with GAMMA?
https://www.moddb.com/mods/stalker-anomaly/addons/real-timescale1
full immersion? Oo
Just thinking of way to avoid the night sky as much as possible, the immersion is a bonus.
sleeping pills ^^
I used those but I would still often come back from all my STALKER adventures long after nightfall, having to look at that terribly stained and torn up sky. Took the immersion right out of me. The very fact I try to fix the sky textures themselves is because one look at them and all of my immersion is gone. Normally, I'm so immersed that when a mutant cat jumps me out of nowhere I actually get a bit of a jump scare, except at night... that one ruins everything but it should be the opposite!
sweet
I'm just worried that messing with the the time scale could come in conflict with all the other mods.
Did anyone here try to mess with timescales before?
it could be an issue with your gamma settings, they may be too set to high along with brightness
and yeah going through the zone at night is addictive
Nope, just a broken texture.
first time in the Red Forest was during night time ^^ so much fun
Gotta finish adding the props to traders, make some stuff to be crafteable/dissemblable and setting proper weight/price to most of the furniture. And then continue my save 
I had tons of more stuff and ideas like a fridge/stove combo that would work like the crafting bench but for cooking but if I keep adding stuff I'll never continue playing. I'll try to release this soon™️ and then update from there.
Well, I should have said, a lot of broken textures.
Did you test an uncompressed night skybox?
I keep thinking the banding is part of the 32bit colodepth.
You mean removing the compression from a DDS?
When you remove the compression, you just increase the size of the file, it won't affect the quality.
Give me a sec I'll show you a file that's uncompressed.
more hideout furniture?
yeah I took the mod from Maid (EFP) and expanded from there. Made the beds actually usable, remade all of the collision
This is the uncompressed texture but I'm using Paint Net, so it seems to screw some things up.
If you save multiple times over a file it ends up screwing the compression I believe
sick, can’t wait for it to go public 😄
This one actually doesn't affect the texture itself.
I'll try to release as soon as possible, hopefully it's not so buggy. I suck at maintaining public mods
i released it under mods posting, it should be working as intended now, and an optional file for the toz34 is included
Take a look
Yeah I switched to that method as soon as you mentioned that it doesn't compress textures. I had some white pixels come up near the border of some of my icons, I don't know if it was the transparency of the icon borders or if saving the image a bunch of times made the issue come up.
So the game reds it but in some weird way?
yeah it seems that either the game or paint.net can't read the transparency values correctly sometimes, but this might have nothing to do with the issue you're having
does the skybox come with a .thm? try taking that file out and check in-game real quick
Photoshop could be another option, from what I've seen Gimp is not that great
Fixed it!
You can set information in those files about the texture compression type, that could be the reason to the issue you're having nvm lmao
what was it?
I used a different none compression method
do share 
Works pretty well, doesn't it?
I believe it doesn't support transparency, but any other method will work for icons in my case
it does help me spot which parts will probably cause issues
But it should be good to make some proper night skies, right?
If it fixes the issue you're having then you should be good
I haven't looked that much at the skies in game to notice the compression
hopefully its not one of those "once you see it you cannot unsee it"
Well, I can edit everything but... it won't look perfect, this stuff requires the touch of an artist.
Sadly, once you see it, you can't unsee it.
actually this might help with some of the flag textures I have, any shade of black gets compressed to hell. Hopefully this does the trick
Yes, it does!
This is some of the most perfect black you'll ever see, that's why I searched so long.
I tried DX 11+ but that one was causing crashes, didn't bothered to try the other options
I have done the same, it's never gonna work, which is kinda sad...
I assume if it works for the sky it should work for the textures of props
Apparently, anything that does not involve transparency. Maybe Photoshop could do better?
I mean Paint.net does the trick for now, it just sometimes I gotta select everything around the icon and delete it or use an AA plugin to get rid of weird gray/white pixels
That's good to hear! Please, spread the word around if you can, the less issues with textures people have the better!
And if there's anyone, anyone at all messing with DDS files or knows people who work with them, I beg you, let them know of this method, especially if they are making sky boxes.
AFAIK XRGB is only used for compatibility concerns when an API does not support 24bit sRGB color without transparency (three channels only, no alpha).
ARGB in comparison is similar (32bit sRGB colorspace), but with data for the alpha channel.
They should look visually similar when rendered by the engine. But I know nothing about the X-Ray engine and how it's been modified for Anomaly.
sRGB in general is a standard in realtime 3D rendering but it's a more limited colorspace than say Adobe RGB which has a wider range of color reproduction. That would offer less color banding in games in general but I don't think it's used, probably for standards and performance reasons. Or who knows what ^^
Regarding textures in STALKER, whatever works is good I guess, as long as it doesn't break compatibility (DirectX versions) and performance.
I'm all for the best graphics possible. I reworked some reticle textures up to 4k ^^ (so you'd need a 4096 vertical pixel count monitor/rendering to push it to its limits 😛 - overkill much…).
I see what you mean but this might be the perfect solution for some textures that would look totally messed up without this method, right? Try them yourself if you work on a DDS, I'm trying to gather as much info as possible.
I'd totally download and enjoy a "4k uncompressed skyboxes for GAMMA" mod 
gimme all dem pixels
I think we could at least get some better results here and there, that's enough for me, I played STALKER as a kid, forgot most of it, except there Brain Scorcher... never forget the Brain Scorcher...
does anyone know if it is possible to enable the sitting animation for player characters? Like around campfires.
maybe gonna port this to vanilla anomaly but there's too much ak's there
but what if more AKs?
I want to go to Rostok and see every single Dutier with a different AK in hand
Behind every duty is a framerate destroying cluster of equipped kalashnikovs
go for it :DD
1000 40k tris ak's (BaS)
:DD
I don’t mind more guns, even if its just another AK variation with slightly different looks
romanian dong ak
ak but its german and actually older than german
ak but it becomes an svd
ak but its cursed and its now a pistol
ak pistol but now youre dual wielding
ak dual wield but the gun laws left you with 5 round magazines
ak but it fires 50bmg
like there wouldn't be some crazy weaponsmith in the Zone to make a 50BMG AK… 
(Brandon Herrera©® AK Guy crazyness)
yessir I watch his videos
an ak50 would definitely fit stalker
@wanton knot dunno if you found your mount but check out the mp412 Rex gamma comes with. The reanimated meshes have a scope mount that you might be able to use
updated this thing and got it working with nicer animations so i could use @random fulcrum slugs more
Can anyone point to the stalker anomaly modding tutorial, docs?
I am currently starring at Suns.ltx and can't understand what numbers after ';' for flare_opacity mean:
flare_opacity = 1, 1 ; = 0.340, 0.260, 0.300, 0.420, 0.260, 0.260, 0.300, 0.450, 0.250
flare_position = 1, 1 ; = 1.300, 0.600, 0.500, -0.300, -0.600, -1.000, -1.200, 0.850, 0.770
flare_radius = 0.35 ; = 0.080, 0.120, 0.040, 0.080, 0.120, 0.300, 0.250, 0.020, 0.030
flare_textures = anamflares\sun_day_diffuse.tga; = fx\fx_flare3.tga, fx\fx_flare2.tga, fx\fx_flare1.tga, fx\fx_flare2.tga, fx\fx_flare3.tga, fx\fx_flare3.tga, fx\fx_flare2.tga, fx\fx_flare2.tga, fx\fx_flare1.tga
flare_shader = effects\flare
flares = on ; = off
gradient = on ; = on
gradient_opacity = 0.7 ; = 0.3
gradient_radius = 0.85 ; = 1.2
gradient_shader = effects\flare
gradient_texture = anamflares\anam_flare01.tga ; = fx\fx_gradient1.tga
sun = on
sun_radius = 0.3
sun_texture = anamflares\sun_day.tga ; = fx\fx_sun_morning.tga
sun_shader = effects\sun
sun_ignore_color = false
blend_time = 10 ;(сек)
blend_rise_time = 30 ;(сек)
blend_down_time = 30 ;(сек)
Anything after ; gets commented out
hey, i need help with texture issues with an MP9_N im making atm.
tell me if you can spot the difference lol
So simple, thanks.
Looks the same to me 
lol clearly. ill just export it as is then! thanks for the clarification! haha
i was up til 330am ripping tarkov assets, converting file types, then sorting. this is an issue ill have with every file
Where is your texture path set to? I usually don't worry about how it looks in blender since you can always adjust the texture path via an outside program
lemme open blender and see, one sec
the texturing and shading is the one thing now im clueless about so ive just copied what was there for the AK104 alpha and tried applying it to the MP9
Do you have the textures in the same folder structure as the alpha?
yeah, its no different, in GIMP the colors are right, but in Blender....everythings correct, the right textures show up they are just tinted purple.
Ah that's the normal map
lol which means? if you dont mind elaborating
You need to set it so it shows the diff map
ah gotcha
I don't know the technical stuff, but basically your normal map is the one thst sets the heights and stuff for details such as lettering, dents, etc
The diff map is the actual texture
I would convert the textures first to the correct dds compression and then set them in blender
okay, now i understand. thanks for the help!

Oh I got the exactly one that I needed but I'll take a look anyway, always good to know what's avaiable XD Thank you
has anyone tried to make custom radio stations for Anomaly/GAMMA?
or does anyone know where the tracks are found in the game folders so i can swap them out?
cant figure it out, u want the mp9 files?
i figured out how to get to the radio files 
Actually can you out the whole thing on a Google drive?
yeah, i ended up solving the problem, i bought photoshop and used the Intel Texture Works Plugin. the files were there i just couldnt see or open them. but the mp9 was mostly a test run of my end goal of the AK/VSS Modpack. so im more than happy to send you the MP9 files if you want them. textures, meshes, materials,anims. etc.
I didn't know what was the proper channel to discuss this question, is there a command to "refresh" npcs based on my settings?
can anyone translate this for me:
FATAL ERROR
[error]Expression : ovi
[error]Function : CSoundRender_Source::LoadWave
[error]File : SoundRender_Source_loader.cpp
[error]Line : 77
[error]Description : Invalid source info:
[error]Arguments : d:/games misc/anomaly1\gamedata\sounds\radio_channel_1\track_1.ogg
stack trace:
i'm trying to change the songs that are played on the radio, but when i put in my custom sounds.db0 file (where i only changed the music) I get that crash log
download one of the radio mods and see how they did it
i couldn't find any
.50 BEOWULF AR15 to go alongside my SR-25
will it shoot 12.7
Heyo y'all, is there a way I could manually edit files to make a weapon one-handed? (i.e. the pp2000)
that top sight is 
Holy shit, thanks
Does that allow them to be used with detectors as well?
That's amazing, thanks so much
so can I one hand an LMG?
Probably. Dunno how it'd look
now i'm imagining having 4 lmg's equipped by them being all set to one-handed
Also avoid using scopes on said gun with a detector/device out. Unless it is some type of red dot or holographic sight, your ADS will be blocked by the sight itself. When you put the device away, the ADS works like normal, but having a device in hand can break most if not all scopes when trying to ADS @rotund peak
very very based
now i only need to actually figure out how stats bars work
thank you very much

yeah, itll shoot 12.7 unless theres a way to make a custom ammunition for it.
but mag is restricted to 7
but its small and light, the size of a regular AR
i was gunna give it 65 dmg per shot
Interestingly enough, did a wee bit o' testing, seems it doesn't work for guns that were spawned before the mod was installed
Yeah that is another quirk of doing that too. X-Ray is strange (albeit to no one's surprise lol)
Who can help with clearing some stuff from the Army Warehouses in SDK?
For the portfolio with helping to make co-op stalker real
I'm going to drop my weapon trading black market economy mod here for anyone who wants to try it. It's still very WIP so I expect I may have left out some things or need to balance it better. But so far it feels really fun to play.
Can you give a quick rundown of what it does? Just so people have a better idea what the mod does.
sure give me a sec
there is a readme with that info but I will paste it here
The mod combines aspects of GAMMA economy with Trader Overhaul, with a twist.
1: Weapon traders have been categorized into a tier system. They are organized by WP/NATO preference (in line with GAMMA lore), and then each category is ranked into a 3 tier system based on base weapon price.
The trader tiers roughly coordinate like so-
-Tier 1: ₽0 - ₽39k.
-Tier 2: ₽40k - ₽60k.
-Tier 3: ₽60k +
*Most* traders that have chosen to purchase weapons have a Faction preference AND a Tier preference. Unlawful factions may have traders who will buy any weapon. This is subject to change, although I feel it is somewhat balanced since unlawful playthroughs have additional difficulties like less trader access.
2: Trade with random stalkers is back on the table (if you disabled it in your mod loader).
-Stalkers are willing to buy ANY weapon (assuming they will trade with you at all)
-Random stalker money amounts have been slightly increased.
-The amount of starting money stalkers have available for trading is tied to their rank when spawned (a default feature).
-Random stalker buy coefficient has been slightly lowered. They will offer you the lowest offer for your goods compared to any trader.
In order for the money limit changes to take effect, a new game is required. Unfortunately those numbers are generated when the AI is spawned.
That being said, the mod will STILL WORK on an old save. Random stalkers will just have a little less money on average available to trade.
do the stalkers drop the money they have? 
jokes aside, that sounds great for a bandit playthrough
stubby that is not connected to the loot so no
I know, just joking, lol.
Sounds interesting. I know some people were looking for a way to at least sell weapons. I personally saw it as traders trying to get a kickback from the UN for "cleaning up the Zone' by purchasing these weapons then turning them in for a bonus from the UN.
yep exactly. that is in my readme as well
but in general the idea here is that traders will buy weapons that they can reasonably sell given their area and faction. So it's like the weaopns are moving around in the economy
keep in mind WPO parts minimums should be turned on and such to prevent the system being too easy
I'll put this in my current run. I lazily allowed traders to buy weapons (plus arti's current version of Weapon Parts Overhaul that ISN'T in GAMMA has an option to have traders buy weapons based on its condition and its parts being higher than 60 condition). I'll have to give this a shot.
what's the min condition they'll buy at? any? or does it base off the default anomaly condition checker?
so WPO has a script (and a slider in MCM) that determines they won't buy if any part is at X min condition. The traders themselves have individual condition minimums which apply to the cleanliness of the gun.
gotcha, might take a look after my military playthrough
so far in my personal playtest it is pretty good. Not OP at all in fact it takes some work to sell guns since they MUST be repaired. This creates an investment/reward scenario JUST like the artefact melter
Yeah, seems fair on paper. So long as you play on default drop settings. I play on rank-based drops (better rank = better gear) so might be a bit busted on my end 
but we'll see when I do a fresh playthrough
I do too
Where do you enable rank based drops?
can you dltx some of the files? also what was changed in game relations?
ah. so game relations.
Also just saw the thing about your black market - seems exactly like something I was thinking about - I find GAMMA to be a bit too silly in that weapon trades aren't a thing
so I noticed that the GAMMA modpack has mod 161 Improved player and NPC ranks. this file actually restores the changes from that mod to the end of the load order. I compared GAMMA's version and noticed these values where the only changes
so that's actually something of a patch I left in on accident.
i think that's modified by a dltx now
could be true
im not 100% sure. there was a change to player advancement a few weeks ago
Hm. I may have an old version. I don't keep gamma up to date much since I'm actively making changes lol
I can remove it
although it shouldn't be an issue if DLTX is grabbing that file anyway
Also don't think you need the gamma_nato_preset.ltx. It is the same as the one in GAMMA Economy
I would honestly look through all the trade ltx files and dltx everything you can. it makes it so that it'll still work with any future economy changes
you're right that is a remnant from when I copied the gamma files. Can you tell me, what is the dltx pathway to change the trader files?
Like I know system for items what is the parent file for trade
gamedata > configs > items > trade
file prefix is mod_trade_...
For instance, modifying the trade_greh.ltx through DLTX is mod_trade_greh_whatever.ltx
that one took me a while to figure out
thank you
is it necessary to use trader destockifier?
I had to do a lot of them for Momopate's 20x70 Slugs and my own 9x21 FMJ/HP Ammo mod
I tried using the DLTXify thing but I only ended up confused
It only DLTXes stuff together into one file as much as possible. And it only takes into account vanilla ltx files.
It isn't refined to split things up as it is mainly a tool to at least get the setup going.
I would say yes trade destockifer is neccessary because the traders actually DO stock weapons but the idea is they should only have a few at their disposal. This also allows you to configure how many suits they could have in stock (because why wouldn't they be able to sell armor?) and such
im asking for personal preference. I like gamma's no guns for sale but i wouldnt mind a reason to pick up guns
It imo creates the illusion that you aren't the only one participating in this weapon trading system but the supply chain is strained due to the new regulations
I will say, I'm currently having a slight issue with the system where trade destockifier doesn't quite limit the weapon stocks correctly? or something. It's like, you'll see mostly pistols stocked and for some reason butcher has a few shotguns for sale
Let me re-phrase: Would it be possible to someone to modify Trade Destockifier to only target weapons and armor?
Just curious since it could be something I look into.
still works just not exactly how it's intended. I need to get to the bottom of it. Yes trade destockifier has MCM options for just that
hmm
you can just set it to 0 to remove a category or -1 to disable a limiter
i like the idea of this being like a buy back program. get guns out of our zone, not so much move them around within it
but the reality is that they would still move around
oh sure
buybacks work just not perfectly
but i dont care about the reality of it
to me it feels authentic, like most traders don't have guns for sale or they might just have one or something.
What would be a fun addition is if the allowing of buying weapons for buybacks from the UN also meant ISG was more prevalent in the Zone as a "police force" of sorts. Have them be mostly neutral (but closer to hated) with most factions and enemies to your typical groups like Bandit, Freedom, Regenades, etc. Just a pipe dream really lol
yeah that would be cool to see the enforcement actually happening
That way, only place to buy weapons from traders would be those factions' traders, but they would be dumb expensive to purchase. Like a good pistol being sold at the price of a top-tier AR.
that can be done with price tweaks in the trader pools
Would be a nightmare to earn but adds some feeling of reality.
Sorry to ask again, but how did you enable rank based drops ?
hey so im having trouble exporting my 50 BEOWULF into OGF format. it keeps telling me i cant use 3 textures for each peace a Diff map, Bump, and Normal. but without the Bump and Normal the gun looks like dogshit, everything together, the gun looks amazing. is it possible to combine the different maps into the same file? or do i have to scrap this 50 BEOWULF?
you have to remove the bump and normal map and define them in a thm file for each texture
leave your diff map in blender
then use the thm editor to create a thm for the diff map, define it's bump map. then create a thm for the bump map and define it's normal
If you are talking about the condition based on rank, check "Drop Condition" in the MCM. If you are talking about Outfit drop rates based on rank, check "Outfit drops" in the MCM
alright awesome, thanks! been wracking my brain tryna figure out the more graphical side of everything, ive been getting the animating, modeling etc done, but usually give up when i reach texture issues and move to a new weapon.
so now Late War, Last Ditch, Sturmgewehr lol.
shit, forgot the recoil spring and bolt textures lol. but got this model for free off whatever website was recommended to me for the Sig p320 model.
So I am trying to patch EFP's Artefact system for GAMMA as an fun little personal project. So far so good (aka no crashes yet lmao). I even added a small chance for the transmutation recipes to drop from dead enemies.
I really have become a mad scientist of modding 
Anyone knows where I can modify the ammo crafting recipes?
I think I found some bugs, where to make 15 bullets you need 10 casings and etc
Guys, does anyone know an addon to remove rats from Anomaly? They have no purspose, they only steal A-life resources. Immersion-wise, they don't add anything, it's even worse when NPCs start blasting randomly because there's a rat nearby.
Could you please explain me the models_laserbeam.ps file?
struct v2p
{
float2 tc0: TEXCOORD0; // base
float4 c0: COLOR0; // sun
};
float4 shader_param_5;
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main( v2p I ) : SV_Target
{
float4 t_base = s_base.Sample(smp_base, I.tc0);
t_base *= shader_param_5.x; //Only first component is used
return float4(t_base.xyz, t_base.w * I.c0.w);
}```
What is s_base?
Where .xyz, .w and I.c0.w come from? O.o
If anyone is curious and clueless like me it is HLSL language syntax
it does look like hlsl
this is what i hate about mathematics programming. The variables are not descriptive enough lol
Its been a while but this looks like its setting the position of the beam texture?
Ive made a mod, 2 secs
These files here determine how much stacks you need of each component
Stacks, so a stack is 3? 5?
@lean berry I also noticed this issue with certain calibers you need WAY more powder than others, like 150 powder for 15 7.62x51 bullets. Would like you to address that too.
Yea
You can reduce the stacks of the components as well.
i dont think that would be a good idea. Im not sure if it accepts floats in that file too
I.e. powder_1 0.25
for 1/4 of a stack
im fine with stacks
im not fine with needing for example 30 powder for 15 7.62x39 rounds and 15 for 9x39 and 5.45x39
or needing 10 bullets and 10 casings for 15 7.92x57
and suddenly needing more casings than bullets for AP instead FMJ
Its a balancing thing i think.
You can just put em all to 1 for each and it will be 15 bullets, 15 cases and 15 powder for all bullets
I guess you could make stalkers drop more ammo components.
what the fuck
Well considering AP ammo is meant to be rare and expensive.
it's balanced
7.92 sucks REALLY fucking hard
like, try using it after rostok
also 7.62x39 is the best small rifle bullet
I dome exos with 5.56 ball
Takes a few shots mind you
being just short of 7.62x51 in stats
He's right though 10 casings to make 15 bullets is just weird
Where do the extra 5 casing come from? Lol
for me realism is balanced
He chops a few in half and makes a wish with the wish granter to make 15
Haha
anyways im going to do it for myself and maybe public it if people wants it and thats it
also iirc the .45 box is 14 bullets
The only way to make it "realistically ballanced" would be to make AP components rare af
and it also costs 10 casings
as i said, its all messed up
Right
you get already a minus when dissasembling bullets
but needing 90 powder for 15 rounds of hp when fmj needs 15 is ridiculous
ok so the idea is making the better ammo way easier to craft and maybe allow 1:1 conversions across the board?
the balance is already on the profile already
no, the idea is to not be all messed up
and more structured balance
how
Not 1:1 necessarily, you still lose our when disassembling like he said
by not being so agressive and not being triggered by someone other opinion
first
and then by doing math
You still need to get more powder somehow but the number of casings and bullets SHOULD be 1:1 with how many rounds you produce
maybe modify beween calibers
so for example


