#โ•™๐Ÿ–‡mods-making-discussion

1 messages ยท Page 42 of 1

regal bolt
#

Well, I guess it is a blessing, not a bug. ๐Ÿ˜…

slow bolt
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as short as possible? that aint immersive

celest forge
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I guess he means no weird empty spaces at the start and end of healing animations

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You know, those 2 seconds after bandaging or the "zipping up your jacket" after using a med kit

regal bolt
# celest forge I guess he means no weird empty spaces at the start and end of healing animation...

I know it is for zipping, but this is about common sense. When there are mutants roaring and gunshots blazing around you, you won't hear zipping. And another moment, during animation play camera must not be moved. Player must still be able to turn camera freely. In other words camera must always stay under player's control. It is a golden unwritten rule of a good FPS game. The only exclusion for camera control interception is when you get under psi-control of a Controller mutant. Damn it, all these tiny micro mechanic features may ruin the game experience if realized and tuned unproperly. When animations delay or take control from player without any adequate reason, it simply forces player to switch all these animations off. And he wouldn't have done that if animations behavior were realized properly.

regal bolt
pallid path
#

Do you guys know if the 'Random Artefact Spawn chance' effects the OVERALL Spawn chance?
Or just the chance that
{IF a artefact spawns - This is the chance it is a random one?}

Or is it

{This is the chance that a random artefact will spawn independantly of the normal ones}

????????

frigid notch
#

hello, I was reading the announcements for next update and saw that as val variants are getting removed. im wondering is there a way you can add them and others like ar hera back to the loot pools?

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I got redirected here and Im really hoping someone can help with this ๐Ÿ˜„ kinda dont understand why we cant just keep the variants

onyx shadow
#

idk if this is a modding question or not but how do i change hand models for wastelander outfit ?

frigid notch
#

thank you

onyx shadow
grizzled gorge
onyx shadow
#

thank you

regal bolt
#

Wanted to mention about location transition mechanic. The location transition must not happen automatically. I used to depart to another location several times by accident in a heat of a fight. It would be nice to visually indicate the location transition zones by highlighting, or at least add an icon that appears on a HUD when player is located inside location transition zone. Then player simply presses a hotkey or combination of hotkeys in order to initiate loading of next location. No more accidental transitions gonna happen. Maybe there is already a mod like that?

grizzled gorge
humble remnant
#

If I wanted a commission a mod to add minor limb healing to vodka, is that a thing that is allowed here?

celest forge
regal bolt
tiny glacier
#

I wonder how feasible it would be to mod a MGS-style cardboard box, using the disguise mechanic applied to all human factions and being discovered if you get seen moving in any way.

obsidian void
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Is there a simple way to make a copy of a model and texture, rename them, and point the model to the renamed texture?

I tried using pavel's blender addon to import the ogf, change the texture name, export the ogf (with a new name) but my new model just looks like a dark purple color? I'm a little lost when it comes to modelling stuff

static nebula
#

use this instead of messing with the blender stuff lol

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not sure if you'll have any better luck but it's a lot less tedious

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i think barrybogs mentioned a newer tool actually, but this is the one i use

vague sphinx
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@thin kelp Hello, sorry to bother you, I was wondering how you were doing to view each models ? I'm trying to sort them a little bit but spawning stalkers ingame until I have all the models visuals seems a bit impractical

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I'm really just trying to get a picture of each

thin kelp
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I would just do it in blender if you wanted a view from each, if you were trying to do it from in game with the spawner its not really designed with getting singular models

naive snow
obsidian void
naive snow
# obsidian void Thanks I'll have to look into that

Just be aware that all paths referenced in the OGF are relative paths to the GameData folder. I recommend you create a new entry in your MO2 to launch AXR toolset so it sees all the same files and paths as when your game is launched

obsidian void
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ah nice okay

regal bolt
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Anyone knows what mod is responsible for this file?

#

compiling shader model_scope_lense
! c:/anomaly/bin/..\appdata\shaders_cache\r1\model_scope_lense.ps\0010000
! error: (11): error X3003: redefinition of 'm_hud_params'

simple scaffold
# regal bolt Anyone knows what mod is responsible for this file?

did you delete your shader cache? do that first.

mo2 has a data tab under where you select what executable to run.

in the panel opened by that tab type: model_scope_lense

that will tell you what addon has that file. It might be a more complicated problem and the cause else where, but this is a starting point

naive snow
naive snow
# regal bolt I found these two

If you have Notepad ++ you could try searcing your C:/Gamma or C:/Anomaly. You might have to also unpack the .db files for anomaly to search properly. Look for that line of model_scope_lense in *.ltx or something

#

Yeah the file is part of the .db packs of base anomaly

regal bolt
naive snow
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Since I'm seeing that you have 458, your best bet is probably to reset your shader cache by purging it

naive snow
# regal bolt

Did you use the shader cache delete option from the anomaly launcher or did you do it manually as you should?

naive snow
#

Alright and what does that new log tell you?

regal bolt
# naive snow Alright and what does that new log tell you?

compiling shader model_distort_2
compiling shader model_distort4glass_2
compiling shader model_distort_4
compiling shader model_def_lqs_2
! Invalid ogg-comment version, file: c:/anomaly/bin/..\gamedata\sounds\monsters\controller\controller_tube_prepare.ogg
! Can't find texture 'wpn\wpn_gas_block_ar15_colt_m4_front_sight_gas_block_std_lod0_d'
compiling shader models_lfo_light_dot_weapons
! c:/anomaly/bin/..\appdata\shaders_cache\r1\models_lfo_light_dot_weapons.ps\0010000
! error: (2): error X3003: redefinition of 'screen_res'

naive snow
#

Did you recently add a new mod that would modify some models red dots or something?

regal bolt
naive snow
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Did you update any of them prior to the new crash?

regal bolt
regal bolt
naive snow
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Could be loads of things writing in screen_res ...

regal bolt
naive snow
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You could also grab a .ps file viewer and try opening up the problematic .ps image

regal bolt
naive snow
regal bolt
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I will download the notepad++

naive snow
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A load of .ps files do write to screen_res

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Have a look in the various .ps files that were causing issues and crash, check for the mention of screen_res

simple scaffold
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might be easier to just uninstall all the mods you added since the last time you played. delete your shade cache. make sure the game works. then add the mods back one at a time, deleteing shader cache as a propriate.

regal bolt
naive snow
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Unlike the R2 version of that file, the R1 file does redefine the uniform float4 screen_res;

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You could try killing that line and clearing out your shader cache once more, see if that allows you to jump over that hurdle

regal bolt
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So deleting the second line inside that file?

naive snow
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Yeah, just make a note of what you just did or back up the file and rename the extension .bak or something

regal bolt
regal bolt
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(The weapon from the stash that started causing the issue works in base GAMMA)

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I'll try re-enabling my mods and nuke that "screen_res" line from the .ps file. Let's see if it works

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It worked

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I'm astonished

naive snow
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Sweet, looks like it really was that postscript file then

regal bolt
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This Notepad++ is quite a useful tool for mod scripting

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Opens files no normal notepad could

naive snow
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It's a pretty good substitude to visual studio and other text editors yeah

regal bolt
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Okay. I'm gonna go back to my game. Thank you for the help Burn! ^^

wispy burrow
#

been reading a bit of Lua and some scripts already in Gamma to alter this small script from momopate
#โ•™๐Ÿ–‡mods-making-discussion message
into something that fits my use

local interval = 10
local last = 0
local twohanded_list = {
    ["twohandy"] = ini_file("items\\settings\\twohandy_list.ltx")
}
;;Setting up filepath to twohandy_list.ltx for reference

function actor_on_update()
    if ((time_global() - last) > interval) then
        last = time_global()
        if (db.actor:active_item():section(), twohanded_list) then
            if not (db.actor:active_detector()) then
                return
            else
                db.actor:force_hide_detector()
            end
        end
    end
end
;;Checks after every set interval to see if active_item match the names in twohanded_list and force_hide_detector if it matches

function on_game_start()
    RegisterScriptCallback("actor_on_update", actor_on_update)
end

I haven't tested it yet but I would be grateful to receive comments on what I'm doing wrong ๐Ÿ˜…

random fulcrum
#
    ["twohandy"] = ini_file("items\\settings\\twohandy_list.ltx")
}```
this can be
```local twohanded_list = ini_file("items\\settings\\twohandy_list.ltx")```
fossil snow
#

hi is it ez to increase laser brightness or needs advanced knowledge?

copper jewel
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which script file responsible for the chace of dropping money in dead bodies?

naive snow
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Hey any of you know if we supply Grok with some gitrepo for our mods, will the gamma modpack install from there or only from a moddb page for updates?

grizzled gorge
naive snow
regal bolt
naive snow
regal bolt
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Let me get the mods set up again and delete the og line and it will pop up

regal bolt
naive snow
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Make sure you also delete shader cache between every reload of your tweaks

naive snow
regal bolt
naive snow
#

I think it goes something like R1 = DX8, R2=DX9, R3=DX10 & 11

naive snow
regal bolt
naive snow
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I'm not an expert on graphic APIs but I can only guess that on DX9 some functions might be expecting more parameters or less than those defined for DX8. I haven't gutted Xray nearly enough to have a proper answer for you at this moment. If you can get a clean log after a shader cache delete tho I can help you debug somewhat

regal bolt
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Forgot about the log. Here is the error message

#

compiling shader models_lfo_light_dot_weapons
! c:/anomaly/bin/..\appdata\shaders_cache\r1\models_lfo_light_dot_weapons.ps\0000100
! error: (3): error X3003: redefinition of 'm_hud_params'

naive snow
#

Lets move this to #๐Ÿ”จmodded-gamma-support Probably something in your mod list is looking at scopes or something. Drop over there the exact mods you added and I'll have a look there

surreal gust
naive snow
surreal gust
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i know but dx8 is not dx8

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its a lie made by coc devs

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r1 is dx9 but almost completely static

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this also explains why most if not all dx9 mods work with dx8

onyx shadow
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i edited the hud position of saiga dushman but i can't apply it

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i think im doing something wrong

faint meteor
#

I have ran into a weird issue. I had to deal with Item UI improvements gun scaling causing a LUA error. I replaced the weapon scaling script in that to not trip the error again, but now I am getting this error.

! [SCRIPT ERROR]: x:/anomaly\gamedata\scripts\ui_inventory.script:2106: attempt to index field 'ico' (a boolean value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : E:\Github\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 257
[error]Description : fatal error
[error]Arguments :
1 : [Lua] x:/anomaly\gamedata\scripts\ui_inventory.script(2106) : Picker_Toggle

LUA error: x:/anomaly\gamedata\scripts\ui_inventory.script:2106: attempt to index field 'ico' (a boolean value)

Check log for details

stack trace:

#

Any suggestions?

undone lily
undone lily
wispy burrow
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the above code however completely disable the ability to pull out detector however

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I'm still looking into what I can change to fix that

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I'm new to lua and lua in Stalker though so I don't really know if the method is correct

forest sluice
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somebody know where the free look script is in the game files or how i could find it

quick badge
#

Hey! Anyone know where to modify satiety/thrist accumulation?

forest sluice
#

actor_status_thirst.script

quick badge
subtle scroll
#

I love the M3A1, is it already available as a standalone?

uneven sable
#

What winter mod for gamma you guys recommend ?

versed wave
#

where the fuck are ks-23 sounds are defined after mod_system_synced_sounds.ltx was nuked by Oleh's Weapons Sounds Tweaks and Fixes?

fair inlet
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mod_system_weapon_sounds_wstfg_shotgun iirc

versed wave
summer hornet
#

quick question where do i add items to stash loot pools?

fair inlet
summer hornet
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just adding some items i added back to gamma to the stash pools also is there a way i can weight items to have them spawn on stalkers more often?

fair inlet
somber ember
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Hello, noob question, I recently been able to open some hd model ogf files through blender but it seems that in game these models have more detail/and colors can any one help me with how can I add or open them both to have the same colors and details?

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Any help would be great

summer hornet
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i think there is a plugin idk though haven't tried anything like that yet

somber ember
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I can open them but they don't have colors and don't look the same.

summer hornet
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post a pic

somber ember
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These two are freedoms

summer hornet
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did you also export the textures?

somber ember
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How do you do this?

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that would help

summer hornet
#

hmmm im not good at teaching lol so heres somthing i think might help you out a bit
https://youtu.be/mURA2g1rOSc?si=lVZpHHoaHmQy9KtK

If you'd like to help support my channel, please consider making a donation! It helps more than you know : https://www.paypal.me/2kai

IMPORTANT LINKS :
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๐ŸŸง ...

โ–ถ Play video
#

another question i need to check if the changes i made work so how do i spawn a boat load of stashes?

fair inlet
summer hornet
somber ember
#

thanks

summer hornet
#

not sure if i did it right opened 100 stashes (it took waaay to long) and did not find any of the weapons i tried to add back into the game

naive snow
# somber ember How do you do this?

Make sure you have the Blender opening through your MO2, so your C:\Anomaly is properly virtualized with all of your mods. Then make sure you have the proper paths set up in your Blender Xray Addon, then when you import your .OGF, the textures will follow along

dull crest
#

hey i'm attempting to make some changes to a mod in the load order (328- Higher Rank NPCs Headlight Disabled - KraizerX), but for some reason that I can't figure out it won't work and pulls a Lua error, "attempt to index a nil value." This doesn't make sense to me because all I'm adding is for the script to base headlights off of faction rank instead. Can I get some help with this at all? I can send over the test file, but any help for a newb modder would be dope as hell

somber ember
shy junco
#

anyone know any good texture software

naive snow
somber ember
#

Thanks I will try.

grave notch
#

is there a way to change the mag capacity of a specific gun in its game files? / how would you?

open oasis
grave notch
# open oasis do you mean like with Mags Redux?

nah like just changing 30 to like 45 or 60 in a game file idk if thats a thing thats just a number change or something but like for example if i wanted to make a specific gun variant like the L85_m3 have 60 round capacity instead of 30 could i change its files to say that and it work?

naive snow
somber ember
naive snow
somber ember
#

thats my settings

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is this correct

naive snow
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Clear out the argument field

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kekw why did you use the entry for the virtual folder explorer

somber ember
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I am a noob

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It launched thanks

open oasis
#

@naive snow

The hud/world model part isn't as important anymore. I can pretty much run the weapon through my pipeline and spit out a decent polygon count model and textures for world models. Since the hud model will only ever be a single instance (since it's the one you hold) we can spare a bit more polygon on those. The bone hierarchy will always be a problem because naming convention across mods is almost non existent
_ _ - #1185796123575722084 message

can you elaborate upon this? what is "naming convention" (i assume the name of each bone/point?) and why is that an issue with hand rigs?

#

or did you mean actual weapon model names/attachments

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because i might be an idiot for interpreting it in the former way KekSkew

naive snow
#

No I meant the actual bone names and hierarchy. Every motion looks for the proper bone names to know which bone in the hierarchy to move. You also need the proper bones parented. Exemple, the bullets bones need to be under the magazine bone so they move with it when it's grabbed.

open oasis
#

and the mod creators decide how to name them?

naive snow
#

Pretty much. Like I de-fucked the bones from the G36 rwaps variants earlier for the magazines not appearing in the world model in #1180329195600105555

open oasis
#

how many bones can one of these animations have?

naive snow
#

I haven't delved too deeply into _hud models, but I've seen upwards of 25

open oasis
#

and can the issue not be addressed with something like the Notepad++ function where you go "find all X in file(s) and rename them to what i need"

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or is it more complex than that

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to like address the issues with the BaS rigs

naive snow
#

.ogf and .osf and such need special programs to edit/read block chunks in the files

vale knot
#

I love proprietary file formats!

naive snow
#

I honestly haven't played around with hand models and how the motion animation picks the right bone to move, but I'm guessing it's part of the motion and the engine just picks from the Hud model whatever the bone name is

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You could semi-automate the renaming process, but that's importing every model, picking apart the armature, renaming/placing the bones. Re-export. And that's for each _hud model. Weapons have a _hud model for every possible scope they can have. Meaning you can have 16+ files to correct for a single gun

open oasis
#

yikes

#

that's good to know though i have been interested in maybe making some animations for some items but don't really know where to start

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sounds like a can of worms i wouldn't necessarily want to open lol

naive snow
#

Indeed. Yikes. Tho you could make a script to duplicate armatures and slap them on from models to models for a quicker workflow. It's how I do a part of my automation

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As long as items have the proper bone setup it should be fairly simple

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There's plenty of models and animations already done. If you want to dabble in blender a bit you could get the general idea of how it's done

vale knot
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Last time i made a mod in blender it took me 2 hours to add tritium to the five seven

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And the worst part is i lost that mod

naive snow
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Pavel's blender addon is so much easier to work with than the sdk tool sets for maya that are deprecated kekl

vale knot
#

The fiveseven we have now looks much nicer anyway

naive snow
vale knot
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Nah i made the mesh from scratch

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Ie: 3 cylinders

naive snow
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Did you have to make lightplanes?

vale knot
#

I basically reverse engineered how ppp did it

naive snow
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I haven't messed around with those yet

vale knot
#

Yeah the shader is lightpanes iirc

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And you make the texture the color tou want

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More transparency = dimmer tritium

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I like my tritium dim, like the new beretta for example

naive snow
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I need to incorporate this shit into the simplification pipeline but I'm honestly afraid of breaking the monkey coded script with this

vale knot
#

Lemme see if i can dig up the pic

slow bolt
naive snow
vale knot
#

Unfortunately i lost this mod

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One of the ones i forgot to save when moving to new ssd

naive snow
naive snow
open oasis
# naive snow Depends. What do you want to do?

i've been thinking of completing the FDDA animations to where everything has an animation rather than plain camera movement, as in items and actions that don't have any models associated with them yet

vale knot
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The new five seven we got is finee

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Not needed tbh

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Lemme take a quick look for it

naive snow
open oasis
#

so would i need to download Blender and import the files into it? how would i learn the controls and how to "record" my animation and move the models efficiently?

naive snow
slow bolt
naive snow
slow bolt
naive snow
#

I guess the thing left to know is if animations keyframes are baked down to everyframe or if interpolation and key weighting is handled in engine.

open oasis
#

i recall messing with that in CoP

slow bolt
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All that is needed for FDDA is someone who can animate. I bet models can be easily found

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like i myself want to animate simply because that is severely lacking

naive snow
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Because animation without a proper rig is painful

slow bolt
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definitely have a rig

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but yeah i know barely anything about animating

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i know basics

static nebula
naive snow
static nebula
#

yeah, the Saiga too

naive snow
#

Are the animations done per weapon and do they simply pick bones based on name?

static nebula
#

wdym by pick bones based on name? ๐Ÿค”

naive snow
#

As in, does the animation file contain both the bones to animate the hud model and the arms or is the file only animating sockets to which the bones get parented and moved according to name? (I have no idea how the animation system of xray works)

atomic cloud
#

I have no clue what im doing but i finally managed to break the boars, i made all the boars like this, im accomplished

open oasis
#

i have seen Synd1cate's stuff, it's rly good

obsidian void
#

Hey does anyone know if there's some kind of mod or fix for drag and drop crafting to correctly use multiuse items? Currently for example, if you drag and drop a multiuse bottle of vodka on cloth for a bandage then the entire bottle gets consumed.

Alternatively, can someone point me to the script which handles the drag and drop crafting?

static nebula
open oasis
#

rip lmao

#

idk i might just download Blender and mess around by myself when i get back home

wanton topaz
#

Is there anyone in here who knows about Map Making for GAMMA? Iโ€™m considering making a map but could do with chatting/msging someone who knows about the process first.

grizzled gorge
wanton topaz
wanton topaz
surreal gust
#

and type .rank stalker

wanton topaz
# surreal gust and type .rank stalker

Ah thank you. Actually, you were recommend to chat with about map making. Do you know anything about the process for Stalker and would fancy a chat/PM sometime if so?

surreal gust
wanton topaz
surreal gust
#

including terrain

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terrain texturing

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and more

wanton topaz
#

In Ukrainian language?

surreal gust
#

just remember to put the subtitles in english

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they are auto translated

#

ะŸั€ะธะฒะตั‚ัั‚ะฒัƒัŽ ะฒัะตั… ะฝะฐ ัะฒะพั‘ะผ ะฝะพะฒะพะผ ะบะฐะฝะฐะปะต. ะญั‚ะพ ะฒะธะดะตะพ ะฟะพัะฒัั‰ะตะฝะพ ัะพะทะดะฐะฝะธัŽ ะปะพะบะฐั†ะธะธ ะฒ ะธะณั€ะต S.T.A.L.K.E.R. ะ—ะพะฒ ะŸั€ะธะฟัั‚ะธ ัะพ ะฒัะตะผะธ ะตั‘ ะบะพะผะฟะพะฝะตะฝั‚ะฐะผะธ - ั‚ะฐะบะธะผะธ, ะบะฐะบ ัˆะตะนะดะตั€ั‹, ะผะฐัะบะฐ, ะดะตั‚ะฐะปะธ ะธ ั‚.ะด. ะกัั‹ะปะบะธ ะฝะฐ ะฝัƒะถะฝั‹ะต ัะพั„ั‚ั‹, ะบะพั‚ะพั€ั‹ะต ั‚ั€ัƒะดะฝะพ ะฝะฐะนั‚ะธ - ะฝะธะถะต:

X-Ray SDK 0.7: https://www.playground.ru/files/s_t_a_l_k_e_r_zov_pripyati_x_ray_sdk_0_7-43279/
ะจะฐะฑะปะพะฝะฝะพะต ะธะฝั‚ั€ะพ (i...

โ–ถ Play video
wanton topaz
#

Ah ok cheers- does it explain everything etc or leave loads for you to find out yourself?

surreal gust
#

Autodesk was used for modeling the terrain

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Either way blender will work fine

surreal gust
#

including how to texture the terrain

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how to set different materials

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after you're done with that i'd also recommend his channel

wanton topaz
surreal gust
#

on how to make ai work properly

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This is the guide for porting a level to anomaly

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Not made by me

wanton topaz
#

How would you describe the process..? Is it very difficult-awkward or pretty smooth and streamlined if that makes sense?

surreal gust
#

This text guide isn't explained perfectly

wanton topaz
#

This would primarily be made for GAMMA but I take it that means it has to go via Anomaly anyway yes?

surreal gust
#

But I will help you when I can

surreal gust
wanton topaz
surreal gust
#

You may get a crash for .ltx file reasons

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But they are easy to fix

wanton topaz
#

If possible, what would you say the timeframe is for making a level about the size of Zaton?

surreal gust
#

You will need this to merge the spawns together so that it works properly for anomaly

surreal gust
#

so 800x800 long terrain from Blender exported to SDK

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It will be 800 meters long

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Firstly, watch the video and after you're done make sure it works for call of pripyat

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Then after that watch his other videos on what you need

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And then read the guide from here

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At 16.1 is where the modding tools are listed

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This includes the SDK

wanton topaz
#

Ok will do. Once Iโ€™ve seen them Iโ€™ll have to decide wether Iโ€™ll have the time needed for this really. Could you say roughly how long a map like Zaton would take someone?

random fulcrum
#

port doom's e1m1 to stalker anomaly

surreal gust
#

Make sure the SDK you download is 0.7 version or modified 0.7 version

#

Anything below that will not work

wanton topaz
#

Just as a rough guide?

wanton topaz
#

Yes

surreal gust
#

I don't know honestly

#

It could probably take months

wanton topaz
#

What maps have you made/are making?

surreal gust
#

I'm making one which is already work in progress

#

I'm just testing the terrain mostly

wanton topaz
#

Promzone?

surreal gust
#

Nope I'm making my own

wanton topaz
#

Ah ok

surreal gust
#

Why would I use an existing map made by some team lol?

wanton topaz
#

Could use something like Gaea to do a Terrain?

wanton topaz
surreal gust
#

I generated the terrain using A.N.T landscape

wanton topaz
surreal gust
#

And heavily modified it using sculpting

#

Some terrain pics

#

These are from the last time I touched the map

#

About 5 days ago

wanton topaz
surreal gust
#

The terrain itself is about 130k polygons

#

Since I want to avoid the blocky edges

#

that you would get without smoothing it

wanton topaz
#

Is there an ideal- say like 1x1 meter per poly for Terrain or something?

surreal gust
#

I dunno much about Blender

wanton topaz
#

Ingame I mean

surreal gust
#

What do you mean

wanton topaz
surreal gust
#

By materials?

wanton topaz
#

No, so each poly of the terrain equals 1x1 meter. Is there a guide how big to make each poly?

surreal gust
#

I don't know if there is one.

wanton topaz
#

Ok- normally 1x1 meter is a nice base to start with.

surreal gust
#

I really hope to finish my map

#

Every day when I progress I just feel like the terrain isn't good enough or done yet

#

The hardest part is the AI

wanton topaz
#

Yeah- keep going with it. Ask others about the AI maybe?

surreal gust
#

Since you have to config every smart terrain .ltx to your liking

#

I know how to the ai

#

It's not really easy

wanton topaz
#

So it involves coding sort of too?

surreal gust
#

Not at all

#

To make ai functional

#

You need an AI map (navmesh copy)

wanton topaz
#

Ah ok

surreal gust
#

Smart terrains (for gameplay reasons)

#

Graph points (where npcs travel to another location when inside or outside of online state and for travelling to another graph point when offline)

#

Way points (used for telling what should npcs do, like patrols)

#

Smart covers (animations used mainly in bars)

#

Not all of these are required

#

But if you want to make ai work properly then you need to do these

wanton topaz
#

So making the map visually- placing trees and buildings etc is fairly easy. BUT, doing the AI side of things is the really difficult part? Is that correct?

wanton topaz
surreal gust
#

Also if you added a lot of objects in an existing AI map

wanton topaz
#

Iโ€™ll go thru the vids and see what I think.

surreal gust
#

Rebuild the ai map again

#

since the ai map is where npcs can move

#

To add a node you need to use the "Add" button

#

And click generate full on the sdk

#

Make sure you have created a snap list for the terrain

wanton topaz
#

Ah- that video only has Russian generated Captions

surreal gust
#

You can click the "Auto-translate" button

#

And select english

wanton topaz
#

Ah ok..!

naive snow
#

@open oasis So I dug a bit, you only really need to import a set of arms, and an .omf (select the motion you want) and you can start disecting the animations.
Ex: the coffee drinking animation on a pair ofarms
Some animations also have a camera movement animation packgaged as .anm

open oasis
#

oof this looks complicated

#

even more so for a non-native speaker, i don't even know what a "clavicle" is lmfao

naive snow
#

Just image bones as a skeleton really

naive snow
#

Maybe this display will be better. FYI bones are kinda wonky in their display maner with Xray and blender

surreal gust
#

damn

slow bolt
#

You can ignore the camera Animarion and use the existing one

obsidian void
static nebula
static nebula
#

there's a couple pinned in the modding arts channel in the anomaly server, i can send the one i use if you like

naive snow
#

I'll check those out later

somber ember
#

And the same for some other ones

naive snow
somber ember
naive snow
naive snow
# somber ember

You probably should also pick the actual anomaly fsgame.ltx file in the anomaly folder instead of moving stuff to your desktop too

somber ember
#

ok

#

But when I select my fs ltx file it says " Error ltx file has no parameter $objects$"

slow bolt
#

Use mo2 and launch blender through it

somber ember
#

I launched it through blender this whole time but still no difference

naive snow
somber ember
#

I am a noob, so this just means write everything like on yours correct?

naive snow
#

Click on the folder icon, then on the cog next to it and find the same folders and shaders in your anomaly. You can use mine as a reference

somber ember
#

cog?

naive snow
#

For the shaders, if you don't have the SDK 0.7 installed you'll have to grab those from the _unpacked folder of your anomaly. Meaning you have to go to C:\Anomaly\Tools and run "db_unpacker_all.bat"
This will create a _unpacked folder in the same place. What I advise you is to move the content of that folder to a new mod (create an empty folder, name it how you want in your C:\Gamma\mods) create a "gamedata" folder there and move the content of your _unpacked folder in there. Refresh your MO2 and enable that new mod. Relaunch blender and now when you select your paths you should have all the required folders

#

Make sure to turn off that newly created mod when you actually launch the game

#

These are the shaders

somber ember
#

it stayed the same

naive snow
# somber ember

You have to enter the paths yourself by clicking on the folder

somber ember
#

what do i pick for ltx because it still says Error ltx file has no parameter $objects$

#

Me noob

naive snow
#

Just leave it as is, the fs ltx only points to the other paths. It's meant to fill the other fields for you

#

Fill out the red fields

somber ember
#

filled in one and this happned so what do i do for engine shaders and compile shaders file

naive snow
somber ember
#

I already done it

naive snow
#

Then go fetch the correct shader files like I have in mine(check the names and find yours

somber ember
#

ok

naive snow
#

They should be at the root of your Gamedata folder

somber ember
#

can't find the engine and compile shaders file

#

๐Ÿ˜ญ

#

help

naive snow
somber ember
#

yes

naive snow
#

Can you find the files in your mo2 hierarchy?

somber ember
#

blender is the one

naive snow
#

Did you put everything in a Gamedata folder?

#

That red x means you didn't

somber ember
#

gamedata folder?

#

how

naive snow
#

Just create an empty folder named Gamedata at the root of your blender mod

#

Shove the other folder in there

somber ember
#

what other folder

naive snow
#

The content of the _unpacked

somber ember
#

this is how it looks

#

and lastly

#

is this how it suposed to look like

naive snow
#

Now refresh your MO2, the red x should be gone

#

Relaunch blender and you should be able to find them now

somber ember
#

ok

#

worked like a charm

#

now i can open ogf files and the textures and colors will folow along right

#

?

naive snow
#

Set your object folder, it's inside of the gamedata/meshes folder

somber ember
#

ok

naive snow
#

But yes you should be able to import models now with textures

somber ember
#

this is what i get when i import a ogf file

#

still no colors and texture

naive snow
#

Which file is this?

#

Did you enable textures in your viewport too?

somber ember
#

ogf

naive snow
somber ember
#

Actors - Stalker_dolg -

#

this is when i click on it

naive snow
#

Pink means you're missing a texture

#

Which one of the dolg?

somber ember
#

1.ogf

naive snow
#

If you have the right paths, you should have this:

somber ember
#

how

naive snow
#

Are your paths still properly set and you're still running the blender mod yeah?

somber ember
river fjord
#

๐Ÿฅน why the fuck do you have anything related to blender in mo2

somber ember
naive snow
naive snow
# somber ember

From this I'm guessing you you installed your Anomaly game in your C:\User\olegl\Documents\ correct?

somber ember
#

I moved it their

#

yep

naive snow
#

Can you find act_stalker_dolg_1.dds in your files of MO2?

somber ember
#

no

naive snow
# somber ember

Can you look in the files of your Blender mod, if it's there

somber ember
#

like this

naive snow
#

In the Blender mod you created:

#

Mine is named Anomaly unpacked Models

naive snow
#

Or did you just move the folder and thats it?

somber ember
#

moved folder and that it but

#

thats what i found through files

naive snow
somber ember
#

so I restart everything

#

basicly

naive snow
#

Move your Anomaly and Gamma properly

#

You can probably skip the deletion of your Mods folder inside of Gamma, just delete the mod organiser .ini and reset the path of your MO2 through the Gamma launcher

#

Why did you even move it in the first place?

somber ember
#

I only moved my anomaly folder to documents and thats it

#

I did not move my gamma

naive snow
#

Yeah moving the anomaly folder will break MO2

#

MO2 is still trying to path everything to your previous location, it's messing up the internal paths of blender too probably

#

So do the Steps for Moving Anomaly and do the Last steps in the third section (the gamma launcher stuff)

somber ember
#

ok will do it later and tell you when I am done thank you so much for the help so far

#

๐Ÿซก

naive snow
#

salute Dont give up

turbid lily
#

Is there a larger version of the indicators for Cr3ips icons?

half coyote
#

Am sorry to ping you out of the blue but i could use your help with your nvg mod. Put simple everytime i turn on the nvgs i may as well use a flashlight i have tried messing with the settings for the mod i have turn the shaders off and then back on the only thing i havent done was delete the shader cache. If you dont mind i could use your help thank you.@mystic solstice

naive snow
somber ember
#

Don't kow what to do now

naive snow
#

If not that means the link from moving your Anomaly is still broken

somber ember
#

some

naive snow
#

Those are the meshes, what about the texture?

somber ember
naive snow
#

And if you launch blender now, can you import a model correctly?

somber ember
#

i don't think so but this is what i get when i import a model

naive snow
#

Hmmmm and are your paths still going and pointing to the moved Anomaly folder?

somber ember
naive snow
#

Try setting a FS Ltx file, find the one from anomaly

#

Use the one from your Anomaly folder and set back every other folder manually like you did previously

somber ember
#

were can i find one Gamedata?

naive snow
#

Yeah or the folder above it in the Anomaly folder

somber ember
#

can't seem to find one

somber ember
#

I don't think i have a fs ltx file

naive snow
somber ember
#

I found it but thanks anyway

#

just now

naive snow
#

Where was it?

somber ember
#

it was their i just missed it

#

but know as i put it in

naive snow
somber ember
#

rename it differently?

#

not fsgame

naive snow
#

Well the name it's supposed to be, not fsgame - Copy.ltx

#

just fsgame.ltx

somber ember
#

ok

#

still the same thing

#

should I reinstall gamma, anomly, blender, and the pluging and restart?

#

Or is their something that I am missing

#

?

naive snow
somber ember
#

When i select lets say the gamedata folder the error pops out and dose not fill it out

naive snow
#

Which version of blender are you running?

somber ember
#

blender 2.8

naive snow
#

Could be worth updating, I'm on 3.6

somber ember
#

Ok I will do that

naive snow
#

If all else fails, delete and reinstall anomaly and gamma. Otherwise you'll have to reassign every single texture by hand

somber ember
#

ok

somber ember
#

same thing

naive snow
#

Can you not enter the paths?

naive snow
#

It's just about the fsltx missing an entry for $objects$

static nebula
#

ah

naive snow
#

He should still be able to define the paths for the various folders. Thing is, he moved his whole Anomaly folder, so MO2 is kinda fucking around at the moment so it might be bad virtualization of the paths

#

Could be the fact that he moved his Anomaly to his Documents folder, windows isn't liking that path or something

static nebula
#

honestly unless they're working with like a hundred different models i would just set up the textures manually as opposed to going through the trouble of reinstalling or whatnot ๐Ÿ˜…

static nebula
naive snow
#

But the import will fuck up since he doesn't have the shader files either, the whole shader, compile and material option will also need to be filled out manually

#

Generally it's just a pain

#

Windows shouldn't be encountering path problems due to character limitation before 263 characters or something. My Documents tho might have blockers in place with path virtualization

#

Anyhow

somber ember
#

I got it to work

somber ember
random fulcrum
#

Stephua Purpleface

somber ember
#

yep

naive snow
#

What did you do differently?

somber ember
#

I first filled out the game data and the rest and at last i did the fs ltx

somber ember
naive snow
strange mesa
#

Is there any built in real timer performance profiler for this people use? I want to watch in runtime what is taking up what proportion of ms for the games update loop.

#

In this channel becuse its for making a mod.

random fulcrum
#

rs_stats

#

problem is that it spits out EVERYTHING

strange mesa
#

Ok thanks

somber ember
limpid geyser
#

I'm trying to fix up the 5.45 Nimble Groza so it actually has the proper Groza fire sounds the base version uses.
There're like 3 different config files for groza in Gamma mods nvg

#

Ig I just edit whatever's higher priority

fair inlet
regal bolt
#

Can someone fix the Knot degrading in % when using normal map transitions, it loses like 3% each time

#

considering that advance time during transition of maps is disabled.......

limpid geyser
fair inlet
surreal gust
#

In the spawn merge tool

#

When you open it there are 2 files

#

configs and spawns

#

They are empty.

#

Make sure to unpack the configs file from anomaly db folder (not gamma)

#

And put it there in the configs folder

#

And unpack the spawns too

#

Take the all.spawn file and put it in the spawns folder

#

Otherwise it will not work

wanton topaz
surreal gust
#

Also at anomaly server

#

meatchunk and thundervision are experienced mappers

edgy belfry
#

I need some help please. I want to just change the size of the cz52 because it is fucking tiny compared to how it should be so should i use blender? How do I go about changing the size of a weapon model?

naive snow
#

You'll need to edit the .ogf with blender and modify all of the corresponding models and armatures. Probably tweak the animations to fit the new size too

edgy belfry
#

Thank you, sounds a lot more complicated than I thought

regal bolt
#

Not really a mod, but making a spreadsheet. Haven't done much yet, just set it up. Thing is, I don't know all of this info off the top of my head and getting it all at once can be a pain in the ass.

If anyone (who plays with BLACK MARKET enabled) would like to contribute, let me know. Think this could be a handy guide.

misty mulch
regal bolt
misty mulch
#

yeah ["jup_b6_scientist_nuclear_physicist"] this is the name of the trader's squad

#

for example esc_2_12_stalker_trader is almost certainly either loris or xenotech because "escape" is the name for Cordon and "stalker" = loner

regal bolt
#

i think its Loris since xenotech isnt a black market guy

#

i do remember talking to Loris and he refuses to trade guns so this lines up

misty mulch
#

other traders are either randomly named or straight up have their set names in that dialog file

misty mulch
#

not 100% guaranteed esp for the randomly spawned ones

#

but it'll get you close

regal bolt
#

i found a more ghetto solution of going in-game, turning on map debug, and mousing over the trader squads on the map

misty mulch
#

really the trick is using something like notepad++ find in files feature

misty mulch
misty mulch
# regal bolt i found a more ghetto solution of going in-game, turning on map debug, and mousi...
dialogs_table = {
    Sidorovich (Cordon)        = "blackmarket_no",
    Loris (Cordon)            = "blackmarket_no",
    Flea Market traders        = "blackmarket_no",
    Butcher (Garbage)        = "blackmarket_no",
    Prof. Hermann (Jupiter)        = "blackmarket_eco_3",
    Prof Sakharov (Yantar)            = "blackmarket_eco_1",
    Dushman (Dead City)        = "blackmarket_any_1",
    Meeker (Outskirts)        = "blackmarket_any_2",
    Krolik (Outskirts)        = "blackmarket_any_2",
    Stribog (Red Forest)        = "blackmarket_any_1",
    Vector (Zaton)            = "blackmarket_any_3",
    Olivar (Outskirts)        = "blackmarket_any_3",
    Olivius (Dark Valley)        = "blackmarket_wp_1",
    Cutter (Darkscape)        = "blackmarket_wp_1",
    Flea Market traders (night)    = "blackmarket_wp_1",
    Truck Cemetary Bandit Trader    = "blackmarket_wp_2",
    Gen. Petrenko (Rostok)        = "blackmarket_wp_2",
    Major Zhurov (Cordon)        = "blackmarket_wp_2",
    Forester (Red Forest)        = "blackmarket_wp_3",
    Klenov (Jupiter)        = "blackmarket_wp_3",
    Sergeant Spooner (Agroprom)    = "blackmarket_wp_3",
    Cashier (Outskirts)        = "blackmarket_wp_3",
    Nimble (Zaton)            = "blackmarket_wp_3",
    Spore (Great Swamp)        = "blackmarket_nato_1",
    Skinflint (Army Warehouses)    = "blackmarket_nato_2",
    Ashot (Jupiter)            = "blackmarket_nato_3",
    Major Hernandez (Jupiter)    = "blackmarket_nato_3",
    Major Hernandez (Darkscape)    = "blackmarket_nato_3",
    Owl (Zaton)            = "blackmarket_nato_3",
}
naive dew
#

anyone know why certain sound effects (disassembling items, repairing equipment, opening/closing artifact boxes, etc) are all using generic sounds instead of their specific sfx?

regal bolt
regal bolt
#

eco im unsure what that actually implies

#

im guessing they sell armors but no guns

#

but i'll have to confirm in game

misty mulch
#

this is where you go diving into the script

misty mulch
regal bolt
#

ah thanks, i'll note that they buy NATO but don't sell

misty mulch
#

and if you want the specific tiers, seems like they're in configs/items/trade/presets/blackmarket_trade_presets.ltx - it also includes weapon buy and sell presets

naive snow
#

@simple scaffold is the math for icon rotation for when items are equipped fully done in the aaa_rax_icon_override_mcm ? Utjan pointed me to look at Maid's icons to try and figure out why silencers get a slight X offset when held vertically in the equipment slot vs when in the inventory horizontally

simple scaffold
naive snow
#

I'm seeing some changes of the 11 december vs the 18 october version on the Rot mat, Maid's uses the 18 oct version

open oasis
open oasis
#

the trader at Flea Market does eventually sell Warsaw weapons

#

so "Nogunz!" there (which i assume is for traders who don't sell guns?) is wrong

#

the day trader i mean

regal bolt
#

I have one entry for day and one for night

simple scaffold
open oasis
#

yeah so the day one is set to "Nogunz!"

#

he does sell guns if you raise his supply level

#

the guy who sits at the top floor

regal bolt
#

even in the day?

open oasis
#

yeah i have never gone there at night, i'll post a screenshot for you

regal bolt
#

kk

simple scaffold
naive snow
#

With both version of the file on a 16:9 ratio the offset still seems to be off

#

Wondering if I can just punch in a cheeky -2 on the new x value, do it reallll dirty

open oasis
#

actually hang on @regal bolt

#

is the night trader the one who sleeps inside the little shack during the day?

regal bolt
#

i think so

open oasis
#

the day one up top doesn't sell weapons but the one who's sleeping at the bottom does

#

that's what i meant

#

i can talk to him during the day

regal bolt
#

coul you give me the name of each one?

open oasis
#

the names are random Loner names i believe

regal bolt
#

ah ok

open oasis
#

i might be wrong

regal bolt
#

i'll check what they are in my save

open oasis
#

the day one was named Dmitro Paddle and the night one was named Nik Rusty

#

those sound like typical generated Stalker names

regal bolt
#

yeah ok the guy up top in my saved is Yurik Bug-eyed

open oasis
#

just to demonstrate this does works, i don't know if i'm meant to be able to talk to him during the day, i have the "No trade with random stalkers" mod off

#

it's 4pm in the recording

#

but i don't think it's Tier 1 selling?

simple scaffold
naive snow
regal bolt
#

and warsaw

#

so i think its correct at the moment

#

i wish there was a less confusing way to list them but i'll stick with day and night for now

open oasis
#

oh does Tier reference the weapons themselves? i thought it was a different term to say "Supply level"

regal bolt
open oasis
#

ohhh my bad

#

i misunderstood then

regal bolt
#

so like an AKM or a basic TOZ is a tier 1

open oasis
#

i thought you mean which supply level unlocks selling guns

regal bolt
#

and a vector smg would be a tier 3

simple scaffold
# naive snow This is with it off

any chance you feel like makeing a gun icon that is a grid and scope that is just a rectangle? i think the rotated might be off in both directions. being able to visualize it easier would help. (i have no gamming PC right now. so i can't do any of this myself)

naive snow
simple scaffold
naive snow
open oasis
naive snow
simple scaffold
naive snow
#

The other without _mcm is an empty script file

naive snow
#

The vertical silencer sits "lower on the center line" by 1~2 pixels, it's just enough to off center some of the thin silencers

#

Here so it's easier to see

random fulcrum
#

THE LED RIFLE

simple scaffold
naive snow
#

Yep scope too, you can see the white peaking overthe ekp 8-18

#

So it seems to be the actual gun icon that is shifted 2 pixels to the left when equipped

simple scaffold
naive snow
#

Still a problem

#

Can't easily remove the non-mcm verson, because 3 other mods write to it in GAMMA

#

Unless MO2 lets you specify a file to consider as "deleted"

#

Ah actually you can hide a file

simple scaffold
#

yeah just keep hiding it. until it isn't getting put in

#

i messed up my dating. there are two 11oct versions of the file. one is actualy 25jan

naive snow
#

Nay, same thing

simple scaffold
gritty lichen
#

can someone give me a pointer as to which files I should look for if I want to edit the starting loadouts?

#

nvm, found the loadouts addon

naive snow
#

I'm wondering if it's not that icon rotation fix thing

simple scaffold
naive snow
#

So the sight seems better, albeit a bit higher on the Y, but the X seems good. The Silenecr tho is fully off

#

Also gun is now stretched

simple scaffold
#

send me that script? pls. it is doing something similar to icon override, and probably breaking icon override while it is at it.

not that icon override is perfict. i am now 90% sure i aceditenly reverted a bunch of changes or never put them to the github.

fortunately i have notes i will need to fix it. just not a working comp to test it on when i do

naive snow
#

The rotation stuff is different, doing some funky number stuff

simple scaffold
simple scaffold
naive snow
simple scaffold
#

that script will make icon_overide not work when the icon size is changed.

naive snow
#

Heck yeah, paydirt. Well fucking done

simple scaffold
naive snow
simple scaffold
# naive snow So it would mess with Utjan's stuff?

not the newest versions. he scales the texture but doesn't change the item cell dimensions.

by size I ment that, the number of cells it takes up. like how many bandages it is wide or tall. if someone changes that with icon_override this script will break that.

but as long as all that is changed is the icon it will work.

naive snow
#

It does feel like it's squishing the weapon in the inventory weirdly

simple scaffold
#

some of maids icons change the cell size and might have this problem.

naive snow
#

So for now I'll propose the removal of the two values you mentionned, should the script be removed in favor of yours?

simple scaffold
naive snow
#

But I might be insane

#

Okay no it does scale on the Y too

simple scaffold
slow bolt
naive snow
#

So we should keep both your script active (even tho it seems inactive or overriden) and that utils_ui_icon_rotation_fix_mcm.script with the corrected values?

naive snow
hybrid forum
# naive snow

I unironically like this. Is this just to keep the game from crashing while you work on the model or something?

simple scaffold
naive snow
#

@slow bolt did Geologist ping you for the screen_res parameter or the m_hud_params problems on DX8 ?

simple scaffold
#

I will update icon override to have these changes like it should have had years ago. and publish it. i'll let you know when i do. at the same time i'll make a way for that other script to not break when icon cell dimesnons are changed.

#

is grok telling ppl to vote for anomaly on moddb?

slow bolt
#

but i am also pretty sure Anomaly is competing against nothing too

simple scaffold
slow bolt
#

Well, ngl grok should have said something then

simple scaffold
#

anomaly was second last year

celest forge
simple scaffold
#

@undone lily not trying to help anomaly win mod of the year? ๐Ÿ˜ฆ

celest forge
#

Despite GAMMA's popularity, most people here don't even check ModDB and a decent population don't even know Anomaly is GAMMA's base

#

The amount of times people ask for a mod and someone goes "this has been in ModDB for months now" and the responde is "WOAH I DONT EVEN CHECK THAT EVER"

#

While other fan bases of mods are entirely rooted in ModDB and check it constantly for updates of the mod

slow bolt
slow bolt
#

i'd say we are very aware of moddb

#

i dont check it. Because this thing exists

random fulcrum
#

but it doesn't show when mods are updated

slow bolt
#

Who cares about updates. Only mods worth the updates are either here or mine

random fulcrum
#

okay

celest forge
#

If this wasn't a thing and people actually went in and checked the actual site the first thing they would see right the header would be the thing telling you to vote for anomaly

#

Lmao

slow bolt
#

Well yes, but this bot only posts new mods.
I much rather have it than not

celest forge
#

Still, it takes away all the traction that this server could possibly have on ModDB

#

Which would be a lot considering this place is nearing the user limit for a discord server lol

slow bolt
#

That bot is also how i know that NPC Revenge mod got rage deleted by its creator and reposted, who is now saying it never existed before lmfao

strange mesa
#

I have a career programming background, trying to get into how these lua scripts work.
Just wanted to ask if anyone has gotten breakpoints + some IDE to work yet?
Reading over all the scripts i have so far, everyone just seems to very verbose output to debug console.

slow bolt
#

its lua, so most IDEs work

#

Breakpoints wont work, as you need the whole goddamn game to lauch and run. And no IDE integration there

#

Maybe SDK

strange mesa
#

I see thankyou

undone lily
slow bolt
#

though idk how this one was done. I tried but decided not to mess with zapiers 9999999 functions and even more configs

random fulcrum
#

it really shouldn't

slow bolt
#

But.. but.. updates to Hip's hips mods?

random fulcrum
#

click the updated tab in moddb

undone lily
slow bolt
#

Wait, it uses moddb something? well then

undone lily
#

yes

slow bolt
#

I assumed it was something 3rd party that checked new releases every x minutes(which is why it would be easy to post updates)

#

nvm then

vestal pier
#

Hi, could someone tell me what is the name of "Hardcore aim" file?

strange mesa
#

It just looks like it changes the config values raw then and there within the options file

#

With a bunch of executed console commands for ai aim options

vestal pier
soft burrow
#

yo what's the deal with math.atan()?

#

it's giving me weird results, all different to how it works in online lua compilers

#

I'm inputing the z and x coords of the REL_POS vector, just to be clear. Already tried switching them around, still get weird results.

slow nexus
#

le mao

steady apex
steady apex
#

Literally nothing happened to anomaly this year

open oasis
#

hi @simple scaffold, i did my best not to bother you but i simply am not experienced with syntax enough to solve this on my own, since the entry of MCM on the modlist is yours i thought you might be able to help:

i am trying to get rid of the space in the image below by aligning the text to the left as far as it can go, however nothing that i tried last night worked; i tried looking for indent entries, however they're all at 0, i tried changing spacing, i tried changing the alignment of everything from align="c" to align="l", i tried extreme changes the height and width of buttons to see under which one the text is placed, nothing seems to have any bearing on the treeline buttons at all

#

could it be that a different config handles these buttons or that it's part of the modded .EXE? i couldn't find a solution through the four \config\ui files and i looked into the \script\ files as well

hybrid forum
#

I wonder if it would be possible to expand the range of types of ammo used in guns. For example, allowing a 9x18 gun to use 9x19, and vice versa. Without a caliber change from one to the other

simple scaffold
simple scaffold
regal bolt
#

Hey. Anybody knows of a mod for craftable "Beak" or "Beard's Tea"?

open oasis
#

oh hang on there's another entry in GAMMA UI that overwrites this

#

oh shit that worked! this is why none of the changes were taking effect

#

G.A.M.M.A. UI under G.A.M.M.A. HUD completely overwrites all those settings you set

open oasis
#

thank you very much

gaunt glen
#

hello, how can i add some weapons as exceptions in the lower weapon sprint script, i tried and it doesnt work

#

for syn reanimated saigas

onyx geyser
#

Hey where can I find all the gamma ambient music?

#

is it these two files?

oak trellis
#

how do you convert a bumpmap into a normal color format so i could texture it in substance 3d painter?

#

normal as in like the blueish normalmap colors

naive snow
#

R = is your specular map, you can semi invert it to create a roughness map, but you'd be better off working in a specular workflow instead of a metalness workflow fyi

naive snow
#

Invert your x and y channels depending on whether you're making stuff from directx or opengl
I.e the green channel inverted or not

oak trellis
oak trellis
naive snow
dusky magnet
#

Right now I'm thinking of reverse engineering the armor trading system to make a mod where you can turn in unmodified weapons in exchange for faction-specific mods. There's a couple things I need to know before I really try to give this a shot.
First, are all scripts written with LUA syntax or is it a different language syntax? Second, is there a master list of the mechanics' in-code IDs to reference for dialog? Finally, I'm assuming the character_desc_'mapname'.xml are just files that are copied and pasted so that they have objects that can be directly referenced?

naive snow
# oak trellis stalker anomaly normals are directx right?

It uses direct X yeah, but the actual channel packing is kinda funky. Your best bet is to create an over the top strong normal map, import it and test if it works properly in game, then tone down the strength once you've found the right channel packing math

naive snow
dusky magnet
gritty lichen
#

will i mess my save up if i edit the upgrade tree of an armor i'm currently wearing?

random fulcrum
#

likely

bitter vessel
#

Random question for you beautiful mod makers... Is it somehow possible to get the PDA to control spotify controls... For example if you play a playlist on Spotify, you could skip a song in game on the PDA, or if you wanted to see what was playing you could see the artist and title

rotund smelt
#

Does anyone know of a mod to be able to obtain that badass Diving Helmet? I've only seen one ever and asking Newbie Chat, a fellow member said it's from one Unique NPC. in my case it was a Sin member. I really want to be able to get that helmet and i cant find it in the Debug Menu

naive snow
#

It's probably part of an actor model itself, not an actual helmet you can debug in. You'd have to find the actor model, remove the helmet, create a new helmet with whatever other helmet as a template, set it's item config file and then spawn it in

vestal scarab
# bitter vessel Random question for you beautiful mod makers... Is it somehow possible to get th...

Maybe. You could look at the buttplug mod and see if you could work something out from it to the Spotify api. I donโ€™t know anything about how the buttplug mod or the Spotify api work though, but I know someone else used it as a base to do some api calls https://github.com/abbihors/buttplug-anomaly

GitHub

Contribute to abbihors/buttplug-anomaly development by creating an account on GitHub.

fringe frigate
#

omg thats a thing kekw

bitter vessel
bitter vessel
glass thunder
#

can anybody help me set barrels to be changed via field stripping in game by editing WPO script?

dusky magnet
#

Goofy comment I found while browsing location XMLs KekSkew

dusky magnet
#

Ok so I think I have everything set up but the game won't recognize the new XML file that has all of the new dialog tree text in it, so it hard crashes. Is there something I'm missing in the XML for the dialog trees or the mod info ltx?

fringe mango
#

what is needed to add laser sights to guns? i see there's laser_status = true in guns that have it, but simply adding this line on guns that don't doesn't seem to work (ie the player can activate the laser but there is no laser)

dusky magnet
#

The guns that have lasers have a model and likely a script that hides the model of the laser. You can see the laser itself if you open an ogf of the guns that have a laser

#

I dont know for sure how BaS handles it but thats the mod that introduced them

dusky magnet
fringe mango
#

another question i had was related to the script in charge of gun firemodes/saving firemodes, some guns will remember the firemode selected by the player after map transitions/game loads while others just default to full auto

naive snow
#

You could take a look if you know which weapon in their .ltx file and see if they have something extra in there

fringe mango
#

i did, the only thing related that was apparent to me was "fire_modes =" for listing the gun's default firemodes

#

i tried changing the order too, to see if it would change what fire mode it defaults to. didn't work

naive snow
#

You'll probably have to look in your whole anomaly game files to find where the define is for fire_modes and see if there's something there

dusky magnet
#

Is there documentation somewhere for the format and usage of mod_system_zzz.ltx files? I've noticed a few different things have files formatted like that but I don't know what the syntax is supposed to look like and if all of these mod_system files are referenced somewhere else

naive snow
#

I believe the _zzz part is simply to bump the order in which the file would be loaded. It's lazy coding

celest forge
#

DLTX orders files alphabetically starting after the mod_system part

dusky magnet
#

Is DLTX in charge of adding .xmls to the list of things that the map xmls can read to find dialog trees? That would make sense why this isnt loading

random fulcrum
#

no

#

it's in the name

naive snow
# fringe mango i did, the only thing related that was apparent to me was "fire_modes =" for lis...

So it might be a couple of things after digging. Some guns based on fire mode have an animation so that might be setting up an extra check that stays active past map transition. There also a local fire_modes in the arti_jamming.script. Another in camera_reanim_project.script.
There's also stuff about it in ish_toggle_scope, which looks to info.saved_fire_mode.
Some weapons have a preffered_fire_mode (dunno if that's just a typo)
So yeah you can look at that for further testing

#

Exemple of gun anim stuff

fringe mango
#

oh shit, thank you! i did a search with np++ on the unpacked files but it just found stuff from guns' ltx files, guess i should have dropped the 's' at the end

dusky magnet
#

letsgooo I got a prototype working, only problem is that right now the gun that you exchange for only looks at the overall condition of the gun that you trade in, and the gun that you receive has pristine internal parts

#

But yeah my issue was just that I had empty <precondition> tags in the dialog xml that apparently causes the file to fail parsing

naive snow
fringe mango
#

thx

#

i'll update you guys if i can figure out something

naive snow
celest forge
#

Like, the physical switch on the gun doesn't move even if it has one

#

BUT the transition thing could be related to the animation

naive snow
#

You could check how the smooth level transition mod is done so you can use the same map transition events to force save the weapon's fire mode

celest forge
#

Ngl i'd rather just

#

switch

#

every time I come and go

#

It's a single button press

naive snow
#

One of the things I hate is how the weapon doesn't save the current choice of sights for aiming. Like on my PL15 Lebedev, I have a laser sight so I can use the stupid bulky silencer and use the canted aim with laser. That doesn't save so on reload and whenever I pull it back out so I have to switch again.

dusky magnet
#

Just putting out a feeler in case someone has the answer already, but is there a way to get and set the values for parts of a weapon?

unkempt trail
#

Hello guys, I am looking for a mod, that changes animation of holding rifles while sprinting ? I have seen on some YT video, that player point his rifle in the air in one hand. Does anyone know what is this mod ?

slow bolt
#

oh god the cringe

#

someone had it in here

regal bolt
#

It's not that invasive so enabling it again won't be an issue if you get tired of unfinished/broken/unpolished animations

shell grail
#

Balisong Knife for stalker?

severe coyote
#

is there a bone id for right arm?

fiery basin
#

hey what ui file is responsible for on-screen text like "reload" and "game over" i'm trying to make some edits

fiery basin
#

okay so i found the file for the game over text but i still can't find the one for "reload"

neon remnant
#

Good afternoon! Is there any mod or way to activate realistic damage (not like that not only I would be enough a couple of bullets to fall back)?

rough radish
#

someone should definitely make a mod for this

pseudo steeple
#

Hi all! How I can make the damage realistic? Iโ€™m tired of bandits in leather jackets taking 3 bullets to the face

neon remnant
#

Hi broyeshoney

naive snow
#

!Difficulty // Gamma has hard coded damage multipliers (on the bullets you fire and those you receive) that can't be changed unless you change the actual starting difficulty of a run. You can however change under your Settings > Gameplay > gameplay Difficulty the setting of Bullet Hit Power Factor.

queen pineBOT
#

@naive snow GAMMA has hidden damage modifiers based on your chosen presets when you start a game. These can only be changed by starting a new game and can't be changed mid-playthrough. For more details on what the gameplay and progression difficulty settings are, see this link https://github.com/veerserif/GAMMA-manual/wiki/Difficulty-presets

naive snow
#

Also just stop shooting bandits in the face with 9x18 fmj and expecting one hit kills

pseudo steeple
naive snow
dusky magnet
#

By the way, does anyone know if the AS Val reanimations have caused the weapon id names to change for them, or are they still just wpn_val ?

#

I'll be able to confirm it in a few hours when the update finishes downloading but I figured I'd ask

mighty crane
#

I'm... not sure if this qualifies as "making a mod". But I'm trying to figure out how to make a personal edit of a gun, where I can choose all the upgrades instead of them being locked out. I've looked into the guns' .ltx file, but trying to make head or tails of it is a bit... much.

dusky magnet
#

I feel like I've seen a mod like that on the addons page already, you could grab that and then just apply it to rest of the guns

mighty crane
#

Sorry, by install, I mean... downloaded it, and looked inside

#

I can sometimes figure out some features to modify in something like Java, sometimes, like for Starsector, but I feel like I'm missing something >_>

naive snow
mighty crane
#

Shame you can't just, console/debug it. Urg.

#

I'll look more.

vestal scarab
wintry rampart
#

!help

queen pineBOT
#
Help

HELP COMMANDS -

!rtfm

Because you have to read the __ manual

!charinfo

Shows you information about a number of characters.

!patreon

Shows the link to the bot's patreon

!permissions

Shows a member's permissions.

!botpermissions

Shows the bot's permissions.

!invite

Shows you some invite links

wintry rampart
#

Sooo . I've installed Gamma and then topped it off with UGP .. and a mag pouches mod which gives those additional belt mags or something ...

Now something weird is happening .. i can't load bullets one-by-one. If i change the option in the mod settings to completely fill the mag, then I can load mag fully, but the option to individually load them suddenly stopped working!! What gives ?

regal bolt
#

Hi. I thought about such a thing as a radial quick menu, but only for the device slot. It would be great to press the button, select the desired device with the mouse and get it without going into the inventory. If someone is in the course, is it possible to do this?

#

Or not only for devices, but for favorite selected items, such as cigarettes or water

void obsidian
#

About Grok's new prefetcher. Is there a way to fetch the existing visual models instead of having them in a long ass list?

naive snow
void obsidian
naive snow
#

ls ltx | while read -r l; do grep "[|^visual" $l | sed -e '/hud/d' -e 's;[;![;g' -e 's;:.;;g' -e 's;visual.*;!visual;g' ; echo "" ; echo ""; done > /mnt/c/mod_system_zzzzzzzz_burn_world_models.ltx

void obsidian
naive snow
#

You could I guess, I have no idea how you'd go about doing something like this

void obsidian
naive snow
#

Every single visual model is in the meshes folder under your gamedata

void obsidian
#

Mo2 leaves your gamefiles untouched iirc

naive snow
#

Unless someone put his meshes elsewhere but you'd have to fight relative paths

#

I mean once you launch MO2 and an application through it, everything gets virtualized to your Anomaly folder, so yeah as long as you run your program out of MO2

#

I launch my Blender and notepad ++ through MO2 and several other softwares to see everything assembled in my Anomaly folder

void obsidian
naive snow
#

This is meatchunk's

#

It's just the item IDs so HD models will also get pulled if the names of the objects haven't changed

void obsidian
#

Ah, so i just need it to iterate over the mods in the mods folder?

naive snow
void obsidian
naive snow
#

When you launch an application through MO2, it fakes a path, a virtual path from your mod's folder to the Anomaly folder. So everything appears to be properly in your Anomaly folder. With the right files priority, so no conflicts

void obsidian
#

So basically, once the app is ran through MO2. The application can read the paths as if someone just manually installed the mods by dropping them in the anomaly folder?

#

Did i get it right?

naive snow
#

So you only need to point your program to Anomaly\Gamedata\ and get every item id out of all of the files. (.script, .ltx, etc)

naive snow
#

This is why you can enable/disable mods as you want without messing your actual files

void obsidian
#

Ill start working in it in a bit. But thanks burn! Kinda got a general idea how i can go about it

One last thing though,
Are the indentions on grokโ€™s prefetcher necessary?

naive snow
#

Maybe?
Some items don't and actual prefetch the actual filepath + extension

void obsidian
naive snow
#

Don't forget to include the files that are packed in the .db archives

naive snow
#

Anomaly files are packed in a format that is a .db, it's like a compressed pack of files. A lot of textures/materials and models are in those files. You'll find a Tools folder in your Anomaly folder with a unpack_all. It will unpack all of those archives into a _unpacked folder. You can move that folder to a mods folder and enable it to virtualize also those files (tho don't run the game with that on)

void obsidian
naive snow
#

The . db files once scanned at least once are static and don't change really unless Anomaly releases an update which is neverโ„ข

#

So you could prepopulate your program with that information/path yourself

glass storm
#

what file should i open to change max carry weight? (i want to increase it beyond 50)

#

googling says to modify file gamedata/scripts/ui_options.script but i dont have that in anomaly files

glass storm
#

nvm found it thru MO2

#

mwahaaaha! everything shall fit in these pockets now

void obsidian
#

Almost there

void obsidian
#

Good news @naive snow The Prefetch builder is working.
It's getting the meshes (.ogf) and writing them onto the prefetch_single.ltx However this comes up:

#

oh wait

#

Sorry for the ping, i left that part out. My bad

naive snow
void obsidian
#

Atm i cant run a game with it because well

#

the prefetch builder itself is working, but i get the feeling like it's taking meshes it isnt supposed to or something

naive snow
#

Because you're getting absolutely everything you might also be getting ollllld files that don't have their dependencies anymore

void obsidian
#

i need conditions to this, like how do i know which ones to get.

void obsidian
naive snow
#

That's the issue and it's only gonna get worse with hd models packs

naive snow
naive snow
void obsidian
#

next to meshes had this file "old shit" but im sure i left it out since it only checks what's in the mesh folder

#

these are where it's getting the meshes from

naive snow
#

You'd have to look in all of the ltx files and get which meshes are actually used, compare that list and cull the rest, but there's no way to reference geometry for the actual levels that way

void obsidian
#

Well shit

naive snow
#

The omf file error is probably because you're attempting to prefetch an actor mesh .ogf and actor is looking for an animation file (.omf) that doesn't exist or that actor is not used anymore

#

You could manually add exceptions for files you yourself find

#

Might be quicker than finding a way around

void obsidian
#

Hmm think it would better if i call the Ids instead?

#

or are those only for items

naive snow
#

The lds?

#

Lods?

void obsidian
naive snow
#

Lods are referenced in the .ogf files themselves so they'll get pulled in at the same time