#╙🖇mods-making-discussion

1 messages · Page 47 of 1

blissful tartan
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black version is a definite W

lethal garden
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Can you send me that texture file? thatd be great

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Or else Imma have to screenshot then edit it with paint.net lol

fair canopy
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Where'd you find an archangel Mosin? 👀

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Also I don't think explosive weapons need parts

lethal garden
fair canopy
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Easy way is to go into debug and check the name then that name you can check against the files and it'll tell you the mod

lethal garden
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Mine is using my ACOG texture. How can I create and assign a new scope texture? Last time I did I got an scopes.xml crash

fair canopy
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Give me a few minutes and I'll upload the file you want

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I'm omw home

lethal garden
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Looking in the AK5C ltx, I dont even see a section to assign the scope texture

fair canopy
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Get yourself notepad++ or visual studio basic if you're gonna modify ltx files

tacit surge
lethal garden
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Its provided by BAS2022

lethal garden
fair canopy
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Oh it's a Remington

blissful tartan
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yea i reckognized it , its from updated bas

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maybe there will be m1a series with sass version n thermal vision scope like the nvg scopes

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or arc mosin

lethal garden
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yeah this probably wont end well

fair canopy
lethal garden
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Also, The MP5SD is supposed to accept BAS scopes, but upon trying to install the aimpoint onto the mp5, it isnt attaching. Now ive noticed this with just a few guns, that they're picky about certain scopes and wont equip them

celest forge
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What the fuck is that icon for the 10mm Banshee

lethal garden
celest forge
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But like

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Those are not the stock icons

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Right?

lethal garden
lethal garden
# celest forge Right?

Some of these are edited by me, to have a folding stock to appear shorter in the inventory since i often use them as sidearms

celest forge
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I definitely didn't remember them being that bad

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holy shit

regal bolt
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That’s the 10mm mod right

celest forge
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Yeah

regal bolt
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Absolutely baddass

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Whoever made it was amazing

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Especially the vectors 🤤

celest forge
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MrB did most of it

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I genuinely didn't think the icons aged that bad

regal bolt
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Deadass I haven’t even downloaded that mod to try it yet, I’ve been staring at the icons only till now lmao

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Can’t wait to pop em into my save

celest forge
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Some day he will come back and update it and put in the new ones

regal bolt
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Look sick

celest forge
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Maybe i'll use those new vector animations too

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Dunno, haven't heard from him in a while

regal bolt
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Life or school

celest forge
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Work, last time I spoke to him

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The pack tooks us like

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3 months in total to make

regal bolt
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You were part of it?

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I’m dumb, I see now, nice icons

celest forge
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I made most of the stuff related to the models, textures, animations and icons

regal bolt
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Love that you took the time

celest forge
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he did all the smart work

regal bolt
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How many of the hud models and models themselves have a laser

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Because I learned how to add laser by myself and I feel like doing it even more

celest forge
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I don't remember, it was such a long time ago

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But like a lot of them do

regal bolt
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X-ray addon in Blender is finna making sense

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Dope, I can wait to try those

lethal garden
celest forge
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Probably the BaS patch conflicting

blissful tartan
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huh

blissful tartan
fair canopy
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it shouldnt be

blissful tartan
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no not the mod that removed it

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i checked on debug there is no isg tactica

fair canopy
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debug in the kit and add it to the regular ak5c

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see if it changes it

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or do you have bas2022 installed?

blissful tartan
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oh i do

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that removes the gun ?

fair canopy
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No, that removes the parent section from certain guns so you can remove the part kit

blissful tartan
fair canopy
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It's still there. It just acts like a scope now instead of a permanent upgrade

lethal garden
blissful tartan
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found the kit but i cant put it on

fair canopy
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add this into the ak5c bas ltx

astral tusk
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where should I go in the game files to make the SVU-A fire full auto

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i feel cheated that its limited to three round burst

fair canopy
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`[wpn_ak5c_bas_5c_tik]:wpn_ak5c_bas

visual = dynamics\weapons\wpn_ak5c_bas\wpn_ak5c_5c_tik_world.ogf

hud = wpn_ak5c_bas_5c_tik_hud

inv_grid_width = 5
inv_grid_height = 2
inv_grid_x = 11
inv_grid_y = 22

inv_weight = 3.700
scope_dynamic_zoom = off

hit_impulse = 27
hit_power = 0.49, 0.49, 0.49, 0.49
hit_type = fire_wound
fire_distance = 800
bullet_speed = 900
rpm = 800
rpm_empty_click = 200

scopes = none
inv_name = st_wpn_ak5c_bas_5c_tik
inv_name_short = st_wpn_ak5c_bas_5c_tik
description = st_wpn_ak5c_bas_5c_tik_descr

parent_section = wpn_ak5c_bas_5c_tik

silencer_name = wpn_sil_spec_isg
silencer_x = 220
silencer_y = 8

scope_zoom_factor_alt = 0

use_alt_aim_hud = true

zoom_rotate_time = 0.25
scope_lense_fov = 4

laser_status = true`

blissful tartan
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ohh better 2d scopes removed the item from the list

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i disabled and i can see the isg tactical itself in debug

fair canopy
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odd

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it might be doing the same thing

blissful tartan
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i also applied the kit

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it works now

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@fair canopy so what happened was there is no ak5c isg tactical cuz its removed in better 2d scopes , and your scope version is basically what @tacit surge was tryna do or already did but not released KekSkew

fair canopy
blissful tartan
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oh isg tactical kit ?

fair canopy
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yeah. it doesnt spawn in the current version of gamma

blissful tartan
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but gun itself is in loot pool far as i know

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i never seen the kit before tho

fair canopy
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also i just went with the same basic idea of 2d scopes. i just changed it so it only adds the one scope nintrusively

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and the upgraded gun wont drop. grok took it out due to the low fps on the og scope

blissful tartan
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and the reason it conflicts with better 2d scopes is that your mod tryna find what other mod removed so game hard crashed on me when i enabled them both

fair canopy
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his is based around unifying everything via 2d scopes. mine is more in line with the scopes gamma uses as far as size goes

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so the reticle is bigger

blissful tartan
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i see

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but its the same logic more or less

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anyways its really well done regardless

astral tusk
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isnt fire_modes -1 supposed to be full auto?

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the ltx file for the SVU-A shows the fire modes as 1,-1 but in game it has only semi and three round burst

round coyote
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will they add the new sss textures

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soon

hardy hound
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sss textures?

round coyote
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or shader thing

naive snow
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Grok always updates it whenever the actual update of SSS drops

hardy hound
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when it's released yeah, gamma will probably grab latest sss version

round coyote
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oh so it’s still in development

hardy hound
naive snow
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It's always a teaser and only accessible if you're paying the kofi price to access his discord until he drops the official

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Upcoming stuff looks fantastic

lethal garden
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If anyone has a well documented list of weapon packs or any of the lesser known weapon mods, Id appreciate it if someone could compose one for me. Ive scoured Discord and moddb but I know theres always something missed.

astral tusk
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what's rpm_empty_click supposed to be?

random fulcrum
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nothing at all

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it's not referenced anywhere in the source code

hardy hound
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afaik all of their addons are already included in gamma

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also there's some new reanimations for some weapons, made by NickolasNikova on moddb, but most of them use the same model/texture, so they look kinda bad imo

random fulcrum
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could still rig those anims to a better model if you're so inclined

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the fixed meshes and shaders thing makes most vanilla models look comfy

celest forge
# lethal garden If anyone has a well documented list of weapon packs or any of the lesser known ...

There's ATHI's stuff, it's a few guns but they're all very nice. The Gunslinger ports by Teivaz, depending on which version you get your hands on, it comes with a few new guns per pack, like the Samurai Edge beretta or the Tactical P90. Firebreath has a few reanimations and a few new guns, they're about as great as anomaly gun modding comes. LEWD or Laughin Lunatic has also some guns, they tend to be on the crazy side but he also has some nice simple rifles. Pieuvre Armament which is a few guns that are basically kitted out tactical versions of BaS guns. Retrogue made a good fair bit of guns, he's not active rn but if you combine all of his old and new guns it's quite a few. Strogglet/Blackgrowl mainly focuses in replacers but he also has a few additions, mainly the PPP which is a bit of both, his Ithaca shotguns and a few others. Billwa has posted quite a few guns in moddb, most notably the Daewoo pack but also stuff like the Grease gun, the Mac-11, Grenade launcher, etc. NickolasNikova has some pretty decent reanimations for some of the forgotten guns in vanilla anomaly, and has made a single addition with the Type 89 Rifle. Sedzhimol has some amazing reanimations of a few guns, they're pretty top notch quality wise. You then have some exclusive guns per modpacks, EFPWP is the main one that comes to mind, it's not amazing, a lot of guns use vanilla animations which are pretty bad, and if you have the older version the bump maps are mirror like and just bad to look at. Bosspack has a few exclusive weapons made by his community, some pretty quirky stuff. The RAPTR is GAMMA exclusive.

fair canopy
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I'm surprised bosspack is still a thing

celest forge
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Then you get to the people that have made a single weapon or a couple, that are not regular modders. The Jadey M K98k glow up is amazing, the Insurgent Palestinian AK-74 imo is pretty great. There's a Scorpion Evo mod, The Radom Vis 35 pistols by SoulCrystal, the EFT SR-25 port by OneRock, The Armalite 10 mod which is a mid ehh but not too bad ig, Maid from the EFP crew made an AGRAM 2000 which is really good, the XM4 port from CoD ColdWar, by KeatonB

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There's BaS but I think everyone knows that

fair canopy
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The mp155 ultima from efp is great as a tech demo

celest forge
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Then there's the cursed early soup category, which imo is the old "CWWP" which is a bunch of poorly made contract wars ports that don't even work most of the time, the guy who made that just didn't know what he was doing really

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Provak is more than just a gunpack, but that was the main draw, if you could gather all the low quality assets and shove them into an oven and cook them, that'd be what Provak's is. It's literally just a million shitty ports using TaZ anims and models from god knows where

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Then there's the few that are basically lost media since they're either super obscure to get or just deleted from where you could get them, like the Lee Enfield from Tacos con Chela, that Gepard PDW that was deleted a few weeks ago, Moro's guns in the LEWD server which he took down for some reason.

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The released assets of TCO which are barely functional and mostly mid

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TCWP is also some few great guns made by Teivaz and TheDJ

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Also in the cursed early soup are all the TAZ ports like the Misc weapons pack and Simple weapons pack, along with the Minigun port and the MG42 ports, they're all mid, TAZ I imagine was great back in the day but today it's just bad to look at. Also that HAMR sight pack which was also just TaZ ports of varying quality.

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And the New Weapons pack which depending on which version you got had an MP40 and STG44 which were also from BaS, but even the guns that are still available are from there

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And that's all of the guns i'm aware of

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oh and mine ig but no one likes those amirite

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I'm forgetting a bunch like Asnen's Arisaka, BarryBogs' SVU, Blindsides reanim, Deanon's anime replacers, the 10mm pack we did with MrB, Phant0ms BaS expansion

lethal garden
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I swear some weapon positions suck so bad

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I spent %80 of my time repositioning guns and messing with textures rather than playing

random fulcrum
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idk what's bad with the position from the first picture

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is it about some unspoken rule of realismo

celest forge
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Just personal preference

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ig

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That mo3 guy made a repo just for pistols so when you'd aim they'd be super far away

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like when you aim a pistol irl

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Personally I don't like to have guns too close to the cross hair

lethal garden
lethal garden
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found this though

celest forge
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I think mostly Ukranian

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but yeah, mainly RUS/UKR

celest forge
lethal garden
celest forge
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Ehhh

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I personally don't use vanilla guns anymore

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there's so much stuff

lethal garden
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Seen this before?

celest forge
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that using a vanilla gun that doesn't have a reanim is like

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why would I

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I don't recognize that

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But I know there's a guy in the bosspack server that makes a bunch of kit bashed guns

lethal garden
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Do yall remember the previous MP7 model that was in the last versions of GAMMA before they included the new reanimation mod? Im using Strogglets MP7 Replacer, but it doesnt use BAS scopes like it did before. Huge help if someone knew something

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If someone has one of the previous GAMMA install files, RC3 I think, if someone could share it with me, pull the mp7 data

lethal garden
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SO, I pulled the individual files and folders from the mod for the Vitzyaz into its own folder to make it compatible for GAMMA

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So, Vityaz now accepts all BAS Scopes

blissful tartan
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think imma look thru moddb for more gunslinger anims

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i know there are already included in gamma but only partially

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https://www.moddb.com/mods/stalker-anomaly/addons/fdda-enhanced-animations-medical-exo-anims gunslinger meds if anyone wants it , food and drinks were exactly the same in gamma currently

ModDB

A collection of medical item animations, models and textures for FDDA. Sister mod to FDDA Enhanced Animations - Food and drinks. As many items as possible were converted to fancier gunslinger animations. Some items had their use sounds replaced/enhanced...

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if only redone devices had working bear anim for grizzly

blazing hull
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OK now its starting to kill me SO PLEASE TELL ME WHO CAN HELP ME FIX THE NEW GAME UI?!?!?!

naive dew
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is there a way to get the laser dot on/off state from zzz_bas_laser_control.script? The current state seems to be saved as a local

naive dew
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yeah I'll do that if it's the only option

lethal garden
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Anyone know if theres way to fix missing textures like this? The magazine on the bizon. I play on DX8, maybe thats why?

slow bolt
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Texture isnt made for DX8 most likely

lethal garden
lethal garden
blissful tartan
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eft weapon sounds go hard ngl

lethal garden
blissful tartan
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especially suppressed ak man pure asmr

lethal garden
lethal garden
lethal garden
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Im using Tacticool and DARE, using this texture for the ISG kit, but the layout isnt working for me

fair canopy
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Dare?

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Also which tacticool? I thought it was in gamma?

regal bolt
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How could I make a simple script that uses a keypress (Long hold prefered) that would toggle jumping being bound to a key or not? I seriously would love to have "Long Press I" for this function. I am no coder, and don't know where to start...but is there some sort of examples that I could use as a template?

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This is because I use fucked up keybinds and am irredeemable in that regard.

lethal garden
broken wagon
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greetings stalkers, can someone help me out some? i wanna mod some values to my liking in actor.ltx, but am confused as to which one i should alter, if not all of them.. there are a multitude of them in the GAMMA subfolders bc of the diff mods, but also the (now unpacked) one in the Anomaly folder... just wanted to run this by the C-consciousness first just in case (which was a good idea, told not to mess with the Anomaly one already)

regal bolt
fair canopy
broken wagon
regal bolt
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I don't know if this is right or not, but it worked for me lol.

broken wagon
regal bolt
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The file structure inside the .7z is important. That's a big part. FOLDER OF YOUR NAME, and inside that the "gamedata" folder.....from there fill in with the folders/files you need to edit. 7z that FOLDER OF YOUR NAME. When you are done you can "install" via Mod manager. Once installed in mod manager, you can go to the gamma/mods folder and find it and there will be your files ready to edit.

lethal garden
fair canopy
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Yeah

broken wagon
regal bolt
broken wagon
naive dew
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how often does actor_on_update trigger?

queen pineBOT
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@lethal garden If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:

For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support

For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support

If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065

Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.

blissful tartan
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is there a gunslinger medkit anim for anomaly ?

slow bolt
blissful tartan
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yea i just searched but i swore there was a different medkit anim like taking one out from the medkit

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im also thinking if i should get RPG or Skills Expansion

lethal garden
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Okay, so Im trying to integrate this pp2000 Remodel that was included in a weapon pack I found, so I pulled all the specific files of the PP2000 from that mod and added them to their own. Looking at the LTX provided, the weapon sections has the same name of the pp2000 already in game, (wpn_pp2000), so it is conflicting with the existing files in GAMMA. But once I add ! to the sections the gun just dissapears from ingame. Advice?

naive dew
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is there an easy way to check for if you're ADS or not? Currently I'm registering callbacks to actor_on_weapon_zoom_in (and zoom_out) to flip a boolean, but that seems way too spaghetti to me

fair canopy
lethal garden
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In some cases the weapon disapearred. this case with the pp2000, the gun im trying to add isnt added when I dltx the ltx

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I could probably explain it better but im just zooted from everything going on rn

fair canopy
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You're overwriting with another entry not adding it

lethal garden
lethal garden
astral stratus
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Where can i find non-modded items for editing, like kerosine?

naive dew
random fulcrum
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nil value error can be like

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literally anything

naive dew
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ah I fixed it, you have to do wpn:cast_Weapon():IsZoomed()

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if I'm monkey patching a script that's registered as a callback, do I have to re-register it?

random fulcrum
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no

naive dew
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gotcha, thanks!

fair canopy
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How hard would it be to write a script to allow sprinting with a certain weapon when an exo suit is equipped?

naive dew
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more trouble than it's worth, I would say

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considering all exos can be upgraded to sprint anyway

fair canopy
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I'm specifically looking to add a script to the mini gun so that it only allows sprinting if you're wearing an exo suit. It's a complete meme gun but I think it can be fun in it's own way

astral stratus
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Where can i change the weight and price of kerosine?

surreal gust
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Physics test with spawn refrenced object

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Gravity on the smoke was set to low to showcase this effect

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Occlusion was also placed under the smoke

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So that it doesn't go through static geometry

blissful tartan
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nerd

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looks dope tho

surreal gust
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It's literally the same shader

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15 years old+

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you're essentially doing real time fluid simulation

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kind of

naive dew
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is there a function to check if you're in primary, alt or grenade launcher aim mode?

rough lion
fair inlet
surreal gust
naive dew
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ugh this is annoying, I think using the unlocalizer somehow fucks up my mod

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like I'd test monkey patching the exact same function using unlocalizer and it would behave differently

rough lion
surreal gust
rough lion
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Simple AI upscale + minor touch ups

surreal gust
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Thought you used demo_record to take level screenshots

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Usually these are used to take screenshots of the level

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and you can use them as a pda texture

lethal garden
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Ive got 2 Scorpion Evo Mods, I like both models alot. How can I include both guns without them conflicting?

fair canopy
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You need to rename one in it's ltx

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Appending _c or whatever else to the end of each section will do it

supple stone
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within the scripts for anomalies in artefacts reinvention mod there is reference to some Artefact classes that dictate which artefacts can spawn in eace anomaly, these artefact classes are mostly listed within artefacts.ltx however some are missing, how can i figure out what artefacts are within these classes or if these classes are used at all?

mortal kraken
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wait is there a mod for like changes the arm models and textures for eft ones?

woven mountain
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Does anyone know how bullet drop is modelled in game? Is it just 9.8 m/s^2?

random fulcrum
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basically ye

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9.81 is the gravity const in configs\items\weapons\base.ltx

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there's some complex nonsense to it but basically just think of the constant

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you can check Level_Bullet_Manager.cpp for more info on it

woven mountain
hallow jacinth
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guys how to change which specific character model drop specific outfits? Like merc nosorogs will drop amogus suits?

random fulcrum
woven mountain
random fulcrum
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k_air_resistance

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also if you need to do stuff where the bullet lands there's tech to do that

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script level

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bullet_on_impact for instance

woven mountain
random fulcrum
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ah no that's not possible yet

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like you could estimate it maybe

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but it'd be super expensive on the engine most likely

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and for that you'd need to dissect the source code file that i mentioned above

woven mountain
covert skiff
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I had this crash in warfare mode, so I modified the script file and it seems to be working. (Idk where to put fixes so I place it here). The modified code is from line 1632 to line 1668.

elder iris
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Pardon me if this isn't the right place to ask, does anyone know where the ltx file for the Sledgehammer is located?

surreal gust
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I'm gonna port volumetric smoke from agroprom underground clear sky to anomaly's agroprom underground

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Today...

lethal berry
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I am make very just changes in drop condition artefacts, artefacs spawned with 50-100% condition in anomalies, idk work this in body loot or no, but i am checking now condition atrs spawned into surge and psy storm

is it worth publishing these edits? or are they too small for the post

mint dust
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for stalker anomaly is there a way get a callback for when an audio file is played?

wary scroll
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@naive snow sorry for ping you again
Since the last time we talked about how to make a texture, I changed the grass colors of cordon
But now rendering distance of grass looks bad
So I want to know how to increase this value and make it like first time
I also changed it with adega not Aydins so also there's a level_lods and terrain folder
And I think they should run inside blender

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I'm so sorry for ping you again man if it's annoying then I don't ping you again cause my questions really basic

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Maybe it's cause format method?
I saved it as BC3

naive snow
surreal gust
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@undone lily Do you think it looks good on the agroprom underground level? I have already published the mod on moddb and I think it can be added to default gamma

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This effect will not show up if volumetric smoke has been disabled from in-game settings

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This emitters and occlusions use the config from stalker clear sky

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16 year old shader

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This currently affects agroprom underground level

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FPS impact on my gtx 660 is not a lot even with some shaders enabled

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I usually get 60 fps

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The smoke is entirely dynamic

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If its too dense I can decrease it

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This should work for any mod

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As long if 31.1.2024 or newer modded exes are installed

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I'm an experienced xray sdk user

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so its easy for me

wary scroll
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Like just front of me and far away nothing

naive snow
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Do you have a screen shot or something to compare before/after

naive snow
surreal gust
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Lots of people are saying that their FPS didn't drop at all too!

outer edge
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Guys anyone knows how I can get rid of this glossy effect? My gloss factor is on 0.001 and gloss min is on 0.35 I have only SSS update 19 and ES not other visual mod

naive snow
# wary scroll Like just front of me and far away nothing

Texture mipmaps are basically how the engine "downgrades" texture quality over distance. (You don`t need to display a full 4k resolution when the object is so far away). Mipmaps are encoded at half the resolution of the last step. If your initial texture is 4096 x 4096, the mip1 will be 2048x2028, mip2 1024x1024, mip3 512x512 and so on. These mips also apply to your alpha channel ( the texture information that makes either the pixel of the texture opaque or not) What's probably happening in your case is that over your mip map chain, (progressively downward) your mips are turning black or dark gray and making the grass become transparent faster.

wary scroll
surreal gust
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Wtf

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Why are they in BC7

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The engine doesn't support bc7 format

wary scroll
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I know

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Just a quick shot

surreal gust
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Did you try DXT1?

wary scroll
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Nah

surreal gust
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You should try it

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Maybe that will fix your problems

naive snow
wary scroll
naive snow
wary scroll
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Thanks peepoLove

surreal gust
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it has support for BC7 too

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BC6a probably

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But anomaly doesnt so I have to use DXT1 for the terrain

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You can't change the compression format on the terrain

surreal gust
outer edge
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Anomaly

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The vanilla one i mean

surreal gust
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Wtf

outer edge
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I was using performance texture for 1.5.1

surreal gust
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That doesn't look like vanilla anomaly at all

outer edge
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Then I ipgraded my gpu

surreal gust
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The asphalt is so weird

outer edge
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Yeah

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That's the thing

surreal gust
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Maybe its the texture itself

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Textures have specular

outer edge
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I think so

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Cuz it looks specular from texture

#

But I cant understand how to fix it

#

Other then reinstalling the game from 0

surreal gust
#

nah its a texture issue 100%

outer edge
surreal gust
#

theres probably too much specular inside the texture data

surreal gust
outer edge
#

What I can do lol

surreal gust
#

I'm not 100% sure if that's the case but

#

You have 2 options

#

uninstall the texture mod
or keep it

outer edge
#

I unistall it but it didnt fix it

#

I think it screwd up anomaly vanilla textures

surreal gust
#

Did you install more than 1 ground texture mods?

outer edge
#

At same time?

#

No

surreal gust
#

Anomaly textures are stored inside their "db" folder

#

Okay go to your mo2

#

go to filter not mod filter

#

type

#

ground_grass

#

and if anything shows up

#

it could be a texture mod

outer edge
#

Only from adyins

#

If i copy and paste db folder from anomaly vanilla files?

surreal gust
#

type

#

asphalt

surreal gust
outer edge
#

Wait up

surreal gust
#

Then I don't know whats honestly fucking with your ground textures

undone lily
surreal gust
#

It's just ported from clear sky

#

But I specialize in this type of shit

undone lily
surreal gust
#

Or you can do it yourself

#

It's easy to change it

#

I didn't leave my custom level in the rain though

#

I'm still working on it

#

valley\gamedata\configs\environment\fog

#

This is where all of the fog configs are located

#

These are the parameters used for the fog volumes

#

"GravityBuoyancy" determines the weight of the smoke

#

The higher the value the more the smoke falls down

#

Maybe the smoke comes from the pipes though

#

That could explain the big ass density

#

I can send you my current build of my map with far cry 5 trees and some survavium assets too @undone lily

#

If you want...

#

i'm not sure if i am going to include the trees due to fps impact on my end

outer edge
#

Thanks for the help bro i really appreciate it

surreal gust
#

Told ya

#

No problem

outer edge
#

I copied the db original forlder from anomaly

#

And boom, done

#

I think the texture pack i was using before fukd up the original textures

surreal gust
#

Next time if you're installing this

#

It'd be better to organize and remember what you installed

#

The hardest problems are the ones when you don't know the source of the problem

outer edge
#

Lol well its not ended

#

I got this crash now

surreal gust
#

Show the log

outer edge
#

Scripts now 😨

surreal gust
#

what the

#

ok listen

#

This most likely has nothing to do with textures

naive snow
queen pineBOT
surreal gust
#

hold on what the fuck

#

you installed gamma with anomaly 1.5.1?

outer edge
#

No

#

Of course no

naive snow
#

You probably installed the wrong db archives

outer edge
#

Loool yessss

surreal gust
#

that makes sense

outer edge
#

I took the 1.5.1 one

#

Ok now I've pasted the right one

#

I think this should work

#

It didn't crash

#

But the gloss is back

#

Im going crazy

#

Lol

#

I guess uninstall the game

#

And install it again should fix it

surreal gust
#

wait

#

dont

#

what is the gloss factor

outer edge
#

I did it already

#

😣😣😣😣

#

18 days ironman bye bye

#

Gloss factor was 0.001

#

And gloss min was 0.35

#

@surreal gust thanks for real man, i appreciated the help you gave me

surreal gust
#

Alright.

outer edge
#

Yoo you made a map mod isnt it?

surreal gust
#

Yeah

#

It's still under WiP

outer edge
#

I wanted to make a showcase of it in my channel lol

surreal gust
#

Now the volumetric smoke for agroprom underground

outer edge
#

Yeah I saw it

#

Nice job man for both of it

surreal gust
#

Thanks

outer edge
#

Thats why you got that was a texture problem that fast

#

Thanks again bro

surreal gust
#

Np

surreal gust
#

@undone lily can i get my orange/red role plz?

woeful rain
surreal gust
undone lily
#

Done

surreal gust
#

Thanks

#

Im gonna focus on my custom map for anomaly

#

Or expand the volumetrics to other levels

#

Especially underground levels

lethal garden
#

Is there anything I can do, like edit the texture map for the GL or anything I can change to where the texture is displayed in DX8?

celest forge
#

Find the original maps and export them again properly

#

Actually I think that's the base texture

lethal garden
celest forge
#

I doubt that's vanilla

lethal garden
#

I found the black version of the Scar GL, wpn_scarl_gl.dds

celest forge
#

Most likely a BaS texture

lethal garden
#

Yeah it is.

#

Im most likely just beat.

celest forge
#

Is it that one

lethal garden
# celest forge

Upon searching, these are the only ones I can find, they all seem to be Diff file

celest forge
#

So yeah

#

IT's that one

#

replace it

#

For the one I sent

lethal garden
lethal garden
# celest forge So yeah

It worked, do you happen to have one for the SCAR mounter GL textures? Wanna replace those too

celest forge
#

which one is that

#

the "mounter"

lethal garden
#

The Gl texture on the Scars arent DX8 compatible either

celest forge
#

That is from the scar

#

Literally found them by tracing the texture through the scar meshes

lethal garden
celest forge
#

Not an issue at all

#

just a classic BaS moment

lethal garden
celest forge
#

You mean the little trigger thing

lethal garden
lethal garden
#

It doesnt display in DX8 Either

celest forge
#

According to blender it's the same texture I sent you

lethal garden
#

Also, Ive got this p90 Reanimation file. It isnt GAMMA compatible since it overwrites the P90. How can I use it with GAMMA without having to hide all the other P90 ltxs?

#

If I mark all the sections with (!) it doesnt appear in game. Am I supposed to mark the LTX im trying to override with ! instead of the ltx im trying to use?

lethal garden
celest forge
#

That's a tough one because it also replaces the meshes

#

and probably animations

lethal garden
#

Im trying to include all these gun reanimations. It adds BAS scopes to vanilla weapons

#

Its fine. Im doing each gun one by one. So far its fine. I just have to hide some LTXs.

#

So far, Ive got the Vityaz, Bizon, PP2000, FN2000

fair canopy
#

What mod is that?

lethal garden
#

DLTX_MTacPack on moddb

blissful tartan
#

do you guys know of any mod that makes ks23 ecologist to spawn ?

fair canopy
#

Wait if it's a dltx you shouldn't have to do that

lethal garden
exotic sleet
#

Has anyone tried adding stats to a backpack? I mean protection stats

fair canopy
#

Take a look at how it's done. Because it moves the suit to the backpack slot but gives a few stats iirc

exotic sleet
random fulcrum
#

those stats however don't get accounted for in gamma because the actor damage balancer isn't designed to read them

exotic sleet
graceful sluice
#

If I gonna make 3D model of FM-15, someone can animate it?
Basically it's foldable AR-15, with charging handle in handguard.

#

My variant

#

In this configuration, from legal point of view it is pistol, so it can be used with one hand, also because it got pistol brace.

random fulcrum
lethal garden
#

So this texture is missing on the Vihr M2 provided by a custom mod. Yet, for some reason, the texture map provided is a JPEG file instead of a DDS file, is this normal? Or the reason the texture is missing?

graceful sluice
lethal garden
graceful sluice
#
#

Because dds is very ancient shit, everyone converting it in modern format to edit, and then converting it back when returning in game

random fulcrum
#

gahdaym they were indeed using cutting edge technology

slow bolt
slow bolt
#

So in actuality .DDS is the newest of the bunch

graceful sluice
#

Damn, dds actually was also updated in 2019

fair canopy
#

Maximum airflow is no case

celest forge
#

Not just convert it

quartz anchor
#

I'm trying to change the ammo of the USP match, do you guys know what mod it is in, i looked in the base anomally weapon files and didnt find it, just the usp45.

naive snow
# lethal garden So this texture is missing on the Vihr M2 provided by a custom mod. Yet, for som...

It's the reason why your texture is missing. Jpegs dont actually encode stuff mipmaps or extra meta data like the mip filtering method. All information needed for the engine for it to properly read. Modern engines now have their own texture importer that will take jpeg or png and convert them to a computer readable format for the engine (DXT1, DXT5, BC7, etc) because Xray doesn't have an engine editor really, you need to pre-convert your textures to a suitable format

astral tusk
#

is adding adjustable zoom to a scope an easy process? if not i might have to commission someone

random fulcrum
#

you do that on a gun per gun basis

#

not on the scope

fair canopy
#

put that in the hud of the weapon's scoped section you want

random fulcrum
#

not in the hud tho

#

in the gun's definition

fair canopy
#

weapon section*

astral tusk
# fair canopy scope_dynamic_zoom = on

see this is what i assumed but I checked the ltx file of a gun that has working zoom (SCAR-H siber) but it has dynamaic zoom turned off for some reason

#

so I was wondering if it was some xray magic that i didnt understand

random fulcrum
#

but the scar has irons by default

fair canopy
#

make a dltx file and do ![(name)] and then add that under the section

#

do you mean the freezoom?

astral tusk
#

this section

random fulcrum
#

ah yeah well okay change that off to on

astral tusk
#

the leupold is a zoomable scope (i use it regularly) and I assume this is the section that handles it

random fulcrum
#

that's it

fair canopy
#

yeah put the line there

astral tusk
random fulcrum
#

change the scope_dynamic_zoom line

#

to on

astral tusk
#

alright, thanks

#

so no ![(wpn_siber_pkp)] required?

random fulcrum
#

would be good practice for the long run

#

you do you

astral tusk
#

i dont really know dltx quite well, I only know what values do which

#

what does the brackets actually do

#

is it just override I'm assuming?

random fulcrum
#

dltx allows you to override specific params without having to replace the entire file

#

or having to edit the original file

#

for example in this case you could create a new mod and add a file in gamedata\configs\ called mod_system_(your mod name).ltx

astral tusk
#

oh, so it lets you override without physically altering the original

#

ok that seems helpful, ill keep it in mind

random fulcrum
#

in it you do ![wpn_scar_siber_leupold], the ! signals the engine that it's an override

#

and then below that you just add the lines you want to change

#

dltx is loaded alphabetically

fair canopy
#

You should dltx any changes you make to base gamma files. The next time the game updates you'll lose the changes and have to make them again

woeful rain
fair canopy
#

What's the encoding for texture files again?

fair canopy
#

And you make mods that people like

random fulcrum
#

i haven't done mods that people like

fair canopy
#

i like pain though peepoLove

woeful rain
#

what

fair canopy
#

just make good mods

random fulcrum
#

idk the modder role is like

#

a you tried sticker

#

so is alpha even if it would technically mean you're above the average

random fulcrum
#

there are people far more deserving of alpha than me

#

easily pick out people like g_flat

undone lily
#

Welcome around here and thanks for your work on the SDK

woeful rain
undone lily
#

👍🏼

astral tusk
#

still cant zoom with 1p59 for some reason

atomic roost
astral tusk
random fulcrum
#

same issue as what you found above

astral tusk
coral ice
#

Guys, which file is responsible for editing artifacts? For example, using the organizer mod in the item_artefacts file in the compass, I tried to change some parameters, or rather minus radiation and the speed of stamina recovery, and changed the current radiation. In the item_attachments file, the current weight of the plates, for example, has changed

slow bolt
#

Wuh? Gamma has first person death already

surreal gust
#

I'm going to release an update that should

#

Fix the low resolution in volumetric smoke

#

This will cause significant fps drop so I will see if I will add it as an optional feature.

covert skiff
#

I want to understand X-Ray Engine at it's depth (how the engine works on the code level, how is it architecturally built, how each component interact with each other, etc.) Do you guys know any good source for that? I tried to make a documentation with doxygen but it was still beyond my current capabilities to understand stuff. (The class diagram looked like someones nerve system lol)

surreal gust
#

i use the xray sdk*

woeful rain
surreal gust
#

imagine starting doing engine edits first 💀

woeful rain
#

template in A* more logic

surreal gust
#

i did waste 3 days fixing the volumetric smoke in my level

#

the configs were screwing me

#

and also i didn't know occlusions existed until i opened up the old sdk

covert skiff
covert skiff
covert skiff
# surreal gust imagine starting doing engine edits first 💀

Well, I'm interested in solving the hilariously poor CPU usage so I have to dig deep. It just bugs me that much I'm willing to sacrafice hours trying to understand stuff xd. Like I bet there can be something that we can do about this. (But maybe this task is like disabling the Mirracle machine: it's a one way trip to something horrible)

covert skiff
surreal gust
#

It's not easy like on other engines

#

openxray already has a multithreading feature but it's not fully finished YET

#

and it only works for DX11

undone lily
#

that's currently the biggest framerate eater

surreal gust
#

openxray already does that I think

#

The second reason your FPS is fucked

#

Is because of smart terrains

surreal gust
#

This should fix the low resolution in the smoke

#

While not fucking your fps

#

from me it was still very smooth

#

I'm gonna send a video

#

(low fps is due to recording)

#

It isn't perfect but it's a lot better than pure low resolution

#

you can still see some low resolution spots on the box that's pretty much all

#

it's updated on moddb so you can get the new version

covert skiff
# undone lily Just Multithread the stalker AI, easy

Yeah that was my thought too. Just it's a tad-bit hard and it require a very deep understanding of the workloads that the engine defines since not all and every task can or should be delegated to a separate thread. Wahh Sounds like a hell of a time lol

covert skiff
surreal gust
#

And where they stay it

#

It also includes which factions can stay on that specific smart terrain

#

And it also controls which type of NPC's spawn there too

surreal gust
#

And their respawn time

covert skiff
#

Seems like a pretty sequential task.🤔

covert skiff
surreal gust
#

you are looking at the smart terrain

#

or if you are nearby it

#

Some smart terrains don't have any respawn parameters

covert skiff
#

That's true. Would be weird if it would do so. a monolith squad pops up behind your back with exo and Gauss guns

surreal gust
#

You can look in debug mode which smart terrain has a respawn parameter

#

These smart terrains are dynamic

#

you can choose if your smart terrain has skirmish wars

covert skiff
#

This is a lot of ifs. I wonder tho where are the test cases for the C++ code. I looked at multiple repos and neither of them had any. Did GSC seriously ship the game without test cases for their engine? I'm asking only because it's easier to understand and refactor stuff if there are test cases that can indicate if I duck up something.🥹

surreal gust
#

Smart terrains use .ltx files

#

for their configs

#

In each level

covert skiff
undone lily
surreal gust
#

with some lvutner changes

#

so i'll credit him

#

which i did

surreal gust
#

In the entire game

surreal gust
#

It wont be fucked unlike rendering it at full resolution

undone lily
surreal gust
#

Im gonna make my level anyway

undone lily
#

I usually get 1.6x more fps there

surreal gust
#

Which is also on moddb

#

But its in wip

#

It has its own everything

#

All.spawn file

#

There

undone lily
#

Imo huge ass maps are hard to make and also very boring to play

surreal gust
#

It isnt a very big map

#

I call it about average

#

More smart terrains should do the trick.

undone lily
#

Peak levels imo are Limansk and WT

surreal gust
#

I also thought of

#

Reworking agroprom

#

By replacing almost all of the objects with newer assets

undone lily
#

Reworking existing levels is impossible

surreal gust
#

Its possible

#

If you dont touch the ai map

undone lily
#

You can just change the geometry

surreal gust
#

Or the spawn files

#

Thats what I thought

undone lily
#

But AI will ignore the new geometry

surreal gust
#

I said replace

undone lily
#

Sounds good then

surreal gust
#

Im gonna add new geometry at the outside boundaries

#

Which player and ai cant access soooo

covert skiff
surreal gust
#

So i can add more detail and other objects at the outside boundaries

#

Which player and ai cant access soo

#

Its a win win

covert skiff
surreal gust
#

You use the SDK for that

#

Ai map controls where npcs can walk in each level

#

Technically npcs can walk through anything

#

Ai map is used to prevent the ai from going through walls

covert skiff
#

Yeah it's cool. But I often see they are going around objects that doesn't exists. Also, I bet this is why dynamic anomalies had to disable npcs die in anomaly

#

Cuz the ai map is a static thing I guess

surreal gust
#

Anomalies are spawn refrenced

#

They move after each emission

#

But they are limited to anomaly zones

#

Thats why dynamic anomalies exist

#

mod*

covert skiff
#

Ah yeah that makes sense

surreal gust
#

This logic applied since CoP

covert skiff
# surreal gust

So this is where Doctor's sausage is getting smoked?KekSkew Very nice mod tho, I like it.

surreal gust
#

Probably...

#

Did you install the new version?

#

I updated it an hour ago

covert skiff
#

Not yet. I think I updated 3 days ago or so

covert skiff
surreal gust
#

Okay

wary scroll
#

Hello hello
So this is my first try and want to know what you guys think?
Left side is adega and right side my try

#

I have to rework upside and giving it more different colours like left side
But horizontally and with few scratches
And turning the colours to something between cyan and yellow

covert skiff
#

Looks pretty nice I think.

wary scroll
#

Thanks peepopray

surreal gust
#

@undone lily Updated the mod AGAIN but this time I swapped out the broken GSC Game Worlds edge detection

#

for a better and cheaper one made by LVutner

#

The addon only works for DX11 now

#

no dx10 users

#

this update should give the same or better results for better performance

hardy hound
surreal gust
#

i fixed your problem

#

the pixelation shouldn't be no more

naive snow
# wary scroll Hello hello So this is my first try and want to know what you guys think? Left s...

Too much noise and fine details. You'll end up seeing a repeating pattern because of it. It's important when you're texturing to have a good balance of "large", "medium" and "small" detail. The Adega one is a nice exemple. You have these big spaces empty of paint chips where you can rest your eyes. These would be "large" details, you get some medium flakes too and some smaller scratches too. Yours on the other hand is all one detail size for the most part. It's very busy. Also too bright of an image will make the lighting blast when it's gonna hit it

wary scroll
#

I see
So I have to lower the brightness and gives more cyan then adding big scratches and and lower the amount of small scratches

#

Thanks for info man

regal bolt
#

Hi, i want to edit the npc loadouts to balance them out and make them more logical, but i have a problem: wpn_ak74m_n:0:r what does the ":0:r" mean after the name, didnt find anything about this in the anomaly modding guide

celest forge
#

Attachment and ammo type

#

r:r makes them both random

regal bolt
#

got it, thanks

fair canopy
regal bolt
#

Is there any list that shows what number/letter means what? would help

fast plume
#

Hmmm. I wonder, how much knowledge is needed to even start messing around with making mods? My knowledge about coding etc is somewhere between wet moss, and unfired clay brick. If i wanted to start making mods for stalker, how long before i would be able to bash out something serviceable? 150 hours? 300?

regal bolt
#

There is a stalker modding guide on the internet, maybe you can get an insight on modding there

regal bolt
#

Is there a place that I can read about the songs that have been added to gamma's radio and PDA. I am interested in finding some of these songs because they thump, as well as examples like "Summer Wine" and am wondering who were the artists. This is a popular song to cover and they did a decent job. - I understand that this may not be the best place to ask, but I also believe that the regulars here are more knowledgeable about these sorts of nuanced questions.

fair inlet
vale knot
#

I thought 3rd value is for adjusting spawn chance further

random fulcrum
#

that's the weight thing

#

it's weighted random

#

not weight as in physical weight

random fulcrum
#

so it can be 0 1 2 3 4 5 6 7

vale knot
#

Oh okay

random fulcrum
#

for nothing / scoped / launcher / scoped + launcher / suppressed / suppressed + scope / suppressed + launcher / all

vale knot
#

One thing i wanted to ask

#

If you choose random attatchment, is there still a chance to roll with no attachment?

random fulcrum
#

yeah it just picks whatever combination

vale knot
#

Oki

#

Ty

fair inlet
random fulcrum
#

not really maybe it's for when setting attachment to random?

#

idk

#

or maybe it decides if the scope actually stays on the gun when looting

#

haven't looked into it at all

astral tusk
#

im trying to edit npc loadouts, are "killers" supposed to be mercs?

surreal gust
#

Yes because mercenaries are killers

astral tusk
#

thanks

#

![monolith_master_primary]
wpn_mk47:r:r

#

what does the :r:r mean?

#

yeah im new sorry

fair inlet
#

check messages above

celest forge
#

Which is recommended btw

#

unless you want people hoarding a specific type fo attachment

astral tusk
#

danke

fair inlet
#

nah I wouldn't recommend random for ammo, in gamma at least

astral tusk
#

so just :r?

#

would that make only ammo random?

fair inlet
#

:r:0

astral tusk
#

thanks. also, i noticed that some weapons have K_hit set to, for example, 0.75 in their ltx files but when I launch gamma its set to 1.0 in debug mode. is this GBOOB's doing?

exotic sleet
#

if I want to remove something from dynamic loot pool, should I add it to the Grok`s config with the value 0? Or just remove it from config?

astral tusk
wary scroll
#

@naive snow sorry for ping you I can slowly feel ban cause pinging you KekStressed

This is looks like this now

#

If it's good and acceptable then it's mean I understand the base and now I can start making other textures

#

I hope

#

Btw it's use the adega bump I don't have any idea how to do bump KekSkew

naive snow
wary scroll
#

I also used a reshade so that's why it's a little more colourful

#

But this how it's turned

#

From blue to yellow and now I'm gonna turn green paint walls to cyan and different scratches

astral tusk
#

this looks good?

#

![freedom_veteran_primary]
wpn_mk14

![freedom_master_primary]
wpn_mk14

![killer_veteran_primary]
wpn_mk14

![killer_master_primary]
wpn_mk14

![isg_veteran_primary]
wpn_mk14

![isg_master_primary]
wpn_mk14

![monolith_veteran_primary]
wpn_mk14

![monolith_master_primary]
wpn_mk14

celest forge
#

Why are you adding the MK14

surreal gust
#

Maybe as an example idk

astral tusk
#

the one in ugl

#

*ugp

#

this one

willow delta
#

Is there a way to partially mod a weapon, for example I'm making the SR-25 support the Leupold RMR scope kit. So it looks like I have to copy the entire w_sr25.ltx file from gamma weapon pack mod into my mod to simply add some lines here and there. So I'm wondering is it possible to "dynamically" mod, where you take some ltx file as a base, and extend it a bit ?

#

The mod would basically be adding 2 meshes, the base one and the _hud one and just adding 1 line in scopes in the .ltx file with the required scope position and mesh definition stuff

surreal gust
#

This smoke is so realistic

#

I never thought it would react with grenades exploding too

#

It's way more realistic than CS2 smokes

round coyote
#

how do i open db0 files

fair canopy
#

Unpacker tool in base anomaly install

round coyote
fair canopy
#

Tools iirc

round coyote
#

theres only this in tools

#

wait hold on im stupid

#

for some reason it didnt unzip correctly when i extracted

fair canopy
#

It's in there somewhere. I don't remember

blissful tartan
sleek palm
round coyote
#

anytime i try to import an ogf i get this error

#

can someone please help?

naive snow
astral tusk
#

im trying to edit 7.62x39 ammo so its not fucking terrible, ive been changing around the k_hit values in the weapon_ammo ltx file on both GBOOBs and Gamma close quarters but none of the changes are being reflected in game

#

is there like a dltx overwriting the damage values? or am i knocking at the wrong file

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oh, is the displayed damage not reflective of actual values?

lethal garden
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Is it possible to disable Dux Innumerable Character Kit? Ive disabling it before, but would get a CTD at times, even after starting a new game. Are there other mods I'd need to disable alongside DICK?

surreal gust
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ok for next update

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fix 2 emitters that are broken due to coc "l03u_agr_underground" geometry

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by repositioning them

naive steeple
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Anyone know how to change the length of days?

crisp oxide
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x-ray plugins don't work on blender 4

round coyote
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it might be the version of blender

simple scaffold
naive steeple
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Dammit. That's a shame. Wanted a race against the clock. But aight.

rustic echo
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Hello, I was wondering. how hard it is to mod quests? since my favourite companion is Hip, I was thinking it would be nice to add a little story to her. Since we all know that she got G-r@ped, my idea is adding her a little quest, that would be like a revenge. After she decides to stay with you, instead of looking for comfy life as a weapon dealer, we could be able to ask her for her story. Where she says what happend to her. the quest would start like this and continud by speaking to Faction leader and asking about those guys. we would then recieve a message where they are (random map place.) After eliminating them, Hip would thank us for killing them, as she was too scared to look for them, and that would be the end.

If this doesnt belong here, please tell me where to post it. THANK YOU.

open tapir
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Hey guys is there a way to see via ogf tool the colors of the models?

slow bolt
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You see the models how they would look in game, more or less

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so what colors are you talking about

open tapir
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The models are completely white, how do i see colors of the uniforms

open tapir
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idk anything

slow bolt
open tapir
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yeah

slow bolt
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You need to configre the tool to where the textures are stored

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so it will pick up the textures

open tapir
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oooooh

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I have this folder of the Kvmas and Azetrix hd models called "textures" do i need to be more specific or i just need to pick with the tool this folder

slow bolt
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easier to set up in the config file ngl

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TexturesPath=D:\Games\Gamma\mods\mod\gamedata\textures
OmfEditorPath=D:\Games\Gamma\mods\mod\Tools\OMF tools\OMF_Editor.exe
ObjectEditorPath=D:\Games\Gamma\mods\mod\Tools\Object Editor\Object Editor.exe

open tapir
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Oh, this for me is arabic but maybe i can figure it out

slow bolt
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You can use the virtual file system with MO2 but i never needed that

naive snow
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Just launch the tool via MO2 and assign the texture path Game MTL/FS LTX path and image Path to your Anomaly respective folders so you have complete virtualisation

open tapir
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Thanks both of you, you are wizards for me i'll be trying

slow bolt
naive snow
slow bolt
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also i dont even know what Game MTL even is

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or FS LTX

naive snow
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It's the compiled game material library (like grass, concrete, wood, etc) for how the lighting needs to be compiled (it this case model/models and Default should be used)
the FS LTX is a file that describes where the relative roots are for all of the folders

slow bolt
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ah, so that one requires unpacking too

naive snow
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You got it at the base of Anomaly, so no unpacking necessary for FS LTX, however you'll have a lack of folder so it will kind of be useless, unless you virtualize via MO2

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You can get the game MTL via the db_unpacker.bat if you dont want to use the db_unpacker_all.bat to save on space

open tapir
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Guys i did it

open tapir
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didn't think was that easy

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My brain just opened up to a new world

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now i can see colors

celest forge
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Anyone knows where the Hip model is located in the anomaly files?

simple scaffold
celest forge
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Thanks a lot

open tapir
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Do you know how to modify the visual of hands?

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I'm modifying the actors player models but i want to modify also the hands in first person

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but where are those files

random fulcrum
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that's funny

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didn't expect hip to be just "girl"

celest forge
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I mean she's the only one

open tapir
surreal gust
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esc_m_trader is not a human

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Fixing da fog volumes

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Slight tweaks left

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It's honestly really dense so I will decrease the density significantly

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@undone lily I'm gonna push out an update

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That will fix 2 broken fog emitters

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due to Call of Chernobyl geometry

undone lily
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that's really cool that you can edit the levels geometry

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how big will the mod be then ? I have no clue how big are level geometry files

surreal gust
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They aren't big

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Precompiled geometry

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it takes seconds to do so

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You don't have to recompile the spawns for fog volumes

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Also I think it's possible to enable volumetric lights on lamps by decompiling the anomaly all.spawn

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I did learn that it stores light information and what type it is

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And what object too!!

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Keep in mind that this is for dx11 only

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So if someone wants to play on dx10/dx9 or dx9 static lighting

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this mod must be disabled

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or disable volumetric smoke in the settings anyway...

surreal gust
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It depends on the build quality you use

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Nowadays ditch the old shitty compiler and use the modified one that has lots of cool features to stabilize your misery when compiling a map

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Adding more spawn terrains to existing levels is impossible

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Because you need to insert a graph point inside the smart terrain

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And graph points are stored in a .SECTIONS file

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(only on decompiled spawns)

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I know how to do all of this shit and even handwrite spawn sections for new level transitions for the player

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It took me a couple of months to learn this

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And I can't get rid of my mapping addiction lol

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Also a modified 64 bit SDK is used to make my life slightly easier

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I use the old SDK only for very specific situations

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Since the modified SDK doesn't have all of the features that the vanilla SDK has.

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You can add dynamic objects like lights, stashes anomalies and others

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Without recompiling the map at all

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Only recompiling the spawns

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Which saves shit tons of time

surreal gust
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It depends how many fog volumes you add

round coyote
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is it possible to export whole levels into blender

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import with xray plugin*

surreal gust
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You have to decompile the level assets

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It's not worth doing so

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You won't have access to everything that anomaly maps are made of

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The developers don't have the file sources for lots of levels

rough lion
surreal gust
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Because opening up that .tga file

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it's going to be messy

rough lion
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I see

surreal gust
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Currently i'm fixing the third fog emitter

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by repositioning it

rough lion
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The pda textures originate from Call of Chernobyl, right?

surreal gust
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yes

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or call of cocks

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however you wanna call it

rough lion
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And would it be possible to take high resolution pictures of the maps?

surreal gust
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I don't know

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I relatively have a low resolution monitor

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So I can't tell ya

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Fog emitter 3 is the bane of my existence

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For the fog emitter 4

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I might rework it because the area for it has been changed

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Or delete it idk

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@undone lily do you like this result?

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this emitter has been a bane of my existence

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i will decrease the radius more so that this emitter covers this open entrace

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and make the occlusions thicker

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i deserve alpha modder role for knowing all of this shit

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why the fuck are they using occlusions to block the smoke going through the static geometry

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they could have just made the smoke to read the level.cform file

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I think i'm going to leave the fourth emitter for tomorrow

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I thought this would have been easy

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but I was wrong

surreal gust
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Fuck it. I will just leave it as it was in the first image

undone lily
surreal gust
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I see.

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This fog emitter is the bane of my existence

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I wasted 2 hours on this fucking shit for very little "improvement"

surreal gust
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it's so broken

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one mistake and you're fucked

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You can configure it further if you want

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it could be due to that shader

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that changes the smoke a lil bit

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not the edge detection one

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Do you like this result?

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This is probably the best I could do without fucking the occlusions