#╙🖇mods-making-discussion

1 messages · Page 12 of 1

deep solar
ripe meadow
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ty

deep solar
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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

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hopefully is the first thing and somebody is crazy enough to create a proper optimized HD Models for GAMMA

shy torrent
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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

paper stirrup
shy torrent
fathom wagon
paper stirrup
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ty both, ill try the latter

uneven zenith
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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.

random fulcrum
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move the scope backwards in blender

uneven zenith
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how do i implement that change after i do that?

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Never made a mod for this game before

random fulcrum
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replace the model????????????

uneven zenith
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bruh

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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

shy torrent
fathom wagon
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Quick question: for db.actor.bleeding, is the value positive or negative if the player is bleeding?

sick seal
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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,

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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

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i just really want there to be an easier way then constantly testing and changing the X Y axis of hands and orientation.

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also @fair canopy deserves a fuckin medal after how long he spent helping me out with Blender lol.

fair canopy
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Use the debug hud editor to move the guns in game

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Also get yourself the draggable hud mod

still meteor
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hello teacher where are your guides

sick seal
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LOOK HOW PERFECT IT FITS!!! @fair canopy

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the rd_Akm_isg i put a foregrip on and changed it to the AK-104 alpha anims. its flawless.

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the anims i mean, i could move the foregrip back like 2 inches so it fits better in the hand.

fair canopy
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that looks good! the draggable hud editor makes that process a lot faster

sick seal
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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

wanton knot
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can you use the draggable hud to edit laser/sights?

sick seal
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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.

wanton knot
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should probably be wpn_body right? since there's no moving parts

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in theory bc I never actually rigged for anomaly yet XD

sick seal
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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

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and i doubt the trigger moves because you dont see it.

wanton knot
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wait, the bolt handle doesn't seem to be the same mesh looking at your screenshot

fair canopy
sick seal
sick seal
wanton knot
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Oh you will have to select the movable parts and assign vertex grp that way

sick seal
wanton knot
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tweak the weight the skin

fair canopy
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you have to go into modeling and delete the vertex points to extract the parts you want

wanton knot
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@fair canopy a legend

sick seal
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lol im just tryna get the bolt handle to move when firing. thats all lol

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it moves during the reload, just not when firing

fair canopy
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theres two way to do that depending on how much you plan on doing with it

wanton knot
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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

sick seal
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BAS will be the death of me...

vale pelican
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what mods you guys recommend for higher fidelity, higher res textures
i have a beast pc, i just want maximum

fair canopy
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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

fair canopy
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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

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that's the most tedious part of getting animations to work correclty lol

sick seal
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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.

wanton knot
sick seal
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yeah those are tarkov models

fair canopy
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yeah you would use those to assign specific vertex points in the mesh to those groups

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then blender uses those groups for animations

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yeah the fa 58 is absolutely the meta tarkov fal

sick seal
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"juice cannon"

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was my buddy's Labs gun lol

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tho my AK-74n build was truly something to behold.

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through a bunch of korean mods and asset rips i was able to build it in Fallout

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i have the tools to rip tarkov assets i was thinking of trying to implement it into Stalker

fair canopy
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Lol I've seen a bunch of tarkov parts in fallout 4

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My yeah its only a matter of importing the mesh into blender then you export it as an ogf

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Setting up textures is another fun part lol

sick seal
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then finding fitting anims. but half of BAS is tarkov anims so....

fair canopy
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Yeah nothing crazy exotic

sick seal
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but textures is something i have literally less than 0 experience with lol

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just realised ive spent all day in blender, its 11pm and i have yet to even play more than 5 minutes of stalker today.

fair canopy
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They aren't too hard. It's easy to assign them in blender since it's already mapprd

wanton knot
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Most of BaS weapons are from tarkov right?

fair canopy
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Yup that's how it goes lol

fair canopy
sick seal
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maybe like half

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i havent played Tarkov since 2020 tho, but i think maybe half or even less.

wanton knot
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I just found out about the CW pack, really exciting.

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It's going to have some really neat attachment system

fair canopy
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Yeah it's gonna be fun porting over all the old lasers to thst system

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I'm assuming it's going to have engine edits for that

wanton knot
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Yeah I guess so, the new laser looks awesome, excited to see the flashlight

random fulcrum
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but qatapro and his fellow lunatics already implemented lasers

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dynamic lasers

wanton knot
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They also have a new camo system for the weapons, fucking awesome

wanton knot
random fulcrum
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yeah?

wanton knot
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Yeah, that's the pack they are working on

pulsar cape
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is the same system as the scopes and silencers.

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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

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and all the weapons that had the laser integrated need to be removed if you dont want any code issues

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@wanton knot

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you can even desing a system better than tarkov on gamma to replace weapon parts, like a weapon attachment overhaul

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but for that you need to create that system from scratch or know the bas code from 0 so could be easily implemented

wanton knot
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Yeah, that's what they are doing with the Contract Wars Pack, it's going to be the whole thing

random fulcrum
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make a quick patch to add attachable lasers

wanton knot
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How do I "leave my body" in debug mode to view the position of the arms?

pulsar cape
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because for making lasers attachables you have to edit all the weapons that have laser integrated and make them removable

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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

vapid valley
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and ESC to return back to normal

wanton knot
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thank you

native wadi
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does anyone have any plans to make a compatibility patch for Simple Weapons Pack and GAMMA by any chance?

sick seal
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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.

wanton knot
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that's weird, it should be saving the info

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worst case you can take a screenshot of the values and input by hand XD

sick seal
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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.

wanton knot
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try running the game as admin?

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not sure if that makes any difference but

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Btw, did you edit any anim in your mods?

sick seal
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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

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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

wanton knot
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there's no gamma fixes mod tweaking those?

fathom wagon
random fulcrum
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and always dltx

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those 3 axis are maybe item_rotation and item_position

tired magnet
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is there a way to replace the blood screen texture whenever you bleed

severe gale
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Hey Can I edit number color in weapon/armor parts ?

spare gale
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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

random fulcrum
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edit the lowered positions

spare gale
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i will look into it... it never crossed my mind that sprint / lowered positions share the same lines

native wadi
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thank you

agile glade
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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.

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Nvm Fixed it. All ya gotta do is ask for help and the answer comes to you I guess lol

lunar nimbus
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this is how i fix things

sick seal
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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?

fallow parcel
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Has anyone removed darkscape from the random package drops mod?

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Every single package there has been cancer to find

sick seal
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edited SR-25. like 4 different weapons cobbled together lol

sick seal
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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.

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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.

wanton knot
sick seal
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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?

wanton knot
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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

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way less headache in the short run because if any mod that touches those attributes gets updated you're fucked

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also easier and cleaner to keep track of

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I only used for basic edits so I'm not sure of it's limitations. Someone else here can tell you more

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you can also edit various weapons in one .ltx for instance

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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

sick seal
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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.

vapid valley
wanton knot
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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

sick seal
sick seal
vapid valley
sick seal
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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.

burnt sage
sick seal
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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.

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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

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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.

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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.

wanton knot
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it's the same sound as far I'm aware of

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there's no single and auto sound file

pulsar cape
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either of you guys know how to edit and make weapons @wanton knot or @sick seal ?

wanton knot
pulsar cape
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i wanna learn

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were i can get some documentation

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?

wanton knot
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this rear sight is cancer, 5k triangles, the spring is fucking modeled keksweat

sick seal
# pulsar cape i wanna learn

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!

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if i can do it, i know you can because....

sick seal
wanton knot
regal bolt
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somebody felt the need to flex when modeling
and everyone pays for that flex with their performance

restive portal
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i need a jet pack for my stalker!

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pretty accurate

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oops wrong channel

fathom wagon
vapid valley
nova girder
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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?

tribal mural
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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

fluid idol
fluid idol
tribal mural
fluid idol
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Just load a save before you added it

tribal mural
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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.

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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

fading nest
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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. =_=

azure tundra
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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:

fluid idol
tribal mural
fluid idol
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though I think the grenade ammo wheel is a actually normal bug?

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Like I've had it happen in ordinary GAMMA but I haven't used a GL recently

tribal mural
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no the wheel works fine, the game knows when its in regular ammo or grenade mode even with a GL

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at least with the m203 underbarrel on an M4 I was using

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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

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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 PepeKMS

fluid idol
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Yeah, it exists even if traders can't sell it

lunar nimbus
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where did u get the material_id variable?

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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

nova girder
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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

fading nest
unique crane
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Is there a portuguese translation for gamma?

glass wharf
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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

glass wharf
regal bolt
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hi, is there any knowledge base or docs on monolith64 engine?

random fulcrum
meager dawn
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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?

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I meant mod making, not adding existing mods. Bad english, lol

tribal mural
random fulcrum
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well uh you installed a mod that adds non scripted stuff and then removed it

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what did you expect really

tribal mural
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it stops variable zoom scope on the weapon I added (like he described) to work and it breaks the ammo selection on that weapon

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yes the flare works, it shoots it does light etc, but the other stuff that breaks make it incompatible

lean berry
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hello, anyone knows how to change the SVT_40 so it needs historic instead advanced kit?

random fulcrum
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but there isn't anything in the flare mod that'd break compatibility

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like, literally

lean berry
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thanks for the suggestion, i want to change that thing still, do you know how to change it?

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so far in the ITX file, it says "repair_type" rifle_7, the same as SKS and sks needs historic

random fulcrum
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ltx not itx

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also maybe you're looking at the original file

lean berry
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its the last loaded ltx file

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from EFT reposition BWRR

random fulcrum
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yeah it's not the last

lean berry
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thats what MO says :S

random fulcrum
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sks uses shotgun

lean berry
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where are you seeing it?

random fulcrum
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in the last loaded ltx

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gamma item parts fixer

lean berry
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oh

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i see it now

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i see know why it doesnt show up correctly in MO

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thanks a lot

random fulcrum
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because it's dltx

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it's not overwriting anything

lean berry
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yes, i now understood that

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really you helped me a lot

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understanding the modpack

random fulcrum
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understand dltx

sick seal
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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.

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canted Doctor sight would be sick.

vapid valley
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iirc no there are no other canted sights other than the ones you mentioned above

sick seal
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that sucks, but on the other hand....

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FOUND A PICATINNY RAIL I CAN USE!

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rn the laser and foregrip are just clipped through the heatshield

random fulcrum
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heh for the 416 i ripped the side rails from the ru556

vapid valley
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looking good

vapid valley
sick seal
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also there is a 3rd but its on the Tan Modernized version of the m700 i think its a Gamma Weapon Pack gun.

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3rd canted sight i mean

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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.

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"mesh object has verticies that arent tied to any exportable bones" its the mounting bracket for the Aimpoint canted sight.

fair canopy
sick seal
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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

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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.

fair canopy
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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

terse idol
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What in this would I edit if I wanted to allow all faction (Not just monolith) to join Sin if they are at peace

wanton knot
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Try to select all points in blender to see if there's any loose vertices around the model. @sick seal

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Upgrade for the m4 tac, sponsored by magpul XD

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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

sick seal
random fulcrum
sick seal
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think i figured it out lol.

grave glade
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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 ^^

wanton knot
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If you get away with the quick cam move I think it looks great, verynice

grave glade
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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.

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Those file formats are antediluvian kekwtf

wanton knot
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All I want is to mod using a modernish engine, just let me make my pretty pbr textures in peace peepopray

grave glade
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PBR would be so sweeeeet LipBite (and a huge amount of work jermasus )

grave glade
random fulcrum
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but uhh

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we have pbr

grave glade
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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.

fair canopy
# still meteor

God damn to I cringe hard every time someone mentions "realistic" in terms of graphics

sick seal
wanton knot
# still meteor

Considering most mods are ripping new games, I have to call bullshit on that one

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We are all adapting pbr assets to old ass xray textures

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there is HQ texture out there

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not shitting on xray/anomaly obviously

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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. kekcry

still meteor
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dunno i know nothing about this lol

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just searched lvutner chat about pbr

wanton knot
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@still meteor btw, I'm sure you've seen the latest shit azetrix is working on? can't wait for his new pack pog_bandit

civic sluice
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Hey, is there mod that turns the rest of the player model's body to the direction you were using free look?

random fulcrum
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???

wanton knot
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I think the way freelook is supposed to work is to only turn your head. To turn the body just use the mouse normally?

sick seal
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also anyone wanna finish my SR-25 Blender work for me? im stuck lol

sick seal
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fixed the bone vertex issue! fuck yes!

wanton knot
wanton knot
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Did you figure the audio issue?

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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

fair canopy
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Why not use the bas mount?

wanton knot
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the bas mount is modeled with the sight

sick seal
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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.

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the one u got is perfect for pistols.

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like to bolt on the back of a slide

sick seal
fallow parcel
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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.

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This is what my MP7 definition looks like:

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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.

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As you can see here:

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This is in the config folder at the top level.

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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.

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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....

fair canopy
wanton knot
fallow parcel
#

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:

fair canopy
fallow parcel
#

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:

red crescent
#

has anyone here tried to port weapons from a game to stalker?

still meteor
#

bas guns

red crescent
#

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

wanton knot
random fulcrum
#

but you could decimate geometry

#

i guess

wanton knot
#

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 kekcry

red crescent
#

just put it in the game's folder and it should work right away

wanton knot
fathom wagon
red crescent
#
Mod DB

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...

Mod DB

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.

Mod DB

Downloading, installing, setting up and using it, all covered! Learn how to convert Call of Pripyat maps for use in the level editor!

wanton knot
#

Thanks for sharing! I'm def looking at those too!

red crescent
#

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

sick seal
#

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?

random fulcrum
#

the fuck is that

sick seal
#

me? lol

#

its on the Scar siber m2 custom

still meteor
#

it's only a visual included in the model

sick seal
still meteor
#

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

sick seal
random fulcrum
sick seal
arctic timber
#

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

arctic timber
#

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?

solemn oak
#

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.

wanton knot
#

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?

random fulcrum
#

yeah compression on gimp fucking sucks

#

i was blinded by the open source fantasy

wanton knot
#

nvidia also have standalone app so you can work in png/targa and convert after

wanton knot
random fulcrum
#

i don't want to go back to closed source programs

wanton knot
#

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

arctic timber
#

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

vapid valley
#

or is it the famas?🤨

arctic timber
#

yea the regular one does

wanton knot
arctic timber
#

the variant looks a bit more different

arctic timber
#

in that case maybe an F2000 variant?

#

always loved that gun

wanton knot
#

that looks cool tho and yeah I think there's a f200 in gamma, right

arctic timber
#

is the XM-8 enabled in GAMMA? Might be cool making an ISG variant for that

vapid valley
#

no good anims for it too as far as i’m aware

arctic timber
#

ah ok

fair canopy
vapid valley
#

how do I port animations from other games?

solemn oak
solemn oak
#

This is what I get in Paint N, so I guess it is not suitable?

sick seal
#

is there an easier way to split meshes apart that doesnt involve meticulously selecting the thousand of lines and dots? lol

wanton knot
solemn oak
wanton knot
#

dxt1 for diff and dxt3 or 5 for bump/normal, I don't rememmber

wanton knot
#

depending on the compression the game will crash

#

at least it did for me when I was saving with a different compression

solemn oak
#

This is literally the only option for compression, unless maybe GAMMA adds something?

wanton knot
#

yeah it does, the compression of darker color is awful

sick seal
#

is GIMP decent for DDS editing? i gotta make the images for the weapon kits ive made

#

well GIMP with the DDS plugin

solemn oak
#

GIMP is good but I haven't used such a terrible setting for it, even in my worst nightmares.

solemn oak
wanton knot
#

someone suggested me to use kaiser filter for the mipmaps\

sick seal
#

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

solemn oak
wanton knot
solemn oak
wanton knot
#

Oh I think so, from amd/intel right?

solemn oak
#

Hmmm, no idea what it does, doesn't seem to be working.

solemn oak
wanton knot
sick seal
#

why not export DDS from GIMP?

wanton knot
#

the compression quality sucks

sick seal
#

so much of a problem it would impact even the Images of the weapon kits? like the inventory images

wanton knot
#

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

GitHub

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...

#

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/

GPUOpen

Compressonator is a set of tools to allow artists and developers to more easily work with compressed assets and easily visualize the quality impact of various compression technologies.

solemn oak
#

Ye, I'm looking in to it right now.

#

I'll be back when I fond something.

#

Been reading about the compression on here:

#

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.

sick seal
#

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

solemn oak
#

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.

sick seal
#

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.

solemn oak
#

Because if they could, they would put a camera in your bathroom. Companies love to know everything about people.

sick seal
#

true. i wonder if i couldve just lied on the application, idky i told the truth right off the bat lol

solemn oak
#

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.

solemn oak
#

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.

red crescent
#

thats my biggest issue rn

bold glen
#

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

undone lily
vapid valley
queen yoke
#

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

queen yoke
bold glen
#

Thanks!

queen yoke
desert olive
#

my mo2 launcher doesnt start

#

after using ccleaner

still meteor
#

Probably deleted some files

#

Try not to use those apps or make an exclusion for mo2/stalker content

still meteor
fallow parcel
#

I remember playing gunslinger when it was released after playing Anomaly for a while. It was underwhelming.

fair canopy
fallow parcel
#

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?

fair canopy
#

So what are you trying to do?

fallow parcel
#

Im trying to change the mp7 to correctly use my new magazine which uses 4.6mm ammunition

fallow parcel
#

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

fair canopy
#

You defined mp7 incorrectly.

#

It's wpn_mp7, not w_mp7

fallow parcel
#

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

fair canopy
#

Did you set a blank dltx override for the dltx file in gamma?

fallow parcel
#

I actually deleted it last night to see if that was causing issues. It didnt make a difference

fair canopy
#

Use the base w_9x19 file and override it in your mod

fallow parcel
#

Okay, il try to override this file and see how it goes.

fair canopy
#

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

fallow parcel
#

Ive added Hp and AP 4.6mm

fair canopy
#

Yeah then make a blank file for mod_base_mp7_57

#

And then set yours as normal

fallow parcel
#

just stick that in the root config folder?

fair canopy
#

No, it has to be in the base types folder

fallow parcel
#

I dont know if im just going full retard here, but there is no base_mp7_57 ltx i can see?

fair canopy
#

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

fallow parcel
#

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? kekwait

fair canopy
#

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

fallow parcel
#

Ahh

fair canopy
#

these are the two files you have to modify and override

fallow parcel
#

Brilliant, Il go nose about then. Thanks

quick island
#

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 🙂

fair canopy
#

you have to add it to the model

fallow parcel
#

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 😛

fair canopy
#

i honestly wouldnt dltx mags. it doesnt seem to work all the time

#

overriding the file is the only things ive found that works

fallow parcel
#

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

fair canopy
#

Because Grok changed it

fallow parcel
#

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.

fair canopy
#

Have you tried with just the base 4.6?

fallow parcel
#

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

fallow parcel
#

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 :/

grave glade
#

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.

still meteor
#

obv the sound won't match

grave glade
#

Yes it implies a few changes and ideally it would be linked to skill progression that'd be dope

still meteor
grave glade
#

I can see the animation setting in the SDK/modding doc but not sure how to tweak it.

grave glade
fallow parcel
#

You could always modify the sounds if the sync issue annoys you

grave glade
#

Indeed - it could be tweaked in Audacity and similar.

#

Skilled weapon handling would be natural after killing so many things!

fallow parcel
#

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

fair canopy
#

Gamma mp7 has a dltx thst changes the ammo type

fallow parcel
#

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

fair canopy
#

Just use that as your ammo override file

fallow parcel
#

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.

fallow parcel
#

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 ?

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

fallow parcel
#

No problem, il just move on to something else

#

Il send you a DM with it

grave glade
#

(meh ShadowPlay started a bit too late and missed the beginning of the first reload ^^ sorry)

#

SFX is synchronized. Happy poggies

still meteor
grave glade
#

so frustrating during heated combat yeah ^^

fallow parcel
#

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.

regal bolt
#

if i want to change the color of my bhs hud, how would i go about doing it

wanton knot
#

Hey guys, If I want to quickly mix some weapons anims to test, can I just replace the .anm file?

sick seal
#

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?\

fallow parcel
#

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.

wanton knot
sick seal
regal bolt
#

how do i make them match each other

wanton knot
sick seal
#

@wanton knot ^^^

wanton knot
#

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

wanton knot
# sick seal

That looks really cool and I would love to see that shit in game

sick seal
#

(and yet to be)

wanton knot
#

take a look at BaS files and configs

sick seal
#

yeah im taking a look rn

wanton knot
#

having more "slots" would be fucking amazing. For alt aim, laser on/off

sick seal
#

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

fair canopy
#

You'd need to edit the engine for slots

grave glade
wanton knot
fair canopy
#

Yeah but they did that for bone support, not slots

grave glade
#

It doesn't feel superhuman at all imo.

#

(1.5x speed)

wanton knot
still meteor
#

looks like a cod match lol

wanton knot
fair canopy
#

The magazine also looks unnatural as it flies into the void at warp speed

grave glade
#

Yeah not sure I'll keep it. And afaik the real Saiga can be a pain to reload due to its design and bulkiness…

sick seal
#

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.

regal bolt
grave glade
#

There are two textures there. Did you edit both?

wanton knot
#

Oh boy I just saw that the new BAS adds the hk g28 pog_bandit

grave glade
regal bolt
#

thank you so much

sick seal
#

what mod contains the Sig p320??? thats on my list of weapons to mod and wanna get the files ready

random fulcrum
#

iirc there is one already ingame

#
#

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

sick seal
#

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.

random fulcrum
#

based

#

maybe post it to moddb eventually

#

also don't use gimp to compress textures

#

don't make the same mistake i did

fair canopy
#

protip: work in gimp for nice controls, copy the canvas and paste it into paint.net and export to dds from there

random fulcrum
#

based

bronze thistle
#

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

random fulcrum
#

maybe check the folder outside of that

wanton knot
#

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?

fair canopy
#

It needs to have the same bones as the gun you're using the anims from

wanton knot
#

okay, that's probably it then

deep solar
wanton knot
bronze thistle
deep solar
solemn oak
#

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!

sick seal
#

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

solemn oak
#

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!

sick seal
#

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

wanton knot
solemn oak
wanton knot
#

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

GitHub

Advanced DXTc texture compression and transcoding library - GitHub - BinomialLLC/crunch: Advanced DXTc texture compression and transcoding library

GitHub

Advanced DXTc texture compression and transcoding library - GitHub - Unity-Technologies/crunch at unity

wanton knot
solemn oak
# wanton knot 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.

wanton knot
#

Yeah sometimes it's even compression on top of compression, since we usually rip assets from other games

solemn oak
#

I just need to get in touch with someone who knows how to make this stuff, let them know how to save these files.

quick island
#

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!

chrome comet
#

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

fathom wagon
#

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.

solemn oak
#

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?

sick seal
#

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)

grave glade
# solemn oak I checked it twice now, it's perfect! Nothing got changed, it's pretty much a pe...

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).

solemn oak
#

It could be used to fix all night skies.

grave glade
#

Performance I guess. Simple skyboxes are old tech so with current gen GPUs it shouldn't affect performance that much I think.

solemn oak
grave glade
#

Indeed. I've never been a fan of visible compression either.

solemn oak
grave glade
#

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")

solemn oak
#

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.

vapid valley
solemn oak
vapid valley
grave glade
#

I don't see why it wouldn't be allowed, it's the base for GAMMA anyway.

solemn oak
#

Huh, the server needs some type of number verification.

#

Not really possible for me but I already asked on EFP.

grave glade
#

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 ^^).

solemn oak
#

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.

steady apex
solemn oak
steady apex
#

take compressed and uncompressed file, compare sizes, do the math for every single file

solemn oak
#

Doesn't have to be every single file, just the night ones.

queen yoke
#

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

regal bolt
#

does anyone know where the weapon ltx information is for the bm16_full_alt_23 "chimera hunter"?

solemn oak
#

A small price to pay for a sky that doesn't look like used toilet paper.

grave glade
regal bolt
#

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

grave glade
#

Sounds nice. What functionalities?

regal bolt
#

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

grave glade
#

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?

regal bolt
#

i mainly want it there so we can maybe have a lighting progression rework done, also the kiparis is a machine pistol in technicality

grave glade
#

It would be interesting to get an severe accuracy loss when those bigger weapons are one-handed.

solemn oak
#

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?

regal bolt
#

thats unfortunately outside of what i would know how to do, id probably end up breaking a ton of things if i tried.

brave prism
solemn oak
#

Hmmm, if only there was some way to make a 12 hour long day.

sick seal
#

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.

red crescent
#

you can increase the scale of the time dilation in the game but that will also make nights longer

sick seal
#

^its supposed to be FDE/Olive colored....idk what happened

solemn oak
vapid valley
#

full immersion? Oo

solemn oak
#

Just thinking of way to avoid the night sky as much as possible, the immersion is a bonus.

grave glade
#

sleeping pills ^^

solemn oak
#

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!

deep solar
grave glade
#

sweet

solemn oak
#

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?

regal bolt
grave glade
#

and yeah going through the zone at night is addictive

grave glade
#

first time in the Red Forest was during night time ^^ so much fun

deep solar
# deep solar

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 GIMMEABREAK

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.

solemn oak
grave glade
#

I keep thinking the banding is part of the 32bit colodepth.

solemn oak
#

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.

deep solar
#

yeah I took the mod from Maid (EFP) and expanded from there. Made the beds actually usable, remade all of the collision

solemn oak
deep solar
vapid valley
solemn oak
deep solar
regal bolt
deep solar
#

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.

solemn oak
#

So the game reds it but in some weird way?

deep solar
#

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

solemn oak
#

Maybe use the same method with different software?

#

.thm file? Don't think so.

deep solar
#

Photoshop could be another option, from what I've seen Gimp is not that great

solemn oak
#

Fixed it!

deep solar
#

what was it?

solemn oak
#

I used a different none compression method

deep solar
#

do share hmm

solemn oak
#

sec

solemn oak
deep solar
#

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

solemn oak
#

But it should be good to make some proper night skies, right?

deep solar
#

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"

solemn oak
#

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.

deep solar
# solemn oak

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

solemn oak
#

Yes, it does!

#

This is some of the most perfect black you'll ever see, that's why I searched so long.

deep solar
#

I tried DX 11+ but that one was causing crashes, didn't bothered to try the other options

solemn oak
#

I have done the same, it's never gonna work, which is kinda sad...

deep solar
#

I assume if it works for the sky it should work for the textures of props

solemn oak
#

Apparently, anything that does not involve transparency. Maybe Photoshop could do better?

deep solar
#

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

solemn oak
#

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.

grave glade
# solemn oak

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…).

solemn oak
grave glade
#

I'd totally download and enjoy a "4k uncompressed skyboxes for GAMMA" mod chefskiss

#

gimme all dem pixels

solemn oak
#

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...

clever kelp
#

does anyone know if it is possible to enable the sitting animation for player characters? Like around campfires.

grizzled light
regal bolt
#

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

grizzled light
grizzled light
vapid valley
#

I don’t mind more guns, even if its just another AK variation with slightly different looksverynice

grizzled light
#

romanian dong ak
ak but its german and actually older than german
ak but it becomes an svd

regal bolt
#

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

vapid valley
#

ak but it fires 50bmg

grave glade
#

like there wouldn't be some crazy weaponsmith in the Zone to make a 50BMG AK… jermasus

#

(Brandon Herrera©® AK Guy crazyness)

random fulcrum
#

the ak50 was in my plans already

#

but the thing became a huge priority

vapid valley
#

an ak50 would definitely fit stalker

fair canopy
#

@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

fair canopy
#

updated this thing and got it working with nicer animations so i could use @random fulcrum slugs more

chrome yacht
#

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)
fair canopy
#

Anything after ; gets commented out

sick seal
#

hey, i need help with texture issues with an MP9_N im making atm.

#

tell me if you can spot the difference lol

chrome yacht
fair canopy
#

Looks the same to me kekg

sick seal
#

i was up til 330am ripping tarkov assets, converting file types, then sorting. this is an issue ill have with every file

fair canopy
#

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

sick seal
#

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

fair canopy
#

Do you have the textures in the same folder structure as the alpha?

sick seal
#

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.

fair canopy
#

Ah that's the normal map

sick seal
#

lol which means? if you dont mind elaborating

fair canopy
#

You need to set it so it shows the diff map

sick seal
#

ah gotcha

fair canopy
#

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

sick seal
#

okay, now i understand. thanks for the help!

fair canopy
wanton knot
upbeat lion
#

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?

sick seal
upbeat lion
fair canopy
sick seal
#

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.

lean berry
#

anyone knows where i can check the ammo recipes?

#

to edit them

regal bolt
#

I didn't know what was the proper channel to discuss this question, is there a command to "refresh" npcs based on my settings?

upbeat lion
#

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

fair canopy
#

download one of the radio mods and see how they did it

upbeat lion
sick seal
#

.50 BEOWULF AR15 to go alongside my SR-25

random fulcrum
#

will it shoot 12.7

rotund peak
#

Heyo y'all, is there a way I could manually edit files to make a weapon one-handed? (i.e. the pp2000)

rotund peak
#

Does that allow them to be used with detectors as well?

fair canopy
#

Yup

#

You may get clipping though depending on the size of the gun

rotund peak
vapid valley
fair canopy
#

Probably. Dunno how it'd look

cedar monolith
#

now i'm imagining having 4 lmg's equipped by them being all set to one-handed

fathom wagon
# fair canopy You may get clipping though depending on the size of the gun

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

fair canopy
random fulcrum
#

very very based

#

now i only need to actually figure out how stats bars work

#

thank you very much

fair canopy
sick seal
#

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

rotund peak
fathom wagon
astral dome
#

Who can help with clearing some stuff from the Army Warehouses in SDK?

#

For the portfolio with helping to make co-op stalker real

obsidian void
#

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.

fathom wagon
obsidian void
#

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.

cedar monolith
#

do the stalkers drop the money they have? heh

#

jokes aside, that sounds great for a bandit playthrough

obsidian void
#

stubby that is not connected to the loot so no

cedar monolith
#

I know, just joking, lol.

fathom wagon
#

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.

obsidian void
#

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

fathom wagon
#

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.

cedar monolith
#

what's the min condition they'll buy at? any? or does it base off the default anomaly condition checker?

obsidian void
#

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.

cedar monolith
#

gotcha, might take a look after my military playthrough

obsidian void
cedar monolith
#

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 KEKW

#

but we'll see when I do a fresh playthrough

obsidian void
#

I do too

timber swan
fair canopy
obsidian void
timber swan
#

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

obsidian void
#

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.

fair canopy
#

i think that's modified by a dltx now

obsidian void
#

could be true

fair canopy
#

im not 100% sure. there was a change to player advancement a few weeks ago

obsidian void
#

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

fathom wagon
#

Also don't think you need the gamma_nato_preset.ltx. It is the same as the one in GAMMA Economy

fair canopy
#

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

obsidian void
#

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

fathom wagon
#

gamedata > configs > items > trade
file prefix is mod_trade_...

fair canopy
fathom wagon
#

For instance, modifying the trade_greh.ltx through DLTX is mod_trade_greh_whatever.ltx

fair canopy
#

that one took me a while to figure out

obsidian void
#

thank you

fair canopy
#

is it necessary to use trader destockifier?

fathom wagon
#

I had to do a lot of them for Momopate's 20x70 Slugs and my own 9x21 FMJ/HP Ammo mod

obsidian void
#

I tried using the DLTXify thing but I only ended up confused

fathom wagon
#

It isn't refined to split things up as it is mainly a tool to at least get the setup going.

obsidian void
#

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

fair canopy
#

im asking for personal preference. I like gamma's no guns for sale but i wouldnt mind a reason to pick up guns

obsidian void
#

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

fathom wagon
#

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.

obsidian void
#

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

fair canopy
#

hmm

obsidian void
#

you can just set it to 0 to remove a category or -1 to disable a limiter

fair canopy
#

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

obsidian void
#

but the reality is that they would still move around

fair canopy
#

oh sure

obsidian void
#

buybacks work just not perfectly

fair canopy
#

but i dont care about the reality of it

obsidian void
#

to me it feels authentic, like most traders don't have guns for sale or they might just have one or something.

fathom wagon
#

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

obsidian void
#

yeah that would be cool to see the enforcement actually happening

fathom wagon
#

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.

obsidian void
#

that can be done with price tweaks in the trader pools

fathom wagon
#

Would be a nightmare to earn but adds some feeling of reality.

obsidian void
#

I think

#

it kinda already feels like that with the current trader markup

timber swan
#

Sorry to ask again, but how did you enable rank based drops ?

sick seal
#

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?

fair canopy
#

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

fathom wagon
sick seal
# fair canopy leave your diff map in blender

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.

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so now Late War, Last Ditch, Sturmgewehr lol.

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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.

fathom wagon
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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.

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I really have become a mad scientist of modding Crazy_eyes

lean berry
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Anyone knows where I can modify the ammo crafting recipes?

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I think I found some bugs, where to make 15 bullets you need 10 casings and etc

sturdy skiff
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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.

chrome yacht
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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
chrome yacht
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If anyone is curious and clueless like me it is HLSL language syntax

fallow parcel
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it does look like hlsl

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this is what i hate about mathematics programming. The variables are not descriptive enough lol

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Its been a while but this looks like its setting the position of the beam texture?

fallow parcel
lean berry
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Stacks, so a stack is 3? 5?

obsidian void
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@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.

fallow parcel
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You can reduce the stacks of the components as well.

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i dont think that would be a good idea. Im not sure if it accepts floats in that file too

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I.e. powder_1 0.25

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for 1/4 of a stack

lean berry
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im fine with stacks

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im not fine with needing for example 30 powder for 15 7.62x39 rounds and 15 for 9x39 and 5.45x39

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or needing 10 bullets and 10 casings for 15 7.92x57

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and suddenly needing more casings than bullets for AP instead FMJ

fallow parcel
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Its a balancing thing i think.

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You can just put em all to 1 for each and it will be 15 bullets, 15 cases and 15 powder for all bullets

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I guess you could make stalkers drop more ammo components.

lean berry
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i dont see much of balance

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i see all messed up overall

random fulcrum
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what the fuck

fallow parcel
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Well considering AP ammo is meant to be rare and expensive.

random fulcrum
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it's balanced

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7.92 sucks REALLY fucking hard

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like, try using it after rostok

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also 7.62x39 is the best small rifle bullet

fallow parcel
random fulcrum
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being just short of 7.62x51 in stats

obsidian void
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He's right though 10 casings to make 15 bullets is just weird

random fulcrum
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oh ffs

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check the lapua recipe

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be amazed

obsidian void
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Where do the extra 5 casing come from? Lol

lean berry
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for me realism is balanced

fallow parcel
obsidian void
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Haha

lean berry
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anyways im going to do it for myself and maybe public it if people wants it and thats it

random fulcrum
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also iirc the .45 box is 14 bullets

fallow parcel
random fulcrum
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and it also costs 10 casings

lean berry
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as i said, its all messed up

obsidian void
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Right

lean berry
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you get already a minus when dissasembling bullets

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but needing 90 powder for 15 rounds of hp when fmj needs 15 is ridiculous

random fulcrum
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ok so the idea is making the better ammo way easier to craft and maybe allow 1:1 conversions across the board?

lean berry
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the balance is already on the profile already

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no, the idea is to not be all messed up

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and more structured balance

random fulcrum
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how

obsidian void
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Not 1:1 necessarily, you still lose our when disassembling like he said

lean berry
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first

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and then by doing math

obsidian void
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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

lean berry
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so for example

random fulcrum