#โ๐mods-making-discussion
1 messages ยท Page 42 of 1
as short as possible? that aint immersive
I guess he means no weird empty spaces at the start and end of healing animations
You know, those 2 seconds after bandaging or the "zipping up your jacket" after using a med kit
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.
For me "unimmersiveness" occurs when a stalker moron taking his time applying medicine without any haste when he is about to get killed by approaching enemies.
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}
????????
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?
I got redirected here and Im really hoping someone can help with this ๐ kinda dont understand why we cant just keep the variants
idk if this is a modding question or not but how do i change hand models for wastelander outfit ?
is it easy to do by editing config files ?
i think you should be able to do this in G.A.M.M.A. Hands Legs Models Swap // mod_system_THAP_Rework.ltx
thank you
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?
you can disable "206- Areas transition without confirmation (smoother gameflow) - Tom_Sharikov" to revert to the old transition system
thank you!
If I wanted a commission a mod to add minor limb healing to vodka, is that a thing that is allowed here?
While I agree with you, at the end of the day, none of these mods, not even gamma itself, is developed by a professional team or experienced game developer except from a few isolated cases. We're also not paying for the product, so while it would be cool if someone fixed all of the issues with animations, we're really not on a place to be demanding stuff
Sure thing, I am not demanding anything here. It would have looked very funny if i did. I am just pointing it out. Cuz for me it is very heartbreaking to see the tremendous amount of brilliant work, done by a talented modders on a basis of pure enthusiasm, vanish in vain just because of flawed mechanics.
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.
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
use this instead of messing with the blender stuff lol
not sure if you'll have any better luck but it's a lot less tedious
i think barrybogs mentioned a newer tool actually, but this is the one i use
@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
I'm really just trying to get a picture of each
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
Use AXR Toolset to edit the OGF file and point to the new texture with the OGF viewer
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
ah nice okay
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'
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
I found these two
R1 that would be DX8 if I'm not mistaken, the rest is shader cache stuff so try !shaders for that.
Probably a file that touches the scope lenses?
Will try
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
That made the save crash on load
Since I'm seeing that you have 458, your best bet is probably to reset your shader cache by purging it
Did you use the shader cache delete option from the anomaly launcher or did you do it manually as you should?
Manually
In file explorer
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'
Did you recently add a new mod that would modify some models red dots or something?
No. All mods were present since the beginning of the save
Did you update any of them prior to the new crash?
Also this is probably better off in #๐จmodded-gamma-support
It's already there. I just wanted to know if any of you knew the root of the issue
No. I reinstalled my game from scratch a week ago and didn't use the installer midrun
Could be loads of things writing in screen_res ...
Crap. so there is no easy wa to determine?
Try this I guess?
You could also grab a .ps file viewer and try opening up the problematic .ps image
What is that?
Notepad++, Search in Files, looking into C:\GAMMA
I will download the notepad++
A load of .ps files do write to screen_res
Have a look in the various .ps files that were causing issues and crash, check for the mention of screen_res
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.
Will try, but I did that prior to starting a save, to make sure it would work
Unlike the R2 version of that file, the R1 file does redefine the uniform float4 screen_res;
You could try killing that line and clearing out your shader cache once more, see if that allows you to jump over that hurdle
So deleting the second line inside that file?
Yeah, just make a note of what you just did or back up the file and rename the extension .bak or something
Will do
Okay. Just made a backup copy with .bak extension and now do I nuke that line?
Okay. Done. The base modpack +!dx8 works
(The weapon from the stash that started causing the issue works in base GAMMA)
I'll try re-enabling my mods and nuke that "screen_res" line from the .ps file. Let's see if it works
It worked
I'm astonished
Sweet, looks like it really was that postscript file then
Yep. Thanks man! ^^
This Notepad++ is quite a useful tool for mod scripting
Opens files no normal notepad could
It's a pretty good substitude to visual studio and other text editors yeah
Okay. I'm gonna go back to my game. Thank you for the help Burn! ^^
been reading a bit of Lua and some scripts already in Gamma to alter this small script from momopate
#โ๐mods-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 ๐
["twohandy"] = ini_file("items\\settings\\twohandy_list.ltx")
}```
this can be
```local twohanded_list = ini_file("items\\settings\\twohandy_list.ltx")```
hi is it ez to increase laser brightness or needs advanced knowledge?
which script file responsible for the chace of dropping money in dead bodies?
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?
Yes, you can leave it on git, just make sure you do the right path aka gamedata/folders... (users may have to check "forcegit" if they want to update your mod tho)
Alright perfect, same as the optimization models then, thanks
Hey man. Remember the fix you helped me with yesterday? It fucked itself again, but now shows the other line as the damned error, and somehow o DX9 it works fine
What's the new error?
DX9 uses R2 as the shader base, so you'd use different .ps files altogether, hence why it works
Let me get the mods set up again and delete the og line and it will pop up
Can't I just copy over the R2 files to the R1 folder tho?
Make sure you also delete shader cache between every reload of your tweaks
Nah cause they're not meant to work with DX8
But they have literally the same code besides that one line, that as seen yesterday worked
I think it goes something like R1 = DX8, R2=DX9, R3=DX10 & 11
but there's bound to be other files in there that are not the same. Plus copying a single file won't actually change anything if they're the same
Then how is it that DX9 works and DX8 doesn't? DX8 doesn't support the same functions but m_hud_param is a function defined by one of the mods, not by the renderer
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
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'
Lets move this to #๐จmodded-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
isn't r1 render dx9 but full static lighting?
I think I messed up and it's actually R1 = DX8, R2=DX9, R3=DX10 and R4=DX11, cause I'm running DX11 and I only have a R4 folder in my cache
i know but dx8 is not dx8
its a lie made by coc devs
r1 is dx9 but almost completely static
this also explains why most if not all dx9 mods work with dx8
i edited the hud position of saiga dushman but i can't apply it
i think im doing something wrong
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?
Yes but R4 is DX11
Whatโs the idea behind this ?
it's a workaround of slot = 1 also forcing single_handed = 1 by forcing you to not be able to pull out detector when weapon with section name in a .ltx list is the active weapon
the above code however completely disable the ability to pull out detector however
I'm still looking into what I can change to fix that
I'm new to lua and lua in Stalker though so I don't really know if the method is correct
somebody know where the free look script is in the game files or how i could find it
Hey! Anyone know where to modify satiety/thrist accumulation?
Thirst seems to be hardcoded in mod "G.A.M.M.A. Sleep Balance". But if you're new you might want to give the game a try the way it was intended to be played.
actor_status_thirst.script
Might say new to gamma, not new to insanely modded anomaly. Gonna give it a try to see how fast I get thirsty. Didnt like it before and basically always had values halved. Thank you!
I love the M3A1, is it already available as a standalone?
What winter mod for gamma you guys recommend ?
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?
in the shotgun config 
mod_system_weapon_sounds_wstfg_shotgun iirc
thanks!
quick question where do i add items to stash loot pools?
See grok_treasure_manager, it's quite simple.
If you mean items new to gamma you also should also assign tier for them in items_tier iirc
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?
well you can just tweak the pools is death_items but it's tedious. I guess there should be some convenient injector.
I also know guaranteed_drops config, maybe you can make use of its functionality
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?
Any help would be great
i think there is a plugin idk though haven't tried anything like that yet
I can open them but they don't have colors and don't look the same.
post a pic
did you also export the textures?
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 :
๐ YouTube : https://youtube.com/tutsbykai
๐ฆ Twitter : https://twitter.com/tutsbykai
๐ธ Donations : https://www.paypal.me/2kai
๐ฝ Merch : https://teespring.com/stores/tutsbykai
MORE TUTSBYKAI :
๐ง ...
another question i need to check if the changes i made work so how do i spawn a boat load of stashes?
I'm not aware of any specialized tool, but you can make some simple script using create_random_stash function
And you can always buy them from Sid or Spore, but you won't get north stashes this way
thanks time to get rich and spam stashes lol
thanks
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
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
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
how exactly can I get blender to run through mo2
anyone know any good texture software
In the drop down where you can chose anomaly launcher or whatever DX you want to launch with MO2, you can click edit in there and add a new entry. Pick your blender 3.6 and copy the settings from the other entries. Launch it through there
Thanks I will try.
is there a way to change the mag capacity of a specific gun in its game files? / how would you?
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?
Sure. Just find it's .ltx file and change the ammo_mag_size and ammo_elapsed values to whatever
it starts launching and gliches out and dose not finish running
Did you fill out everything properly in the MO2 entry for it?
Clear out the argument field
why did you use the entry for the virtual folder explorer
@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
because i might be an idiot for interpreting it in the former way 
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.
and the mod creators decide how to name them?
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
how many bones can one of these animations have?
I haven't delved too deeply into _hud models, but I've seen upwards of 25
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"
or is it more complex than that
to like address the issues with the BaS rigs
.ogf and .osf and such need special programs to edit/read block chunks in the files
I love proprietary file formats!
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
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
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
sounds like a can of worms i wouldn't necessarily want to open lol
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
As long as items have the proper bone setup it should be fairly simple
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
Last time i made a mod in blender it took me 2 hours to add tritium to the five seven

And the worst part is i lost that mod
Pavel's blender addon is so much easier to work with than the sdk tool sets for maya that are deprecated 
The fiveseven we have now looks much nicer anyway
Did you just strip the tritium sight from another gun?
Did you have to make lightplanes?
I basically reverse engineered how ppp did it
I haven't messed around with those yet
Yeah the shader is lightpanes iirc
And you make the texture the color tou want
More transparency = dimmer tritium
I like my tritium dim, like the new beretta for example
I need to incorporate this shit into the simplification pipeline but I'm honestly afraid of breaking the monkey coded script with this
To further this i also made the texture a circle thats brighter in the center and fades out near the edges to make it a little more nice looking than just a flat coloe
Lemme see if i can dig up the pic
where would i begin?
same. took me 2 hours or even more to line up a water bottle to a canteen animation
Nice little falloff, good work
Depends. What do you want to do?
Now that you know, make it back 
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
You could have a look at how the other animations for those are done. Import some motions and see how it works. Like the food stuff and whatnot. I'm afraid of messing with FDDA because it's the leading cause of busy hands
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?
There's plenty of videos on YouTube about how to animate in Blender. For Blender I'd recommend version 3.6 and you need PavelsBlend xray addon to work with xray's engine files
well if anims are done like other FDDA items - not much to be afraid
True. I'm just not a 100% if like sound files, they work with timing comments to tell the engine specific cue times.
sound files? you can add comments to tell the engine what to do, but since only you are supposed to hear that - they are not needed
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.
i believe those comments work based on frames or ticks in the animation
i recall messing with that in CoP
welp that is above me
All that is needed for FDDA is someone who can animate. I bet models can be easily found
like i myself want to animate simply because that is severely lacking
Do you know if the current arm models have a rig file or an IK chain?
Because animation without a proper rig is painful
pretty sure it's baked down
Oh yeah didn't you do the reanimation project for the sr2?
yeah, the Saiga too
Think you could give some tips to klip to start off animating for fdda or how weapon rigs kind of work?
Are the animations done per weapon and do they simply pick bones based on name?
wdym by pick bones based on name? ๐ค
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)
I have no clue what im doing but i finally managed to break the boars, i made all the boars like this, im accomplished
i have seen Synd1cate's stuff, it's rly good
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?
im not knowledgable enough to answer questions like that honestly ๐
rip lmao
idk i might just download Blender and mess around by myself when i get back home
Is there anyone in here who knows about Map Making for GAMMA? Iโm considering making a map but could do with chatting/msging someone who knows about the process first.
@surreal gust or @xcvb_ on anomaly discord
Thank you.
Ugh- Iโm getting that โDone reading? Check out Botsโ in Anomaly Discord? How to remove that and type please?
You need to go to #bots channel
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?
Yes I do know how to make a map for anomaly
Iโm considering making one myself. I work in the games indus as an artist so have experience- BUT no idea in regards the Stalker methodology. Would you be free to discuss sometime? i understand if not of course.
I can link you an ukraininan video that explains how to make a map for call of pripyat
including terrain
terrain texturing
and more
In Ukrainian language?
just remember to put the subtitles in english
they are auto translated
ะัะธะฒะตัััะฒัั ะฒัะตั ะฝะฐ ัะฒะพัะผ ะฝะพะฒะพะผ ะบะฐะฝะฐะปะต. ะญัะพ ะฒะธะดะตะพ ะฟะพัะฒััะตะฝะพ ัะพะทะดะฐะฝะธั ะปะพะบะฐัะธะธ ะฒ ะธะณัะต S.T.A.L.K.E.R. ะะพะฒ ะัะธะฟััะธ ัะพ ะฒัะตะผะธ ะตั ะบะพะผะฟะพะฝะตะฝัะฐะผะธ - ัะฐะบะธะผะธ, ะบะฐะบ ัะตะนะดะตัั, ะผะฐัะบะฐ, ะดะตัะฐะปะธ ะธ ั.ะด. ะกััะปะบะธ ะฝะฐ ะฝัะถะฝัะต ัะพััั, ะบะพัะพััะต ัััะดะฝะพ ะฝะฐะนัะธ - 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 ะธะฝััะพ (i...
Ah ok cheers- does it explain everything etc or leave loads for you to find out yourself?
pretty much everything
including how to texture the terrain
how to set different materials
after you're done with that i'd also recommend his channel
I have made a LOAD of my own models too btw- buildings etc.
on how to make ai work properly
This is the guide for porting a level to anomaly
Not made by me
How would you describe the process..? Is it very difficult-awkward or pretty smooth and streamlined if that makes sense?
This text guide isn't explained perfectly
This would primarily be made for GAMMA but I take it that means it has to go via Anomaly anyway yes?
But I will help you when I can
GAMMA is a modpack for anomaly
Appreciated.
If possible, what would you say the timeframe is for making a level about the size of Zaton?
You will need this to merge the spawns together so that it works properly for anomaly
Stalker levels are measured in real life size
so 800x800 long terrain from Blender exported to SDK
It will be 800 meters long
Firstly, watch the video and after you're done make sure it works for call of pripyat
Then after that watch his other videos on what you need
And then read the guide from here
At 16.1 is where the modding tools are listed
This includes the SDK
Ok will do. Once Iโve seen them Iโll have to decide wether Iโll have the time needed for this really. Could you say roughly how long a map like Zaton would take someone?
port doom's e1m1 to stalker anomaly
Make sure the SDK you download is 0.7 version or modified 0.7 version
Anything below that will not work
Could you say roughly how long a map like Zaton would take someone?
Just as a rough guide?
to make?
Yes
What maps have you made/are making?
I'm making one which is already work in progress
I'm just testing the terrain mostly
Promzone?
Nope I'm making my own
Ah ok
Why would I use an existing map made by some team lol?
Could use something like Gaea to do a Terrain?
Sorry- I thought it might have been your map.
I only used blender
I generated the terrain using A.N.T landscape
Ah ok
And heavily modified it using sculpting
Some terrain pics
These are from the last time I touched the map
About 5 days ago
Nice..! Good to see that..!!
The terrain itself is about 130k polygons
Since I want to avoid the blocky edges
that you would get without smoothing it
Is there an ideal- say like 1x1 meter per poly for Terrain or something?
I dunno much about Blender
Ingame I mean
What do you mean
By materials?
No, so each poly of the terrain equals 1x1 meter. Is there a guide how big to make each poly?
I don't know if there is one.
Ok- normally 1x1 meter is a nice base to start with.
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
Yeah- keep going with it. Ask others about the AI maybe?
Since you have to config every smart terrain .ltx to your liking
I know how to the ai
It's not really easy
So it involves coding sort of too?
Ah ok
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
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?
Either way- thanks for taking the time to explain mate, really appreciate it.
Yes
Also if you added a lot of objects in an existing AI map
Iโll go thru the vids and see what I think.
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
Ah- that video only has Russian generated Captions
Ah ok..!
@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
oof this looks complicated
even more so for a non-native speaker, i don't even know what a "clavicle" is lmfao
It's just the collar bone FYI
Maybe this display will be better. FYI bones are kinda wonky in their display maner with Xray and blender
Preview of SSS update 19. New option to adjust the resolution of shadows for non-directional lights.
Early access version of the update 19 is now available for all the Ko-fi members. https://ko-fi.com/ascii1457
https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders
damn
You can ignore the camera Animarion and use the existing one
Woah. This is amazing. Dude is leaving gammas crafting system in the dust
fyi, if you plan to create new animations it's better to use a rig than the in-game arms
Do you know where the rigs are?
there's a couple pinned in the modding arts channel in the anomaly server, i can send the one i use if you like
I'll check those out later
I cannot get the gamedata folder to open It says
And the same for some other ones
How are your paths lookin in the addon?
You didn't fill out any of the paths, that's why
You probably should also pick the actual anomaly fsgame.ltx file in the anomaly folder instead of moving stuff to your desktop too
ok
But when I select my fs ltx file it says " Error ltx file has no parameter $objects$"
Use mo2 and launch blender through it
I launched it through blender this whole time but still no difference
Yeah it simply means that your fsltx file doesn't have an entry, populate the paths like I showed you with mine
I am a noob, so this just means write everything like on yours correct?
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
cog?
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
You have to enter the paths yourself by clicking on the folder
what do i pick for ltx because it still says Error ltx file has no parameter $objects$
Me noob
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
filled in one and this happned so what do i do for engine shaders and compile shaders file
Now do the whole step I mentioned here for the other 3 things #โ๐mods-making-discussion message
I already done it
Then go fetch the correct shader files like I have in mine(check the names and find yours
ok
They should be at the root of your Gamedata folder
You did move the _unpack folder content to a mod, enabled it in your mo2 and restarted Blender right?
yes
Can you find the files in your mo2 hierarchy?
Just create an empty folder named Gamedata at the root of your blender mod
Shove the other folder in there
what other folder
The content of the _unpacked
Now refresh your MO2, the red x should be gone
Relaunch blender and you should be able to find them now
ok
worked like a charm
now i can open ogf files and the textures and colors will folow along right
?
Set your object folder, it's inside of the gamedata/meshes folder
ok
But yes you should be able to import models now with textures
ogf
I meant the Path of the file
1.ogf
If you have the right paths, you should have this:
how
Are your paths still properly set and you're still running the blender mod yeah?
๐ฅน why the fuck do you have anything related to blender in mo2
Its how he named the _unpacked DB folder for the right virtualization of his Anomaly content
From this I'm guessing you you installed your Anomaly game in your C:\User\olegl\Documents\ correct?
Can you look in the files of your Blender mod, if it's there
When you say you moved it there, did you follow all of the moving steps from: ? #โญ๐faq message
Or did you just move the folder and thats it?
Well if you only moved the folder you probably fucked up your whole MO2 and thats why the paths are broken
No just follow the #โญ๐faq message
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?
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)
ok will do it later and tell you when I am done thank you so much for the help so far
๐ซก
Dont give up
Is there a larger version of the indicators for Cr3ips icons?
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
You should rather ask in #๐จbase-gamma-support first before pinging a modder directly, especially if it's a mod part of vanilla gamma
It did not change still not texture and not colors
Don't kow what to do now
Do you see the texture in your mo2?
If not that means the link from moving your Anomaly is still broken
Those are the meshes, what about the texture?
And if you launch blender now, can you import a model correctly?
i don't think so but this is what i get when i import a model
Hmmmm and are your paths still going and pointing to the moved Anomaly folder?
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
were can i find one Gamedata?
Yeah or the folder above it in the Anomaly folder
can't seem to find one
I don't think i have a fs ltx file
Here's mine, place it in your anomaly folder
Where was it?
Rename it and reassign the folders properly
ok
still the same thing
should I reinstall gamma, anomly, blender, and the pluging and restart?
Or is their something that I am missing
?
Yeah thats normal, you still need the fill in your FS LTX file. Just like that, now fill in every other path like you did previously
When i select lets say the gamedata folder the error pops out and dose not fill it out
Which version of blender are you running?
blender 2.8
Could be worth updating, I'm on 3.6
Ok I will do that
If all else fails, delete and reinstall anomaly and gamma. Otherwise you'll have to reassign every single texture by hand
ok
same thing
Can you not enter the paths?
what error is it giving?
It's just about the fsltx missing an entry for $objects$
ah
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
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 ๐
very well could be it, i recall a while ago that someone was having issues with their installation because the file paths were just too long for windows to handle
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
I got it to work
Stephua Purpleface
yep
What did you do differently?
I first filled out the game data and the rest and at last i did the fs ltx
Thank you for your time and your help
No problem, have fun with your project
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.
Ok thanks
๐ซก
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 
Ig I just edit whatever's higher priority
fix? I did that intentionally 
See mod_system_z_weapon_sounds_wstfg_ar_wp
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.......
Hey, thanks a bunch. I didn't know about that config. 
aks74u sounds icky to me
yeah they are getting replaced next update, new ones are not great but still better I guess
Also one last detail I forgot.
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
Cheers man..! So many things to consider..!
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?
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
Thank you, sounds a lot more complicated than I thought
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.
https://docs.google.com/spreadsheets/d/1xMYqpEt3Zc7xIS7Qfb4rl4hoqtKHNmw4x8WDHrSrLHM/edit?usp=sharing
orrrr you could just read off the config files in that mod, e.g. black market mod folder\gamedata\configs\items\trade\presets
i managed to find the info in \gamedata\scripts (dialog_blackmarket.script) but it doesnt have the actual names of the traders. i think i'll be able to work with it though
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
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
other traders are either randomly named or straight up have their set names in that dialog file
found it btw. if you simply search the file configs/text/eng/st_characters.xml (either from unpacked game files or GMTOP i guess) for the strings e.g. esc_main_base_trader_mlr you'll find their names
not 100% guaranteed esp for the randomly spawned ones
but it'll get you close
i found a more ghetto solution of going in-game, turning on map debug, and mousing over the trader squads on the map
really the trick is using something like notepad++ find in files feature
did you get them all? because i have the full list of names
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",
}
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?
had to afk for a bit thanks, gonna fill these in to the spreadsheet
theres a 4th type of blackmarket on this list im not too sure about
nato
wp
any (nato+wp of course)
eco
eco im unsure what that actually implies
im guessing they sell armors but no guns
but i'll have to confirm in game
this is where you go diving into the script
go read the gamedata/configs/text/eng/st_dialogs_blackmarket.xml file
ah thanks, i'll note that they buy NATO but don't sell
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
@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
icon overide fixes the placement of the silencers when the gun is rotated. a bug in vanila that get worse the wider your monitor.
utjan tested with icon overide installed
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
hey, i haven't read the rest of the conversation, only noticed the link: this is not the complete mission, right? some of the info is wrong
finishing it up rn
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
I have one entry for day and one for night
oh, yeah use the newer version. always. (now i'm wondering how i didn't get the 11dec update onto my github. send me that pls, my PC is trying to set itself on fire so i can't get at my modding files)
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
even in the day?
yeah i have never gone there at night, i'll post a screenshot for you
kk
This is the one from the Moddb page
i had do do a lot of work with that. the rotation math is hard because there are two sets of coordinate transforms involved and some of the math has to happen in one system and some in the other. i got it wrong a few times
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
actually hang on @regal bolt
is the night trader the one who sleeps inside the little shack during the day?
i think so
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
coul you give me the name of each one?
the names are random Loner names i believe
ah ok
i might be wrong
i'll check what they are in my save
the day one was named Dmitro Paddle and the night one was named Nik Rusty
those sound like typical generated Stalker names
yeah ok the guy up top in my saved is Yurik Bug-eyed
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?
what does it look like without utjan's mod?
This is with it off
both of those weapons in your menu with him are indeed only tier 1
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
oh does Tier reference the weapons themselves? i thought it was a different term to say "Supply level"
with the black market mod, guns are categorized in to tier 1, 2, and 3, ascending in value
so like an AKM or a basic TOZ is a tier 1
i thought you mean which supply level unlocks selling guns
and a vector smg would be a tier 3
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)
Sure, let me finish some other work real quick and I'll get you some .dds for it
i can't run the game, computer fills the room with burning plastic smells when i turn it on. you will have to edit maids addon to use those dds for the gun you are testing. and test it on your comp. Like i can help. i just can't actualy do anything directly myself
Yeah no worries I'm comfortable doing that. I'm not actually running Maid's icon, just whatever is in base GAMMA so that'd be the December version from Tiskar's
(base GAMMA is Cr3pis' i believe)
No I meant the actual aaa_rax_icon_override script is from Tiskar's, the icons
I have old grok to get rid of the version without the _mcm it is out of date should not be used
They are probably fighting that might be your problem
The other without _mcm is an empty script file
There we go
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
THE LED RIFLE
so the scalling is fixed. (gun isn't streched) (i assume you are not running 4:3 screen ratio)
and the problem seems to only be in one axis. interesting
I haven't tested yet with scopes but I suppose they'd be subject to the same thing? Unless it's the actual icon of the gun that sits higher itself
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
get rid of both of the icon overide scripts here. put this one in: https://github.com/RAX-Anomaly/MagsRedux/blob/main/wuuts_icons/gamedata/scripts/aaa_rax_icon_override_mcm.script
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
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
Nay, same thing
what happens with no icon_overide at all?
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
Same thing? Which is puzzling 
I'm wondering if it's not that icon rotation fix thing
geb the icon rotation fix script.
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
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
just remove the .mohidden at the end
The rotation stuff is different, doing some funky number stuff
yeah, but that's from my final version of icon_overide. this is literaly just the rotation and ratio fixing parts of icon override.
or it was. they made some changes. i need to figure out if any of that would shift attachemetns
there are two instances of * 1.02 delete them and reenable that script.

that script will make icon_overide not work when the icon size is changed.
Heck yeah, paydirt. Well fucking done
yeah someone was playing with math they did not understand
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.
some of maids icons change the cell size and might have this problem.
So for now I'll propose the removal of the two values you mentionned, should the script be removed in favor of yours?
it gets a bit smaller. when you add a scope that goes off the edge like this one. so that the scope stays in the cell.
Yeah but it feels like it's only squishing on the X axis, not the Y
But I might be insane
Okay no it does scale on the Y too
too small a change to tell. i'd lean toward utjan not making that mistake. particuarly since i know it can scale a 1x3 icon to fit in a 1x2 cell wtihout making it look squished
Red symbolises your degrading mental state?
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?
I have been looking at weapons for far too long
I unironically like this. Is this just to keep the game from crashing while you work on the model or something?
remove those numbers in that script it can stay for ppl that don't use icon overide for now. i will cook up a compatablity fix. also if you are getting changes to gamma made: get rid of the non _mcm version of icon override.
@slow bolt did Geologist ping you for the screen_res parameter or the m_hud_params problems on DX8 ?
Alrighty, I'll tell Grok in #1092834455300866068
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?
dont think so
but i am also pretty sure Anomaly is competing against nothing too
this is site wide. so anomaly is compeating with morowind rebirth. and doom infinite
Well, ngl grok should have said something then
anomaly was second last year
You'd be surprised
@undone lily not trying to help anomaly win mod of the year? ๐ฆ
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
Anomaly is a fork of Gamma with no mods and worse graphics
i'd say we are very aware of moddb
i dont check it. Because this thing exists
but it doesn't show when mods are updated
okay
This takes away any traction for the site that this server could influence
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
Well yes, but this bot only posts new mods.
I much rather have it than not
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
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
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.
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
I see thankyou
done
no because the RSS feed doesn't work for updated mods
But it could
though idk how this one was done. I tried but decided not to mess with zapiers 9999999 functions and even more configs
it really shouldn't
But.. but.. updates to Hip's hips mods?
click the updated tab in moddb
ask moddb to change it
Wait, it uses moddb something? well then
yes
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
Hi, could someone tell me what is the name of "Hardcore aim" file?
scripts/ui_options.script
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
Nice, thank you ๐
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.
le mao
All inputs of trigonometry functions are radians
Does it deserve that?
Literally nothing happened to anomaly this year
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
this is for my mod here https://discord.com/channels/912320241713958912/1185683765054418994
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
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
That gap is the x=15 on line 87
Alot of the other mods are in a similar state. This vote is more a measure of community activity than anything else and that anomaly has.
Hey. Anybody knows of a mod for craftable "Beak" or "Beard's Tea"?
that didn't work, i changed it to x="0" and the text position did not change
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
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
actually never mind, i remembered this mod exists https://www.moddb.com/mods/stalker-anomaly/addons/lower-weapon-sprint-optimized, which has a keybind to black list weapons in-game
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
You need to extract the green, blue and the alpha channel, recombine those G = inverted normal.x
A= normal.y
B= normal.z
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
That blueish normal map is a tangent space normal fyi
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
stalker anomaly normals are directx right?
and also you could do the opposite to recreate it right
That's pretty much how you create _bump maps if you don't want to mess around with the sdk texture conversion
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?
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
Like try using this image on a cube.ogf as an object or replace a gun world model with a cube and try with that normal map to generate a proper _bump
Changing the last question. I saw that each map has its own xml that lists the NPCs and their available dialogs, which means that now I need to worry about merging two dialog tree edits together into one xml. Is there an automated system that merges all of the map XML changes into one like dltx or will I need to design this as a "patch" on top of the armor exchange?
will i mess my save up if i edit the upgrade tree of an armor i'm currently wearing?
likely
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
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
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
Maybe. You could look at the buttplug mod and see if you could work something out from it to the Spotify api. I donโt 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
omg thats a thing 
Thank you, going to look into this
OMG I can't believe someone made this
can anybody help me set barrels to be changed via field stripping in game by editing WPO script?
Goofy comment I found while browsing location XMLs 
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?
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)
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
Specifically, this is the error I get when trying to talk to xenotech. I have a dialog tree set up to the id in the argument, so I'm assuming the mod_system.ltx file is missing something since I included the dialogs xml dialogs_aftermarket_exchange.xml in it alongside grok's armor exchange
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
You could take a look if you know which weapon in their .ltx file and see if they have something extra in there
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
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
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
I believe the _zzz part is simply to bump the order in which the file would be loaded. It's lazy coding
DLTX orders files alphabetically starting after the mod_system part
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
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
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
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
Yeah if you only look at .ltx you'll only find the gun's config files. You need to also look in .config and . script
yaya i had the search go through all extensions
thx
i'll update you guys if i can figure out something
The toggle scope script option is interesting, see if when saving after switching fire mode you can see the printed lines in the log or console, try to find when and how that info.saved_fire_mode is saved
Iunno, the switch mode anim is merely a hands one
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
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
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.
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?
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 ?
Just disable "41- LowerSprintAnimaiton - Skieppy"
It's not that invasive so enabling it again won't be an issue if you get tired of unfinished/broken/unpolished animations
Balisong Knife for stalker?
hey what ui file is responsible for on-screen text like "reload" and "game over" i'm trying to make some edits
okay so i found the file for the game over text but i still can't find the one for "reload"
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)?
someone should definitely make a mod for this
Hi all! How I can make the damage realistic? Iโm tired of bandits in leather jackets taking 3 bullets to the face
Oh, hi, my comrade
Hi bro
The armor display model isn't representative of the actual armor of the NPC so that leather jacket bandit might have more than a ski mask as a helmet. Caliber of weapon will also vastly change how much damage you do and how much penetration your bullets have. If however you feel like all of this isn't enough, put the game on easy and change the hit power multiplier to your liking
!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.
@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
Also just stop shooting bandits in the face with 9x18 fmj and expecting one hit kills
Well said, dude. I just expected to go into hardcore mode and just die from a couple of hits, but that's how it works. In general, thank you! I'll keep it on mind
Once you'll get proper calibers (5.45, 5.56 and up) getting one hit kills on bandits will really become the norm. You could also use a proper ammo type if you see a lightly armored target. Exemple, using Hydrashock .45 on a leather jacket bandit will result in a one hit kill most of the time. Use the command of !ammo to learn more on how ammo works and why
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
section names are same
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.
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
I installed it, actually. And I can't tell the differences. I thought I could sort of squeeze out what was done, but...
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 >_>
You'd have to check in the logic behind upgrade trees, as even armors use the same upgrade stuff
A mod to do that already exists #1159960284081950932 message
Unless you want a specific version of a gun with all upgrades but other guns to not have all upgrades. Then youโd need to make a new upgrade tree and a new gun using the new upgrade tree
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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 ?
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
About Grok's new prefetcher. Is there a way to fetch the existing visual models instead of having them in a long ass list?
The list is already the existing visual models
Yes but what if someone had something like KVMASโs models on? Or an addon not included in base gamma
Youรจd have to print out using a linux commandlet everything being written out of the .ltx files
Like something like this will print a .ltx with a !visual line for every line of _hud found in the gun's ltx file
ls ltx | while read -r l; do grep "[|^visual" $l | sed -e '/hud/d' -e 's;[;