#╙🖇mods-making-discussion
1 messages · Page 47 of 1
Can you send me that texture file? thatd be great
Or else Imma have to screenshot then edit it with paint.net lol
Where'd you find an archangel Mosin? 👀
Also I don't think explosive weapons need parts
I spawned it via debug, but ive got possibly every weapon pack available to GAMMA, hopefully I do. But ill look and see which mod provides it
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
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
Looking in the AK5C ltx, I dont even see a section to assign the scope texture
Get yourself notepad++ or visual studio basic if you're gonna modify ltx files
U dont need this texture. It will be in the addon.
you meant this rifle?
Its provided by BAS2022
Which Addon should I be looking for?
Oh it's a Remington
yea i reckognized it , its from updated bas
maybe there will be m1a series with sass version n thermal vision scope like the nvg scopes
or arc mosin
yeah this probably wont end well
@lethal garden @blissful tartan here you go
Sweet thanks!
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
What the fuck is that icon for the 10mm Banshee
Yeah, i didnt dig the white version of the banshee, so i placed the black icon over the white, didnt get it lined up well. gotta fix it
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
That’s the 10mm mod right
Yeah
Deadass I haven’t even downloaded that mod to try it yet, I’ve been staring at the icons only till now lmao
Can’t wait to pop em into my save
Some day he will come back and update it and put in the new ones
Look sick
Maybe i'll use those new vector animations too
Dunno, haven't heard from him in a while
Life or school
I made most of the stuff related to the models, textures, animations and icons
Love that you took the time
he did all the smart work
How many of the hud models and models themselves have a laser
Because I learned how to add laser by myself and I feel like doing it even more
Anybody got any idea about this?
Probably the BaS patch conflicting
huh
i wanted to test this thing but ak5c isg tactical is removed
it shouldnt be
debug in the kit and add it to the regular ak5c
see if it changes it
or do you have bas2022 installed?
No, that removes the parent section from certain guns so you can remove the part kit
It's still there. It just acts like a scope now instead of a permanent upgrade
Go to misc. Where the attachments are, youll find a kit
found the kit but i cant put it on
add this into the ak5c bas ltx
where should I go in the game files to make the SVU-A fire full auto
i feel cheated that its limited to three round burst
`[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`
ohh better 2d scopes removed the item from the list
i disabled and i can see the isg tactical itself in debug
i also applied the kit
it works now
@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 
i forgot the trader file to add it back into traders
oh isg tactical kit ?
yeah. it doesnt spawn in the current version of gamma
also i just went with the same basic idea of 2d scopes. i just changed it so it only adds the one scope nintrusively
and the upgraded gun wont drop. grok took it out due to the low fps on the og scope
#1118909693813862492 message you did this 😄
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
his is based around unifying everything via 2d scopes. mine is more in line with the scopes gamma uses as far as size goes
so the reticle is bigger
i see
but its the same logic more or less
anyways its really well done regardless
isnt fire_modes -1 supposed to be full auto?
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
sss textures?
Grok always updates it whenever the actual update of SSS drops
when it's released yeah, gamma will probably grab latest sss version
oh so it’s still in development
yeah
It's always a teaser and only accessible if you're paying the kofi price to access his discord until he drops the official
Upcoming stuff looks fantastic
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.
what's rpm_empty_click supposed to be?
firebreath, barry bogs, strogglet15, and probably some more that i forget, all have good weapon releases reanimation/remodel
afaik all of their addons are already included in gamma
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
in this discord in #1035807043933720576 are some weapon releases also
could still rig those anims to a better model if you're so inclined
the fixed meshes and shaders thing makes most vanilla models look comfy
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.
I'm surprised bosspack is still a thing
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
There's BaS but I think everyone knows that
The mp155 ultima from efp is great as a tech demo
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
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
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.
The released assets of TCO which are barely functional and mostly mid
TCWP is also some few great guns made by Teivaz and TheDJ
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.
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
And that's all of the guns i'm aware of
oh and mine ig but no one likes those amirite
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
Sweet man thanks, gonna paste that in notepad for future reference
I swear some weapon positions suck so bad
I spent %80 of my time repositioning guns and messing with textures rather than playing
idk what's bad with the position from the first picture
is it about some unspoken rule of realismo
Just personal preference
ig
That mo3 guy made a repo just for pistols so when you'd aim they'd be super far away
like when you aim a pistol irl
Personally I don't like to have guns too close to the cross hair
Just preference
Is the BOSSPACK thread usually all russian?
found this though
This is 99% just guns from other mods
I see. I see it mentions adding BAS scopes to vanilla firearms. Now, that seems useful.
Seen this before?
that using a vanilla gun that doesn't have a reanim is like
why would I
I don't recognize that
But I know there's a guy in the bosspack server that makes a bunch of kit bashed guns
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
If someone has one of the previous GAMMA install files, RC3 I think, if someone could share it with me, pull the mp7 data
SO, I pulled the individual files and folders from the mod for the Vitzyaz into its own folder to make it compatible for GAMMA
So, Vityaz now accepts all BAS Scopes
think imma look thru moddb for more gunslinger anims
i know there are already included in gamma but only partially
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
if only redone devices had working bear anim for grizzly
OK now its starting to kill me SO PLEASE TELL ME WHO CAN HELP ME FIX THE NEW GAME UI?!?!?!
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
If it's local then unlocalize it 
yeah I'll do that if it's the only option
Anyone know if theres way to fix missing textures like this? The magazine on the bizon. I play on DX8, maybe thats why?
Texture isnt made for DX8 most likely
Well, I changed to other DX versions, still it was missing.
Do you think resaving it as any of these other options listed may help? I know that some of those options decided for me in the past wether or not it displayed in DX8 or not
BC3 DXT5
eft weapon sounds go hard ngl
Gotcha. Thanks Mirrowel.
especially suppressed ak man pure asmr
got it
Im using Tacticool and DARE, using this texture for the ISG kit, but the layout isnt working for me
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?
This is because I use fucked up keybinds and am irredeemable in that regard.
the tacticool provided by GAMMA, and by DARE i mean Dots and Reticles Extravaganza, also provided by GAMMA
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)
Possible idea from my caveman mind: can you create a "mod" yourself using the actor.ltx and edit the values there? If it's high priority in the mod order it should be the one that dictates the values. Caveat: I don't think I have ever edited that specific file, but am familiar with ltx editing.
It should just work out of the box. Are you on 4:3?
you mean "create a mod" as in an entry in MO2 and everything?? kind of a scary prospect with the legion of GAMMA mods on top of each other, personally speaking... is there a tutorial somewhere or something?
I don't know lol. But when I wanted to diy a UI, I just took the files that I knew needed editing and packed their file structure into a .7z and installed it as it's own mod.. At first it was the exact same shit, but I edited the "installed" mod files and over time it changed to what I wanted.
I don't know if this is right or not, but it worked for me lol.
hmm sounds like a plan, thx
will be finding out the hard way hahelakaok
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.
No I dont believe so, I believe 16:9, I havent changed anything, thats screen size right?
Yeah
think i got it, will test it out shortly, thx a lot brother (also, offtopic but love you pfp)
I hope that helps. Good luck! I am a big ol' MVS fan from way back. I keep a consoleized MVS-1c here at the house for Metal Slug lol because it's the best side scrolling shooter of the 16bit era
that's some dedication to the art hauehah i played alot of NG (emulated) for all the metal slugs but what surprisingly got under my skin was the fighting games.... usually not my cup of tea but mainly savage reign and samsho2 lived in my head rent-free... and sengoku 3 ofc, the goat of beat em ups for me
Try iron default gamma
how often does actor_on_update trigger?
@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.
is there a gunslinger medkit anim for anomaly ?
Gunslinger medkit anim is just a needle anim from FDDA with the added shoulder anim
yea i just searched but i swore there was a different medkit anim like taking one out from the medkit
im also thinking if i should get RPG or Skills Expansion
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?
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
I have no idea with coding but check out beefs nvgs script. It can check if your ads or not to toggle goggles so that might be a start
In some cases the weapon disapearred. this case with the pp2000, the gun im trying to add isnt added when I dltx the ltx
I could probably explain it better but im just zooted from everything going on rn
You're overwriting with another entry not adding it
Okay I see!
Man I apologize for being so needy lately
Where can i find non-modded items for editing, like kerosine?
hmm so beef's nvg uses a wpn:IsZoomed() function, but I get a nil value error when I try using it
ah I fixed it, you have to do wpn:cast_Weapon():IsZoomed()
if I'm monkey patching a script that's registered as a callback, do I have to re-register it?
no
gotcha, thanks!
How hard would it be to write a script to allow sprinting with a certain weapon when an exo suit is equipped?
more trouble than it's worth, I would say
considering all exos can be upgraded to sprint anyway
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
Where can i change the weight and price of kerosine?
Physics test with spawn refrenced object
Gravity on the smoke was set to low to showcase this effect
Occlusion was also placed under the smoke
So that it doesn't go through static geometry
It's literally the same shader
15 years old+
you're essentially doing real time fluid simulation
kind of
is there a function to check if you're in primary, alt or grenade launcher aim mode?
I guess this is where i post my updated addons https://www.moddb.com/mods/stalker-anomaly/addons/high-resolution-maps
db.actor:active_item():cast_Weapon():GetZoomType()
did you demo_record the levels or?
ugh this is annoying, I think using the unlocalizer somehow fucks up my mod
like I'd test monkey patching the exact same function using unlocalizer and it would behave differently
No
How did you do it then?
Simple AI upscale + minor touch ups
Thought you used demo_record to take level screenshots
Usually these are used to take screenshots of the level
and you can use them as a pda texture
Ive got 2 Scorpion Evo Mods, I like both models alot. How can I include both guns without them conflicting?
You need to rename one in it's ltx
Appending _c or whatever else to the end of each section will do it
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?
wait is there a mod for like changes the arm models and textures for eft ones?
Does anyone know how bullet drop is modelled in game? Is it just 9.8 m/s^2?
basically ye
9.81 is the gravity const in configs\items\weapons\base.ltx
there's some complex nonsense to it but basically just think of the constant
you can check Level_Bullet_Manager.cpp for more info on it
Do you know whether bullets are affected by air resistance? I would think not
guys how to change which specific character model drop specific outfits? Like merc nosorogs will drop amogus suits?
yeah it's even a parameter for ammo
Oh? What's it called? I have an idea for something interesting and I need to know exactly how bullet trajectory is calculated
k_air_resistance
also if you need to do stuff where the bullet lands there's tech to do that
script level
bullet_on_impact for instance
Gotcha, I want to know where it is moment to moment in the air
ah no that's not possible yet
like you could estimate it maybe
but it'd be super expensive on the engine most likely
and for that you'd need to dissect the source code file that i mentioned above
Where is that file located? I can't seem to find any .cpp files Nvm found it
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.
Pardon me if this isn't the right place to ask, does anyone know where the ltx file for the Sledgehammer is located?
I'm gonna port volumetric smoke from agroprom underground clear sky to anomaly's agroprom underground
Today...
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
nice , although i dont know many people would get an edit specifically to make artifacts spawn with 50-100% condition.
for stalker anomaly is there a way get a callback for when an audio file is played?
@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
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
Maybe it's cause format method?
I saved it as BC3
I'm not sure I understand what you mean by rendering distance? Grass rendering distance is handled same as always with the detail density and distance settings
@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
This effect will not show up if volumetric smoke has been disabled from in-game settings
This emitters and occlusions use the config from stalker clear sky
16 year old shader
This currently affects agroprom underground level
FPS impact on my gtx 660 is not a lot even with some shaders enabled
I usually get 60 fps
The smoke is entirely dynamic
If its too dense I can decrease it
This should work for any mod
As long if 31.1.2024 or newer modded exes are installed
I'm an experienced xray sdk user
so its easy for me
I mean after I changed colours and saved
In game grass not rendering like before
I know it's strange I'm a noob I don't know what I did 
Like just front of me and far away nothing
Do you have a screen shot or something to compare before/after
You probably messed up the mipmaps alpha channel. That's why it's disappearing much quicker
Lots of people are saying that their FPS didn't drop at all too!
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
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.
So as I understand it's cause mipmaps
Here my settings
So I have set Format to BC3
But others idk
I mean which one should ignore for leaving mipmaps
Did you try DXT1?
Nah
Make it BC3
BC1a is a fucking horrible format, you should avoid it
Thanks a lot man
So should I do this for every textures I'm going to use ?
It's a good preset for foliage yeah
Thanks 
True but The actor editor only allows me to use DXT1 and more
it has support for BC7 too
BC6a probably
But anomaly doesnt so I have to use DXT1 for the terrain
You can't change the compression format on the terrain
What ground textures are you using?
Wtf
I was using performance texture for 1.5.1
That doesn't look like vanilla anomaly at all
Then I ipgraded my gpu
The asphalt is so weird
I think so
Cuz it looks specular from texture
But I cant understand how to fix it
Other then reinstalling the game from 0
nah its a texture issue 100%
There's no console comand for that?
theres probably too much specular inside the texture data
nope
What I can do lol
I'm not 100% sure if that's the case but
You have 2 options
uninstall the texture mod
or keep it
Did you install more than 1 ground texture mods?
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
I was only checking if there are mods that are fucking with the ground textures
Then I don't know whats honestly fucking with your ground textures
Yup looks good 👍 thanks a lot
Thanks-
It's just ported from clear sky
But I specialize in this type of shit
Might be too dense yes. I’m curious how in reality you can get such a dense smoke, know what I mean ?
Didn't change the density at all but I will add a less density option
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
Man it was texture problem indeed
Thanks for the help bro i really appreciate it
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
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
Show the log
!aaa
@outer edge Follow this ➡️: #1197313402377347324 message
You probably installed the wrong db archives
Loool yessss
that makes sense
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
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
Alright.
Yoo you made a map mod isnt it?
I wanted to make a showcase of it in my channel lol
Now the volumetric smoke for agroprom underground
Thanks
Np
@undone lily can i get my orange/red role plz?


Done
Thanks
Im gonna focus on my custom map for anomaly
Or expand the volumetrics to other levels
Especially underground levels
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?
Find the original maps and export them again properly
Actually I think that's the base texture
Any idea what the name may be of the texture file? Would I need to unpack the Anomaly files to find the base text.?
I doubt that's vanilla
I found the black version of the Scar GL, wpn_scarl_gl.dds
Most likely a BaS texture
Upon searching, these are the only ones I can find, they all seem to be Diff file
Alright sweet! Let me check it out rq
It worked, do you happen to have one for the SCAR mounter GL textures? Wanna replace those too
It may be, Im not quite sure tbh.
The Gl texture on the Scars arent DX8 compatible either
That is from the scar
Literally found them by tracing the texture through the scar meshes
Awesome. Im not quite familiar with Blender, planning on learning soon. I apologise about bothering you about it, but thanks Juan. You do great man
Do you know the texture file name? Cant find anything under "mounter"
You mean the little trigger thing
Just the Grenade Launcher
It doesnt display in DX8 Either
According to blender it's the same texture I sent you
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?
Okay sweet ! Thanks
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
What mod is that?
DLTX_MTacPack on moddb
do you guys know of any mod that makes ks23 ecologist to spawn ?
Wait if it's a dltx you shouldn't have to do that
Yeah, but it still CTDs due to overwrite
Has anyone tried adding stats to a backpack? I mean protection stats
I think the ghillie suit mod does that
Take a look at how it's done. Because it moves the suit to the backpack slot but gives a few stats iirc
oh u are genuis, ill try thx
those stats however don't get accounted for in gamma because the actor damage balancer isn't designed to read them
ye, i understand. But, if I do this for a default anomaly, for example? Or I want to edit everything very much
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.
can't find anything on it but you can try ig
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?
For some reason all textures are .dds, probably Xray can read only them
The texture map above, happens to be a JPEG. Any way to convert it to a DDS? had trouble doing that.
I have website for it, wait a sec
Лучший способ сконвертировать ваш JPG-файл в DDS за считанные секунды. 100% бесплатный, безопасный и простой в использовании! Convertio — продвинутый онлайн-инструмент, который позволяет решать любые проблемы с любыми файлами.
Because dds is very ancient shit, everyone converting it in modern format to edit, and then converting it back when returning in game
gahdaym they were indeed using cutting edge technology
use an image editor? it aint hard. Just saving in a different format
Jpeg:
png:
So in actuality .DDS is the newest of the bunch
But it was always updated, what you can't say about .dds
Damn, dds actually was also updated in 2019

Maximum airflow is no case
Best way would be to export it
Not just convert it
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.
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
is adding adjustable zoom to a scope an easy process? if not i might have to commission someone
scope_dynamic_zoom = on
put that in the hud of the weapon's scoped section you want
weapon section*
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
but the scar has irons by default
make a dltx file and do ![(name)] and then add that under the section
do you mean the freezoom?
ah yeah well okay change that off to on
the leupold is a zoomable scope (i use it regularly) and I assume this is the section that handles it
that's it
yeah put the line there
how will that look
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?
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
oh, so it lets you override without physically altering the original
ok that seems helpful, ill keep it in mind
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
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
What's the encoding for texture files again?
You don't ping grok first off
And you make mods that people like
i haven't done mods that people like
i like pain though 
just make good mods
idk the modder role is like
a you tried sticker
so is alpha even if it would technically mean you're above the average
there are people far more deserving of alpha than me
easily pick out people like g_flat
Done 
Welcome around here and thanks for your work on the SDK
Wow, can I?)

tried this and the dltx method, both didnt work
still cant zoom with 1p59 for some reason
❤️
its super weird, the zoom on the 1p59 works everywhere EXCEPT on the PKP
same issue as what you found above

fixed it, i had to go add the value at mod_system_basdynzoom.ltx
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
Wuh? Gamma has first person death already
I work around using the SDK too although it's a pain. (i know how to use it unlike the 98% of the people)
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.
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)
go to ue5

i use the xray sdk*
in x ray, the scariest thing is the yasenev classes(alife) and lua
imagine starting doing engine edits first 💀
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
Well this whole C++ and LUA is a new stuff for me to discover but I think I understood it. But the general concept only, not how this is actually working in X-Ray lol I bet it's 2 different thing.
Woah that's some serious stuff
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)
Yeah you are not doing that
Why tho, are there any discussion, attempts or any resources for that?
Making the engine multi-threaded is very difficult
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
Just Multithread the stalker AI, easy

that's currently the biggest framerate eater
openxray already does that I think
The second reason your FPS is fucked
Is because of smart terrains
Ok finished the new update
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
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.
Sounds like a hell of a time lol
How so?
Smart terrains control NPC spawns
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
Oh, noice, good to know 
And their respawn time
Seems like a pretty sequential task.🤔
I guess this means it has an update rate and it has to update all the online territories smart terrain. Yikes
A-life doesnt spawn npcs if
you are looking at the smart terrain
or if you are nearby it
Some smart terrains don't have any respawn parameters
That's true. Would be weird if it would do so. a monolith squad pops up behind your back with exo and Gauss guns
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
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.🥹
Oh so ltx files are used for that. Noice, thanks
Nice !
it uses gsc edge detection
with some lvutner changes
so i'll credit him
which i did
Almost every config uses .ltx files
In the entire game
This will decrease your fps but
It wont be fucked unlike rendering it at full resolution
That level is so small anyway
Im gonna make my level anyway
I usually get 1.6x more fps there
Which is also on moddb
But its in wip
It has its own everything
All.spawn file
There
Imo huge ass maps are hard to make and also very boring to play
It isnt a very big map
I call it about average
More smart terrains should do the trick.
Peak levels imo are Limansk and WT
I also thought of
Reworking agroprom
By replacing almost all of the objects with newer assets
Reworking existing levels is impossible
You can just change the geometry
But AI will ignore the new geometry
I said replace
Im gonna add new geometry at the outside boundaries
Which player and ai cant access soooo
True. Zaton or Jupyter is a running course basically.
So i can add more detail and other objects at the outside boundaries
Which player and ai cant access soo
Its a win win
But there are ai map editors or they are just for the old games? Dunno
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
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
Anomalies are spawn refrenced
They move after each emission
But they are limited to anomaly zones
Thats why dynamic anomalies exist
mod*
Ah yeah that makes sense
This logic applied since CoP
So this is where Doctor's sausage is getting smoked?
Very nice mod tho, I like it.
Not yet. I think I updated 3 days ago or so
Will definitely get it 
Okay
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
Looks pretty nice I think.
Thanks 
@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
i thought you were g_flat
yo
i fixed your problem
the pixelation shouldn't be no more
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
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

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
got it, thanks
so what are the limits of those number?
Is there any list that shows what number/letter means what? would help
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?
There is a stalker modding guide on the internet, maybe you can get an insight on modding there
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.
First flag adds the attachments, allegedly like this:
:2 for GL
:4 for silencer
:6 for both
Second flag just points to a respective value in weapon's ammo_class.
Third flag allows to adjust weight, by default it's 50
I thought 3rd value is for adjusting spawn chance further
attachment flag is
+1 for scope (it's always random)
+2 for launcher
+4 for silencer
so it can be 0 1 2 3 4 5 6 7
Oh okay
for nothing / scoped / launcher / scoped + launcher / suppressed / suppressed + scope / suppressed + launcher / all
One thing i wanted to ask
If you choose random attatchment, is there still a chance to roll with no attachment?
yeah it just picks whatever combination
so do you know how scope flag affects scope_chance? or other way around
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
im trying to edit npc loadouts, are "killers" supposed to be mercs?
Yes because mercenaries are killers
thanks
![monolith_master_primary]
wpn_mk47:r:r
what does the :r:r mean?
yeah im new sorry
check messages above
Which is recommended btw
unless you want people hoarding a specific type fo attachment
danke
nah I wouldn't recommend random for ammo, in gamma at least
:r:0
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?
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?
figured it out, it was being set by a dltx file
@naive snow sorry for ping you I can slowly feel ban cause pinging you 
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 
Christ that's yellow alright. Is that what you were going for?
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
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
Why are you adding the MK14
Maybe as an example idk
doesnt the reanimation mod fix it
the one in ugl
*ugp
this one
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
This smoke is so realistic
I never thought it would react with grenades exploding too
It's way more realistic than CS2 smokes
how do i open db0 files
Unpacker tool in base anomaly install
what folder is that in?
Tools iirc
theres only this in tools
wait hold on im stupid
for some reason it didnt unzip correctly when i extracted
It's in there somewhere. I don't remember
u deserve ur nickname good sir
https://www.moddb.com/mods/stalker-anomaly/addons/dx8-lighting-improvement-version-1
Is this gamma compatible?
You didn't set your paths in the Xray plugin options
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
oh, is the displayed damage not reflective of actual values?
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?
ok for next update
fix 2 emitters that are broken due to coc "l03u_agr_underground" geometry
by repositioning them
Anyone know how to change the length of days?
use blender 3.6
x-ray plugins don't work on blender 4
im pretty sure i set the sdk paths right since it autofilled when i put in the game data one
it might be the version of blender
Sky box, including sun and moon are controlled by weathers. If you want the day longer and the nights shorter.
Time scale controls how fast time passes, but messing with that can break a larger number of things.
Dammit. That's a shame. Wanted a race against the clock. But aight.
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.
Hey guys is there a way to see via ogf tool the colors of the models?
You see the models how they would look in game, more or less
so what colors are you talking about
The models are completely white, how do i see colors of the uniforms
I'm poking my nose in the modding things
idk anything
you mean textures then
yeah
You need to configre the tool to where the textures are stored
so it will pick up the textures
oooooh
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
easier to set up in the config file ngl
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
Oh, this for me is arabic but maybe i can figure it out
You can use the virtual file system with MO2 but i never needed that
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
Thanks both of you, you are wizards for me i'll be trying
image path is just where to save the pictures you take in the tool
Wondered what that was about too
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
okay, so mtl requires decompiling. FS LTX would be just gamedata or?
ah, so that one requires unpacking too
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
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
Guys i did it
Doing this
didn't think was that easy
My brain just opened up to a new world
now i can see colors

Anyone knows where the Hip model is located in the anomaly files?
actors\mnp_npc_remeik\girl
Thanks a lot
Do you know how to modify the visual of hands?
I'm modifying the actors player models but i want to modify also the hands in first person
but where are those files
I mean she's the only one

esc_m_trader is not a human
Fixing da fog volumes
Slight tweaks left
It's honestly really dense so I will decrease the density significantly
@undone lily I'm gonna push out an update
That will fix 2 broken fog emitters
due to Call of Chernobyl geometry

that's really cool that you can edit the levels geometry
how big will the mod be then ? I have no clue how big are level geometry files
They aren't big
Precompiled geometry
it takes seconds to do so
You don't have to recompile the spawns for fog volumes
Also I think it's possible to enable volumetric lights on lamps by decompiling the anomaly all.spawn
I did learn that it stores light information and what type it is
And what object too!!
Keep in mind that this is for dx11 only
So if someone wants to play on dx10/dx9 or dx9 static lighting
this mod must be disabled
or disable volumetric smoke in the settings anyway...
It usually takes a couple of hours probably even a day to compile the level geometry
It depends on the build quality you use
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
Adding more spawn terrains to existing levels is impossible
Because you need to insert a graph point inside the smart terrain
And graph points are stored in a .SECTIONS file
(only on decompiled spawns)
I know how to do all of this shit and even handwrite spawn sections for new level transitions for the player
It took me a couple of months to learn this
And I can't get rid of my mapping addiction lol
Also a modified 64 bit SDK is used to make my life slightly easier
I use the old SDK only for very specific situations
Since the modified SDK doesn't have all of the features that the vanilla SDK has.
You can add dynamic objects like lights, stashes anomalies and others
Without recompiling the map at all
Only recompiling the spawns
Which saves shit tons of time
level.fog_vol is only 10 kb
It depends how many fog volumes you add
You have to decompile the level assets
It's not worth doing so
You won't have access to everything that anomaly maps are made of
The developers don't have the file sources for lots of levels
Use them how? My modding knowledge is very limited 😄
It doesn't work for anomaly
Because opening up that .tga file
it's going to be messy
I see
The pda textures originate from Call of Chernobyl, right?
And would it be possible to take high resolution pictures of the maps?
I don't know
I relatively have a low resolution monitor
So I can't tell ya
Fog emitter 3 is the bane of my existence
For the fog emitter 4
I might rework it because the area for it has been changed
Or delete it idk
@undone lily do you like this result?
this emitter has been a bane of my existence
i will decrease the radius more so that this emitter covers this open entrace
and make the occlusions thicker
i deserve alpha modder role for knowing all of this shit
why the fuck are they using occlusions to block the smoke going through the static geometry
they could have just made the smoke to read the level.cform file
I think i'm going to leave the fourth emitter for tomorrow
I thought this would have been easy
but I was wrong
Fuck it. I will just leave it as it was in the first image
Alpha modder roles is mainly for people that released outstanding addons or stalker mods recognised by the community
I see.
This fog emitter is the bane of my existence
I wasted 2 hours on this fucking shit for very little "improvement"
I'm going to fix the occlusions and i'm not going to touch it anymore
it's so broken
one mistake and you're fucked
You can configure it further if you want
it could be due to that shader
that changes the smoke a lil bit
not the edge detection one
Do you like this result?
This is probably the best I could do without fucking the occlusions
