#โ•™๐Ÿ–‡mods-making-discussion

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brave tartan
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right now that option is inside in Tools section

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heres result >

naive snow
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Well the filter is wrong

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Otherwise looks good

brave tartan
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so what do I need to set then, and do those settings are standard throughout all textures? ground/weapons/trees whatever?

naive snow
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Is this for the UI texture or a gun?

brave tartan
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nah thm is not neede for UI right? if ure not making some kind of fancy 3D style UI I think. Im mostly working on enviromental textures, ground,cars,trees,grass,metal,wood etc

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might do weapons

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and just in case if setting is differnt woudl be great to know correct settings for UI/hud too

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will makes notes for myself

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foudn your conversation with grok about mip filter etc but its too advanced for me to fully understand xD

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I guess mip filter should be Kaiser same as in nvidia tool

naive snow
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You also don't need Bump for those, so the only real usage of THM is having the textrue format and texture type. The engine will still read properly the texture regardless of if you have a THM for those

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For environments you do need the mipmaps and actual filtering method, almost all textures use Kaiser for filtering because it makes things sharper further away

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and for environment you'd of course specify the actual Material and bump height if you have a bump map

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Don't forget to setup proper flags too

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Foliage will have for exemple the Has Alpha, Binary Alpha (if you want really fucking sharp foliage), Generate Mip Maps, etc

brave tartan
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Damn dont know at all what to choose for those flags. Material on the other hand need to check the list

naive snow
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Most of the flags are self explanatory but are really really edge cases for super specific shit, you won't need those really

brave tartan
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What about material weight how do I know what to add there. And bump height to its auto sets it to 0.5 but what is the height?

median raptor
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does anybody know of a good mod that makes the armor models look nicer

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prefferably just a whole graphics pack that improves the overall atmosphere

naive snow
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Generate Mip Maps | Whenever you use mip maps
Has Alpha | Do you have transparency in your texture?
Binary Alpha | Do you want shades of alpha or do you want it to be either fully opaque or fully transparent
Alpha Border | Add a one pixel transparent border to the texture, mostly used with making objects fade to full transparency further.
Color Border | Kind of the same, makes the texture have a one pixel color border, like alpha for mip map fading.
Fade to Color/Alpha | Make the texture fade over distance to an alpha value and color
Dither | Put a dithering patern over the texture to reduce aliasing and make things blend better, see picture for dithering
The detail stuff is used for detail textures that are overlayed onto the other textures, mostly for terrains

naive snow
surreal gust
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axr toolset?

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i use it sometimes but never for unpacking or packing .db files

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it can be inconsistent

brave tartan
brave tartan
naive snow
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So you fuck around and find the right strength. Honestly, the default is enough for 99% of cases

naive snow
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Yeah that seems to be the case

brave tartan
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so material weight depends on the selected material?

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and what those materials even mean, except of metal not sure what are others

surreal gust
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what kind of a bump difference will it make

brave tartan
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will sum up few last question, sorry to bother u so much,

  1. what materials names means? for example metail okay for metal sheets or pipes I guess but else?
  2. material weight values as shown above will depend on material selected right?
  3. texture format is DXT5 correct?
  4. texture type? usually Image? but maybe terrain when I make ground texture or thats entirely different stuff?
  5. and bump mode, with newest SSS it might make sense to set it to bump paralax ? or that doesnt work and just leave it on default?
naive snow
surreal gust
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ik that they're specular

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i wanted to know whats the difference between them

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i usually use orennayar-blinn

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in my terrain textures

naive snow
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Well oren nayar is meant to be a substitute to lambert, it has less of dark edge fresnel vs the lambert model

surreal gust
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I see

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I have to figure out how to fix smooth groups for trees

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When i export them (with fixed smg) they don't get applied

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Nor in blender

naive snow
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You need to edit not the suface normal, but the vertex normal itself

surreal gust
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how

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i just select the object and add weighted normals

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thats all i did

naive snow
# brave tartan will sum up few last question, sorry to bother u so much, 1) what materials name...
  1. They're just different models so they'll modify how the lighting is applied to the object. How the specular from a light hits the material
  2. Yes
  3. DXT5 for objects, RBGA for the 8.8.8.8 stuff
  4. You'd only change the texture type if you were importing cubemaps for the skybox, bump maps for bump maps, terrain for terrain masks
  5. Parallax is to enable actual parallax on models. It's mostly good for stuff like brick walls or whatever.
brave tartan
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wow okay, saved all the pictures too xD, 4) so while doing main texture I use image, when I switch to doing bump use bump map, bump# ?, and cube map is for the sky specifically? thought skymaps are also simple textures so image?
5) so in case if Im doing smth (and that would be most thing I guess) that supposed to have "holes" like for example a hole in the ground from a shovel or deep car tire trail or smth and it supposed to look 3D like I use parallax, but in case of smth like metal pipe regular + bump is enough right.

surreal gust
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(the addon)

naive snow
naive snow
surreal gust
naive snow
brave tartan
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okay think got all the info. excpet terrain masks u mentioned for terrain option is what exactly? sounds like smth with layers of textures?

naive snow
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Since it's purely masks info, you don't want any color modification or other color transformation applied to the textures

brave tartan
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hmmm smth advanced, so basically theres a map terrain mask file which sets this road has asphalt nearby will be dirt and grass. smth like that?

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thought it is set through simple configs or scripts, or I mean map file itself

brave tartan
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oh wait, so mby thats the thing which makes a random mud texture has some grass patches here and there?

naive snow
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That'd be the details textures

brave tartan
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yeah, so whats the exact difference bit confused sounds very similar with describtion

naive snow
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The mask defines the core texture

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Detail textures are textures that are blended on top to break paterns or repetition, they are things like grass splotches, cracks, that are layered on top of those core textures

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Detail textures can be applied to any geometry like brick walls or concrete/cement blocks. It's not a terrain only thing

brave tartan
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ooooh, so terrain mask is the one that blendes two or more textures together, and detail textures adds more details to make it look more seemingly like clutter, rocks on the ground etc etc can be whatever that fits?

naive snow
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Like lets say I made a model that's a cement block, in the THM of the cement texture I'd specify another cement texture or a crack texture and apply it via the scale option

surreal gust
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they're a bit hard to notice on other surfaces

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also if you have a textures but that textures requires a detail texture that doesn't exist

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the game will most likely crash

brave tartan
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with your example, if I make brick wall, what would be my detail texture then ? lines between bricks or smth? cracks on bricks etc? why cant that be just done on the terrain mask lets say. to make pattern more randomized I guess?

surreal gust
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modifying the terrain mask would require you to edit terrain main materials

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since they won't match each other

brave tartan
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so its more like a seperation into "layers" to make adjustments separately and more freely and that way when texture repeats again (terrain mask) it wont have same pattern of details texture(cracks?) so it looks more natural?

naive snow
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Something porous or with with cracks

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Basically so the object retains sharpness up close (if you texel ratio isn't all that good) you'd overlay a repeating texture at a smaller scale to represent pores or small details like rust

surreal gust
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a texture doesn't need a detail parameter

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it is entirely optional

brave tartan
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eh, I wish I could find official work as a stalker developer its so interesting to learn all of this ๐Ÿ˜„

naive snow
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Most modern games run at a texel ratio of 512/m
Meaning for an object that's 1x1x1 meter, you'd have 512 pixel x512 x512 displayed on it

brave tartan
naive snow
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I actually had an interview with some of the CGC staff for a lighting artist position. Relocating to kiev wasn't feasable tho so I turned down the position

brave tartan
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after readin bits of that github page u linked Im more confused agai nxD

naive snow
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Plus you don't actually need any formal education paper, you'll get hired entirerly on your portfolio and work

brave tartan
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I do not have diploma or any particular programing/designer skills, bit of everything here and there, so it woudl be woudl say impossible to get hired

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right portfolio might help if I had smth to show other than, oh here I went into stalker files found how to dltx smth or here I foundout how an icon picked up inside texture drew a new icon, and repositioned it on the screen. ๐Ÿ˜„ would sound like a joke at the intervie

surreal gust
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You should learn mapping for xray idk

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its difficult but at the end

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the feel of having forbidden knowledge

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since my sdk is huge this is what I have to deal with every day

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bypassable but i have click the mouse like 70 times to open the editor

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and i wouldnt want to dig 150 gb to fix this

brave tartan
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  1. lets say Im making an asphalt road texture (thats Image option? right, as terrain mask would be a different file that connects this asphalt to lets say grass)
  2. and detail texture is then Image inside thm? and Im confused xD
final cairn
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Hi o/
anyone found a way to make wepl hit effects play at long distances ? it works fine on short ranges, would be great when sniping

surreal gust
naive snow
surreal gust
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Red is grass, Green is asphalt, Blue is earth and Alpha is sand

brave tartan
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okay so Im making apshalt that what we call detail texture right? and later on I make terrain mask connecting asphalt as Green with other textures in some kind of a pattern

surreal gust
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Only edit it if you're changing the material texture positions

brave tartan
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its just an option inside thm I wonder when to use it

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never if I dont edit it ?

surreal gust
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you dont need to

brave tartan
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cool

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so Image for textures, cuba map for sky

surreal gust
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editing it would mean having to edit the levels terrain and recompile the level since

brave tartan
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nump map for bumps

surreal gust
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material assignments would be out of touch

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yes

brave tartan
brave tartan
surreal gust
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Also

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You can use normal maps too

brave tartan
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wait what do u mean automatically generated? from where? I always made it myself

naive snow
# brave tartan 1) lets say Im making an asphalt road texture (thats Image option? right, as ter...
  1. The detail texture is a texture itself, like the screenshot I showed you. Let's say you made an object called obj_concreteBlock, that model has it's own unique texture, something you painted in photoshop with the UVs, kind of how guns have their own textures. In that unique texture thm, you'd specify to use the Detail map to be detail_beton-fine3.dds so the engine knows that you're unique texture needs to be overlayed with this detail texture
naive snow
brave tartan
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thats what I was also told before but then other peopel said no no no we def need it make it always

brave tartan
# surreal gust actor editor

thats is what sdk or smth? never used anything like that made textures inside Substance Painter or photoshop then manually bumps etc

brave tartan
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yeah never used one. might need to actually begin to use one when I work more on vehicles or terrain xD but so far was fine with those two tools

surreal gust
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you dont need to use the SDK to make these textures

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afaik other programs can do it too

naive snow
brave tartan
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oh okay, its not hard like a minute or less of work so its better be there just in case

naive snow
brave tartan
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I have bit of my own way making them through substance painter. made myselve save template inside it to make those basically almost ready few channel tweaks inside photoshop to finish

naive snow
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Right, that's the creation of _bump maps, but for the creation of _bump# you need the actual SDK, the bump map and the normal map. (which is why certain weapon mods come with the normal map included for generation)

celest forge
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I never do bump# maps

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they deadass don't matter

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all you get if you don't have em is a console error

brave tartan
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But u dont need sdk to create bump#? I made them i. Photoshop at least thats how one person tought me

naive snow
naive snow
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To be fair, I didn't do them for the optimized models bakes KekSkew

brave tartan
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Irk what u talkin about xD i had my normals exported from substance together with the base color and through some channel shenanigans bump# is made

naive snow
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bump# is a corrective texture

brave tartan
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They looked exact same as any other bump# from other textures

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No no I know

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Bump is green one

celest forge
brave tartan
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Bump sharp is grey one

celest forge
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"THERE'S A CONSOLE ERROR PLS FIX"

brave tartan
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Same thing I made both inside photoshop xD

celest forge
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I'm always like bro do you play with the console open or what

brave tartan
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Im not at pc as its late night would have shown a quick example

naive snow
brave tartan
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No idea it worked fine looked fine but who knows

naive snow
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The reason why the bump# is grey vs the bump map being green is simply because the bump map encodes much more vector information.
Like here's the actual normal correction of the Bump#. This shifts the read information of the bump map

brave tartan
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Looks exactly like what I was making

naive snow
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vs the z normal channel of the bump map
X+ normal channel
Y- normal channel

brave tartan
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I dont know what to say I dont know the difference especially as I never used sdk xD and was making them this way all the time and they worked I mean looked just fine

naive snow
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I'd be interested in seeing the actual method you use

brave tartan
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But who knows mby its all fake or half working stuff

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Every other person making bumps different way too so mby what I was thought with bump sharp also incorrect can be can be

naive snow
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TBH most of the bump# in game are a tiny gray square kekl tiny 8x8

brave tartan
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If thats how they should be then mines are def incorrect xD otherwise tomorrow can show u how I made them so u could have a good laugh xD

naive snow
brave tartan
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Oh then theres a chance xD

surreal gust
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Exotic butters.

distant plinth
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ooo i see thanks for your help!

civic finch
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Silly question for you guys, I wanted to increase the range of hideouts radios so I can actually hear the damn thing from 5 steps away, what file should I mess with?

brave tartan
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@naive snow let me know when ure around wil ltry to show u how I was tought about ubmp#

final cairn
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Hey o/
noob question, what is this datatype format : const vector& ?

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class sound_object {
...
function play_at_pos(game_object*, const vector&)
...
}

true anvil
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Hello, does anyone know is it possible to spawn and edit NPC logic in underground level (for example X18) with guard position logic (standing still with weapon holstered)?

sacred token
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Where do you want to play the sound?

simple scaffold
final cairn
# sacred token Where do you want to play the sound?

the sound of the hit effects from wepl's mod calls this function : hitSound:play_at_pos( ply, npc:position() )
problem is I want to increase the distance the hit effect is played from (i could do that with editing the ogg's but i need to do it for all of them)

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default is 75 meters, but when sniping i want to hear if i hit or not from a longer distance
and thought that by replacing the position of the npc in the call with something closer would solve the issue of editing the ogg's

final cairn
neon flower
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I would like to uses some HD models but, none of them really stay true to the art direction, any ones i dont know about?

slow bolt
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Stalker 2 itself doesn't stay true to the art direction

torpid furnace
# neon flower I would like to uses some HD models but, none of them really stay true to the ar...
ModDB

Hi all! This is my first serious work as an NPC model assembler. I have always liked the vanilla designs of stalker equipment, but unfortunately, time flies and the original models, especially in Anomaly, look very old. I decided to fix this by trying...

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that's the closest thing ig, but it's a WIP

brave tartan
brave tartan
naive snow
brave tartan
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basically yes, only alpha are different, thats what I was shown by several russian stalker modders

naive snow
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But that's bad, you're basically over feeding the correction of the Bump#

brave tartan
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zero idea what that means, thats all I knew, was doing it that way it worked fine, I mean in game looked fine.

naive snow
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Alright so in simple terms:
When you create a bump map, because of the channel compression (R, G and B aren't compressed the same) you lose some normal map information, typically, the blue channel red channel lose the most information (which is fine because it's our specular) then the blue channel is next in terms of loss and finally the green channel. Alpha channel is mostly uncompressed because of how DXT5 works. What the Bump# file does is it has the information lost from that compression, so the lost information of the blue channel is packed in the green texture, the lost info of the green channel into the blue red channel and then the lost info of the alpha in the blue channel.

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Creating a bump# with the same value all around is basically feeding in super overcorrected values to the engine

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Lets say for a concrete exemple that the made bump map has a loss of information and it slighty shifts the received lighting by 3 degrees in the blue channel (lighting will point slightly more down when hitting the weapon from up top). Not a whole lot mind you, but ever so slighly. By feeding in the crazy bump# you're making you might be over correcting all channels by several degrees. Your blue channel (z) might now be -7 degree, the green (x) might point -10 degrees and the alpha channel (y) also by -10 degrees. Effectively, it moves the whole of the received lighting in a direction

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You'd be better off making an empty gray image and living with the ever so slighly -3 (z) lighting shift instead

brave tartan
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right that makes sense. so without going too deep into hows the correct version, simply its through sdk right?

naive snow
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Yeah the SDK checks the bump map vs the fed normal map and encodes the changes in a bump#

brave tartan
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okay. thanks, thats for another day would be amazing to have whole courses learnign all that stuff for stalker idk its very interesting

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atm myself working on new asphalt texture with paralax feature

neon flower
naive snow
surreal gust
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sdalger nostalgia

brave tartan
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Im testing one black color texture for a weapon right.

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and trying to save it in dtx5 adds pixelation all over it

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same problem I had with the interface icons before, where I was advice to use 8.8.8.8 instead for them to not have this problem

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will it also work for the weapon? using that 8.8.8.8 instead of dtx5

naive snow
surreal gust
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also if you're making custom textures for openxray you can use the BC7 format

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dont use it on anomaly because it doesnt support bc7 yet

brave tartan
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so the only obstacle is memory? I thought 8.8.8.8 does not support mipmaps and we need those for things like weapons

naive snow
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Like 8.8.8.8 is almost an uncompressed format, so making everythign 8.8.8.8 would turn the prefetcher into a 32 gig requirement kek

brave tartan
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Im confused I thought we dont need mipmaps only for "2d" textures static ones like icons UI overall etc. therefore using 8.8.8.8 is fine as it wont mess with colors

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but for weapons etc mipmaps are needed and we supposed to use dxt5

brave tartan
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but dxt5 for me doing this -
no preview

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preview

naive snow
naive snow
# brave tartan preview

Honestly, most weapons don't need to be that black, you can use a higher gray and simply lower the specularity channel to compensate

surreal gust
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I thought the weapon textures used dxt1

brave tartan
naive snow
surreal gust
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well terrain textures are stuck using it

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You can't change it

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I think you can with thm editor but it will cause bugs

naive snow
brave tartan
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it looks fien in game

surreal gust
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not with the terrain texture itself

naive snow
surreal gust
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It only affects the terrain texture itself

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Not the detail ground textures

naive snow
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Terrain textures would look better if you had proper anisotropic textures for grounds

brave tartan
surreal gust
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Higher terrain texture resolution (other than 2k) is pointless since it will just increase the amount of time to calculate hemisphere

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when compiling maps

naive snow
surreal gust
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Also the latest nightly build of the SDK got an increased build quality limit (hemisphere from 3 to 4 and sun shadow quality from 3 to 5)

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Which is great I guess.

naive snow
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It's just more rays for the light bake, I doubt it would be a noticeable difference in the actual radiosity gathering step

surreal gust
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the compiler has a -gi stage

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enables radiosity stage

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only works with modified compilers

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i didnt see a difference using this so I just left it on

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the texture res for every map in anomaly is 2k i think

brave tartan
naive snow
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Which makes sense, you don't need a super high resolution for a specular/hemispheric occlusion map

brave tartan
naive snow
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Are looking at the optic here or the gun?

brave tartan
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optic in this case

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gun is also smth he made but problem is with darker optics

naive snow
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The more prevalent issue here that I'm seeing is the aliasing introduced with your super high rez textrue vs the texel density of the gun to be honnest

surreal gust
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The modified compiler has an option for bc7 lightmaps

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but anomaly doesnt support it yet

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So I use it on my openxray test maps

naive snow
brave tartan
surreal gust
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The SDK quality upgrade should do the trick, but I haven't compiled a map with the max settings yet due to compile times.

naive snow
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Bicubic sampling of lightmaps would also be a major quality gain

brave tartan
surreal gust
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it's stuck at 1024x1024 resolution

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if you're interested here are all the compiler settings

naive snow
surreal gust
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this is only for the geometry

brave tartan
naive snow
brave tartan
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comparison for texture and how it pixelates after saving in dxt5

surreal gust
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im not sure what the border parameter is for

naive snow
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Rather do try out the dithering THM flag

brave tartan
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same as I had very same problem with UI but for me it was easy fix by using 8.8.8.8 as I didnt neewd mipmaps

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for weapons I think its needed, so using 8.8.8.8 feels wrong

naive snow
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Of course you'll see artifacts if you super zoom in

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You're looking at problems where there's none kekl

brave tartan
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game uncompresses it? but I still saw pixelation rpoblem with icons in the game, thats how I noticed it

naive snow
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UI is basically, simple, just use the texture as is. No lighting, no nothing extra

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Object shaders are a whole 'nother thing because of the need for lighting

brave tartan
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right so thats why I saw it, but for weapons it decompress it so the problem will be gone?

surreal gust
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Even the SDK supports 8:8:8:8

naive snow
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Where I would consider fixing it is if it introduced color artifacting. Like if it changed the read color and created color splotches islands

brave tartan
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it kinda does changing that "black" into purple/green

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ofc in game as u said its probably not visible

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makes it rainbow ๐Ÿ˜„

surreal gust
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also always make a backup .png file of your textures

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.dds can have problems if exported multiple times from what i've heard

brave tartan
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im doing lots of bacup, this mod is not made by me so its up to creator how he does things, he asked for some assistance, and later on he told me about this issue which is same as I had but not on icons but weapon

surreal gust
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I'm looking for good grass textures

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That I can use to compile for my map

naive snow
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Yeah that's why when doing textures you want to avoid the extrems of color like black/white. Since the extremities of the spectrum are the more compressed ones

brave tartan
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Im doing asphalt now after I test it throully and make sure it works fine with new SSS I might try doing either grass (which usually neglected alot) or mud texture

naive snow
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This goes also with the thing I explained to you about textures compression and how it compresses different channels

brave tartan
surreal gust
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also on what would you use 8:8:8:8

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on normal maps?

brave tartan
naive snow
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For his LEWD pack

brave tartan
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no, with WIP guy called Meowie

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not really doing just helping him out here and there with info mostly

surreal gust
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This is also an option

brave tartan
# surreal gust I'm looking for good grass textures

by the way might I ask, if uever did a ground texture, any of them, cocnrete, mud, whatever. did u made them in photosohp/alternatives, or mby might have used a ground model and some kind of other tool to apply texture on the model and see how it looks ? Im just looking for a good model for ground atm using just a simple flat panel I made inside blender for susbtance painter in where I do textures

brave tartan
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oh okay, how I do it right now kinda works, but Im looking for any better ways, though I dont know any texture artist either, except GTR creator which I heard doing it on whole another level than any normal mortals ๐Ÿ˜„

surreal gust
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GTR development is dead

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Almost 2 years ago since his last news post

brave tartan
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that I know, I was told creator had BUNCH of almost finished textures and cars too, but then happened what happened in the world and he was gone

naive snow
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and then use the made materials in Painter to paint onto your unique UVs and models

brave tartan
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Im just using substance painter for it and using flat plane, not sure about 1/3 UV idk hwo to set that up yet, UV from stalker are killing me overall whole another problem I had when I tried exporting a car from blender into substance, with the whole UV overlapping issue. so atm Im doing smth simple, so simple flat plane for it

naive snow
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Alternatively, you have the whole of the Quixel library for textures to work off

brave tartan
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will begin to learn substance designer some day for sure so I can make a good combo of subtance designer and painter together

brave tartan
cosmic knot
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Any of you know if thereโ€™s a mod to display a contracts payout on the task board? Iโ€™m assuming itโ€™s impossible since payment is selected from within a range and not predetermined correct?

naive snow
brave tartan
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oh free, might take a look at it, will be a nice thing if I can find what to work with, I do have a gifted few hundred metal smart materials inside substance painter, someone gifted it to me xD but those are mainly metal with very few of others

naive snow
brave tartan
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jsut logged in <<

naive snow
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Mind you, you'll need to extract those and recombine them into a stalker format, but it's free stuff and quality too

brave tartan
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if I can import them into substance painter somehow and then apply to lets say same mentioned flat plane model, then I can save it into stalker format

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though need to look for that 1/3 UV thing u mentioned before

surreal gust
brave tartan
#

graphic designer things is what excites me the most, wish I had a possibility to do some proper courses and make a portfolio with it to find a job in that industry. mby one day,

naive snow
# brave tartan though need to look for that 1/3 UV thing u mentioned before

Basically you divide your flat plane in a 3x3 grid via edge loops. Then you scale the UV so only the middle square takes the space of 0-1 in you UV (scale the whole island) so because textures by default wrap and tile in substance, you'll see the texture tile on your plane and you'll be able to paint from one edge to the other

brave tartan
surreal gust
#

also how would you add new custom textures?

#

import them from idk from ambientcg

#

and configure them in the actor editor and that's all?

naive snow
brave tartan
#

omg, if u could woudl really appreciate it, as atm Im using smth that only shows me 1 pattern and had to do adjsutments with testing it in game first every damn time.

naive snow
brave tartan
#

appreciate, no hurry if ure in a meeting(work I guess?) its late night out here so Im out for the night (after I test the quixel texture I downloaded quickly to see how it works xD)

#

not too sure how to use it all properly yet, how I did it, quality falls to the bottom, but yeah at least got a source of smth to play around with mby will learn smth idk yet, not sure where to begin even xD

naive snow
#

How wide/height do you typically work?

#

2048?

brave tartan
#

4k usually to be fair

naive snow
#

Holy balooney

brave tartan
#

Im not doing a super massive whole game overhaul atm

#

3-4 textures 4k is fine ๐Ÿ˜„

surreal gust
#

At least use 4096x2048

brave tartan
#

but I guess 2k also works

surreal gust
#

I'm going to try some textures from ambient cg idk

naive snow
#

I'll make the plane a texel ratio of 512 like most modern games, you can tweak it later

brave tartan
#

my main monitor is 1440p ultrawide and second monitor is 4k so I cant use lower resolution anyway looks too pixelated ๐Ÿ˜„

surreal gust
naive snow
brave tartan
#

I guess he meant 512pixels so it repeats 4 times for 2k

naive snow
#

a texel ratio of 512 means that you have 512 pixels per meter in-game

surreal gust
#

oh i see

#

didnt get it

naive snow
#

So on a 2 meter x 2 meter wall, you'd display a 2k texture

#

Afaik orignal texture models of Stalker SoC use something like 128 or 256 at max on characters

brave tartan
#

right, will see tomorrow, still not sure how to properly use those textures from Quixel inside substance as on website they look so nice on that orb but for me it s*cks xD

naive snow
brave tartan
#

found some kind of video how to use them inside susbtance painter, might help me set it all up.

naive snow
brave tartan
#

might begin making smth like ground textures a few of them for myself, will be nice learning course, might be smth for a portfolio later on too

#

yeah I see what u meant it repeats (made 2k)

surreal gust
#

Did I configure it correctly

#

I put BC7 because im going to use it on openxray

#

just gotta put the bump texture

naive snow
brave tartan
#

yep, thanks ALOT!!! will see that video how to use them tomorrow and see if I can make it work properly. might be some new paralax working 2k Unreal engine like texture for the stalker be made ๐Ÿ˜„

naive snow
# surreal gust Did I configure it correctly

Set filter to kaiser, dont use bump mode to paralax, use none for now, change the Use as Bump(r2) and remove implicit lighted. Fade Color, set the color to an average of the color of the texture

surreal gust
naive snow
surreal gust
#

Do I put kaiser on the normal map as well

naive snow
#

You'd have to check with and without

surreal gust
#

It did make a difference

surreal gust
#

and disable the "use as bump (r2)" on the detail texture

brave tartan
#

yeah def need some guides first, paralax kinda works, but it looks like plastic or smth not rocks etc xD no sharpness

naive snow
surreal gust
#

im using a detail texture to add more detail

#

so i'll leave it on I guess

#

I should be good to go

#

set the fade color

naive snow
#

Only the detail textures you're putting on top need to be flagged as such

surreal gust
#

its set to "2D texture" as it's type

#

well im too late

#

if that causes any problems i will turn it off

brave tartan
#

from a bit further it looks better xD. okay im out thanks alot again!!!

surreal gust
#

Since I used a pre-configured texture

#

I don't need to create bump#?

naive snow
surreal gust
#

with a normal map?

naive snow
#

Otherwise you're missing the whole specular map

surreal gust
#

oh well disabling detail bump like you said and using "Use" at the bump map

#

makes the texture completely flat

#

It also ignores light sources

#

i mean it does still light but its kinda like those broken smooth groups you see on objects

#

sheet

#

it looks like i need a bump map too

naive snow
#

If you don't have a bump map ready, just set the Bump mode to none

surreal gust
naive snow
#

Like that's a height map

surreal gust
#

yes but looking at the actor edtior

#

its different

#

the colors are neutral

naive snow
#

It's not the bump map format that the engine expects

#

This is how you're meant to do bump maps
https://www.youtube.com/watch?v=uD5stu22Wls

In this tutorial we'll see how to create the Green_Bump-Map.

Background Music by Danny Kross.

Danny is a friend of mine who makes awesome music with few equipments.
Check out his youtube channel, He makes some great content not just music.
Link:
https://www.youtube.com/DannyKross/videos

More
https://www.youtube.com/ReaperSoundRecords/videos

โ–ถ Play video
surreal gust
#

There's no bump map included in the file I downloaded

#

It just has color, displacement, AO, normal and roughness

naive snow
surreal gust
#

damn

#

I don't have gimp

#

i guess i have to install it

naive snow
#

The displacement can be converted to a height map to function with the SSS parallax

surreal gust
#

im creating a brick texture as a test

#

not a new detail ground texture

naive snow
surreal gust
#

okay but i dont know how to do it

naive snow
surreal gust
#

its for gimp (the method)

naive snow
#

The only important thing in the video is the channel order for the creation of the bump map

celest forge
#

Which is brain dead simple too

brave tartan
cerulean mantle
#

What mod in GAMMA's modlist is to look at for all the weapon files?

#

weapon config files.

celest forge
#

I doubt they're all in single folder

#

GAMMA uses guns from too many mods

#

If you want a specific gun's ltx then search for that mod in mo2

cerulean mantle
#

You know, I want to make a DLTX mod. But I'll actually do that. I already know BAS and PPP are there.

naive snow
#

I just name a layer Spec, another Normal and let the thing do it's work, it outputs a nice bump map all ready to go

simple scaffold
cerulean mantle
#

Oh...

celest forge
simple scaffold
celest forge
#

It uses a bunch of replacers for vanilla guns I think

#

but pure unaltered vanilla guns

#

I don't think it uses that many

random fulcrum
#

the striker family are the only purely vanilla weapons that still drop in gamma outside of scripted spawns

celest forge
#

The shotguns?

random fulcrum
#

everything else is using a replacer or is a new gun

#

yeah

surreal gust
#

There are lots of textures in ambientcg

#

They have displacement maps which I assume are height maps right?

#

i made the bump texture

surreal gust
#

it works

celest forge
#

That's inverted tho

#

You need to invert the green channel

graceful sluice
#

Something went wrong KekSkew

random fulcrum
#

wow it's the beta san andreas ak

graceful sluice
naive snow
#

Take a look at how weapons with integrated UBGLs are setup in their ltx

graceful sluice
#

All that vertex group stuff

#

I tried add handguard by merging it to weapon body, and painted it all in weight paint. But in the end it was transparent or didn't existed in game

naive snow
pulsar mason
#

So, if i want to change the draw sound for the m4 butcher do i have to overwrite the entire gamedata\configs\items\weapons\w_m4_butcher.ltx file, or is there a way I can just change the value of snd_draw?

naive snow
pulsar mason
#

somehow managed to get it to do what I wanted first try

brave tartan
#

anyone might know how do I even check groudn texture assigned to a part of map? I easily could check like a car texture or tree or smth but groudn textures seem to just say terrain_escape which is like whole map "texture", there should be those individual grass texture, asphalt ect, but cannot find how do I check in in blender

#

do I have to somehow check terrain mask to find out whats where?

naive snow
brave tartan
#

dammit

#

really didnt want to get one more program ๐Ÿ˜„

naive snow
#

Well you do get the material reference in blender so you could make your own shader node combo to emulate the terrain blending from the masks

brave tartan
#

thats way to ofancy way of - lets change this grass texture ๐Ÿ˜„

naive snow
#

Grab Hybrid Xray

brave tartan
#

hmm wheres that

naive snow
#

It's a more updated sdk with a lot of quality of life features. Some bug fixing, etc

brave tartan
#

right, and whats the difference? its like one for all?

#

which one I would need

naive snow
#

Release

brave tartan
#

gotcha

#

right, now into looking for how to use new tool just to find a correct texture file ๐Ÿ˜„

#

but to be fair using sdk feels kinda nice like an actual game dev xD

#

right but it wont show nay level files.

naive snow
#

FYI you can still find the assigned materials ID in blende on imported terrains

brave tartan
#

right before I begin to mess it up, better wait for that person and ask for advice

brave tartan
#

I opened escape

#

for me it just said terrain_escape all over the place

#

@surreal gust if I may ask for a bit of help how to properly setup the SDK and how to actually import a map into it. ping me please when ure around. thanks!

naive snow
#

xray blender addon has something for terrain, I can't remember off the top of my head

brave tartan
#

hmm I do have that xray plugin or whatever that helps importing stalker stuff, mby Im missing smth for it

#

just says terrain escape, mby im checkign wrong stuff

#

I think u got some other plugin or smth

naive snow
brave tartan
#

yeee found it was hidden, so I click verify UV? clicked all objects waiting now as selected object did not change anything

naive snow
brave tartan
#

oooh

naive snow
#

Don't actually know what it does tho

brave tartan
#

clicking verify uv all objects stopped responding blender xD

naive snow
#

Of course, you,re running through thousands of objects

brave tartan
#

no such option even

surreal gust
# naive snow Release

Nightly builds can also do the job and that is what I currently use. They return more of the original functionality that the original SDK had

surreal gust
#

You need the full rawdata and gamedata from CoP so that the SDK works properly

#

You can get them both in daagudas v2 sdk repack

brave tartan
#

so to just check for a texture on the map I need all that... damn

surreal gust
#

It's in anomaly modding book

#

Also detail ground textures are stored as detail_grnd_materialname

#

They only show the base texture

#

No bump maps or other stuff

#

That's intentional

brave tartan
#

sounds insane. I could do what I need in blender before, its just ground textures doesnt show up for some reason

surreal gust
#

Its also where you can configure textures, bump maps, etc via the image editor included with the sdk

brave tartan
#

could we jump in voice chat to set it all up ?

surreal gust
#

I can't

#

I'm not at the computer atm

brave tartan
#

okay, right, so. I need to open map and check a ground texture in a specific spot - what do I need. I got hybrid sdk atm

#

I download rawdata, COP gameata link not available

#

or do I just download that daagudas v2 sdk repack and delete hybrid sdk ?

surreal gust
#

Download the full version of daagudas v2 repack

#

Its located in moddding tools

#

And unextract it

#

Then put it to the sdk

#

Dont replace any files

brave tartan
#

so put it insie hybrid sdk folder without overwriting

surreal gust
#

Yes

#

Daagudas sdk is outdated

brave tartan
#

modding tools is ? I found it on some forum russian

surreal gust
#

You only need the rawdata and gamedata

#

If you cant find it i will link it later

brave tartan
#
AP-PRO.RU | ะะพะฒะพัั‚ะธ Stalker | ะกะบะฐั‡ะฐั‚ัŒ ะผะพะดั‹ Stalker | S.T.A.L.K.E.R. 2 | ะกั‚ะฐะปะบะตั€ ะผะพะดั‹

ะะฒั‚ะพั€: DaaGudaะ”ะฐั‚ะฐ: 08.11.2017 ะŸะปะฐั‚ั„ะพั€ะผะฐ: SDK 0.7 ะžั‚ ะฐะฒั‚ะพั€ะฐ: ะ˜ะฝะพะณะดะฐ ะฟั€ะพัะผะฐั‚ั€ะธะฒะฐั ั‚ะตะผั‹ ั ะฒะพะฟั€ะพัะฐะผะธ ะพ ะกะ”ะš ะธ ั‚.ะด. ะฒะธะถัƒ, ั‡ั‚ะพ ะฝะตะบะพั‚ะพั€ั‹ะต ะปัŽะดะธ ะดะพ ัะธั… ะฟะพั€ ะธัะฟะพะปัŒะทัƒัŽั‚ AiWrapper (ะธะปะธ ะบะฐะบ ะตะณะพ ั‚ะฐะผ?) ะธ ะดั€ัƒะณะธะต ัƒัั‚ะฐั€ะตะฒัˆะธะต ะธะฝัั‚ั€ัƒะผะตะฝั‚ั‹. ะ˜ ั‚ะพะณะดะฐ ั ั€ะตัˆะธะป ัะดะตะปะฐั‚ัŒ ะฟะพะปะฝั‹ะน ะบะพะผะฟะปะตะบั‚ ัะดะบ, ะบะพั‚ะพั€ั‹ะน ะฟะพะปะฝะพัั‚ัŒัŽ ะฝะฐัั‚ั€ะพะตะฝ, ะดะพัั‚...

surreal gust
#

Its a mega link

#

Im sure that forum has the mega link

brave tartan
#

yes what I meant, is that the correct one

#

need those I guess

surreal gust
#

Yes

brave tartan
surreal gust
#

Yes

brave tartan
#

ok downloading

surreal gust
#

You need to download both of them

brave tartan
#

brb when downloaded and extracted into hybrid sdk folder

brave tartan
#

ok dropped them and skipped overwrite files

surreal gust
#

Ok

brave tartan
#

whats next?

surreal gust
#

They may be in ruski but thats your only option

#

You can search "Stalker SDK 0.7" in youtube

brave tartan
#

aaaa, why is it so complciated to jsut find a correct etxture xD

surreal gust
#

Because nobody uses the sdk

#

Except original games mappers

brave tartan
#

I know, checking textures worked fine in blender by opening level file, only ground textures are not showing any info for some reason

surreal gust
#

I know like 85% or 90% how to use the level editor

#

And about only 15 people or 30 people know this stuff

surreal gust
#

And their name is detail_grnd_materialname

brave tartan
#

I know where those are

surreal gust
#

It's different there than anomaly because of the game gamemtl.xr file

brave tartan
#

I needed to check what specific texture is use in this spot or that spot

surreal gust
#

You can check the mask files

#

To see where

#

So is your texture going to replace the detail_grnd_yantar or?

#

Also you dont need to use the sdk if you're instantly going to test your texture

brave tartan
#

I did that with level files in blender worked fine to check car textures or bushes, tree or building

#

but ground jsut says terrain_grass or smth

#

like an example. theres like dozen of beton textures. so I would need to open level file and see specifically which one used on the spot Im workin on right now.

brave tartan
#

for now doing it manual/visual way - go into the game and try to visually see whic htexture it is xD

surreal gust
#

as an extra detail

surreal gust
#

in anomaly detail_grnd_materialname isnt used

brave tartan
#

that was just an example

surreal gust
#

ground_materilname_number is used

brave tartan
surreal gust
#

ground_grass_02 is used in army warehouses

brave tartan
surreal gust
#

i don't know about other materials

#

i suggest you to try to replace ground_asphalt_01 with your texture

#

also every map uses ground_asphalt_01

brave tartan
#

I kidna know that as asphalt is asphalt. so how do I check whats aroudn it? in every map, I change one texture then, wow see theres some kind of not changed patches, need way to find them. and so on

surreal gust
#

thats for other textures

#

asphalt_01 is used in every single map

#

earth_01 is probably used in the cordon and garbage

#

i dont know where are other textures

#

All I know is that detail textures are determined which level shader is used on the terrain

brave tartan
#

whatever, seem that you also dont knwo how to check them. but thanks

#

will need to look for more info somewhere

surreal gust
#

This little thing at the item properties

#

levels/escape_grass

brave tartan
#

thats a texture? I cant even find it

surreal gust
#

No it's not a texture

#

It's a level shader

brave tartan
#

its that terrain mask?

surreal gust
#

No

#

It's different

#

Terrain mask is a texture

brave tartan
#

okay so what do I get from that?

#

I cant even open any levels to check for whatever u showed. nto sure what that escpae_grass gives me as it does not tell me which texture is used in there."

surreal gust
#

Level shaders are stored in gamemtl.xr files

#

They only tell the game what detail shader to use for the terrain

#

And terrain mask tells the position

brave tartan
#

detail shader is the ground texture or mud texture or asphalt?

surreal gust
#

Yeah... I realized that the anomaly sdk is bullshit

#

It doesn't exist

#

some schizophrenics thought it does exist

simple scaffold
# surreal gust some schizophrenics thought it does exist

It can be assembled from parts. Everything short of level editing is easy enough, as I understand. And editing levels is possible if not as easy as the particle editor.

I personally have never used it. But I know ppl that have. Mostly in the anomaly discord. Maker of extra levels for instance

surreal gust
#

When I got replies that anomaly SDK exists

#

I was like wtf it doesn't

#

I released volumetric smoke for agroprom underground a while ago

#

It just changes the levels fog volume file and configs for the smoke

simple scaffold
#

The anomaly level source is missing. It makes the SDK not want to work on anomaly levels. This is true.

A lot can still be done with the correct CoC SDK properly configured. Again I avoid it like the plague because it is really only used for art and art scares me. So I cant really tell you what to do, just who to ask.

surreal gust
#

I'd only use them if

#

I'm remaking every single map ever...

#

Test map I made

#

Here's the physics showcase

#

(the brick texture is a placeholder from ambientcg)

simple scaffold
surreal gust
#

The only problem I have is that

#

I suck at using modeling software such as blender

simple scaffold
#

Me too. I end up making a mash potato sculpture or something excessively geometric

celest forge
#

I mean why don't just take assets from another place

#

you took trees from FC5 right

#

just rip structures from other games

#

ez

surreal gust
#

Yes the problem is

#

They cause overdraw issues

#

My sdk is about 120gb-ish size

#

So I have lots of custom objects added

naive snow
# graceful sluice

Cleaned up your hiearchy, properly parented everything, created the bone shapes and also fixed some broken armature modifiers.
The grenade launcher being parented under wpn_launcher will still appear transparent until the model knows that it has a built in UBGL. So either add the m203 attachement in the ltx and actually spawn a m203 UBGL and attach it to the gun to appear or look at how guns with built-in UBGL have their LTX made

tawny stream
#

I kinda really want to try that thing

graceful sluice
#

Lol, I found easter egg on PEQ-15 KekSkew

tawny stream
#

Typo on the other sticker as well. Says "confirms" and should be "conforms."

regal bolt
#

does anyone here know what mod to disable to remove the scope recoil?

proper basin
#

Is there a mod that allows you to bind a third two-handed weapon? (sniper from inventory, or sniper in pistol slot)

soft burrow
#

@undone lily instead of #๐Ÿ“Žto-do message how about making sin enter a downed state at 30% health where they flail on the floor like zombifieds and only headshot damage can finish them

undone lily
#

Hum maybe

#

Iโ€™m not all too convinced about this idea just yet anyway

#

Just headshot them like anyone else, and Sin turns out to be glorified bandits again

slender whale
#

I think they meant that they get back up, like the zombie faction does if you don't make it over and headshot them while they're on the ground

#

Which would make prolonged engagements with them really tough

#

As for moving the shield effect to isg, do they really need it? They're already armored to hell and back, would be funnier to give it to ecologists

naive snow
waxen widget
#

hello, does anyone know of a way to respawn the monolith in the sarcophagus? a mod maybe?

runic wraith
#

So, how dltx handle same values from different files?

runic wraith
#

Where is nothing that i search, if 2 diff mod change same res of same armor, that is taking priority if both dltx?
If only @ taking over ! but i doubt

hardy hound
#

like if mod_system_zzzchanges.ltx changes value A
and there's mod_system_zzzzzzzzzzzzzzzzchanges.ltx that also changes value A, the zzzzzzzzzzzzzzzzzzz one will be the one that does the changes

#

i think that's how it works

random fulcrum
#

yeah it loads alphabetically

runic wraith
#

Almost as i think, thanks, time to testing

cerulean mantle
#

Hi. What causes this glass effect?

whole inlet
#

Just had a thought about how to move Skinflint to the main building. Which file contains coordinates/direction of this character? Want to move him to the main building just for fun and save some time in preparations before missions.

hardy hound
#

inside that file theres a section named

'' <shniaga_wnd x="400" y="419" width="392" height="280">
<buttons_region x="8" y="0" width="220" height="380" always_show_scroll="false" vert_interval="4"/>
<shniaga x="7" y="-20" width="219" height="61" stretch="1">
<texture>ui_inGame2_slider</texture>
<magnifire x="27" y="18" width="162" height="24" stretch="1">
<texture>ui_magnifier2</texture>
<y_offset>1</y_offset>
</magnifire>
</shniaga>
</shniaga_wnd> ''

#

it's the ui_magnifier2 entry i think

regal bolt
#

Is there a way to turn off impulse anomaly?

cerulean mantle
lethal garden
#

So, if i wanted to change a certain weapon to use shotgun shells, does that automatically change the projectiles also? I am converting a rifle into a shotgun, and I want to ensure that it has multiple projectiles when using buckshot, one when using slugs, etc. Does this automatically change upon changing the ammo type?

celest forge
#

Yes

quasi blaze
#

The texture for the D.PRO Aimpoint is missing on the PKM Zenit LMG, how do I fix this?

ember niche
#

If anyone asks about unlocking the mouse cursor from the game window. Simple script todo that. Use case is for content creators. Now if they search the entire server for help as I did, they'll find it.

#Requires AutoHotkey v2.0
SetKeyDelay('-1')
F1::WinActivate("Program Manager") ; Set Focus to Desktop

Thx for helping to create this awesome experience

celest forge
#

@naive snow you seem to know almost anything, do you know how do I avoid these like green coloring on black stuff when exporting with the nvidia plugin?

naive snow
celest forge
#

I do yeah

naive snow
#

Can you send it as an attachment and not an embedded picture?

#

Ah actually, this will work just fine I think

celest forge
#

I don't think you can send at attachment on desktop now kekcry

random fulcrum
#

send it as a zip maybe

celest forge
#

the 8.8.8.8 fixed it

#

the texture is almost 100mbs

#

but it fixed it

naive snow
#

Hmmm well the version of the crunch editor I'm using right kinda does a better result but there's still some green splotches here and there. Way better than nivdia tho

celest forge
#

This is with the 8.8.8.8

naive snow
#

Yeah 8.8.8.8 basically is a lossy compression, so no color loss

#

@celest forge If you grab the crunch compression from this github (download zip and extract) you can use these settings
crunch_x64.exe -file T_Gun_BaseColor.png -fileformat dds -dxt5 -Quality 100 -mipmode Generate -mipfilter kaiser -blurriness 0.5 -uniformMetrics

#

The crunch_x64.exe is in the bin folder, just navigate to it via cmd and drop your .png in the same folder

#

I'm fucking impressed considering this is something from Unity KekSkew

celest forge
#

Thanks dude

naive snow
#

@brave tartan this might also interest you, a viable solution for fixing the black textures going splotchy green

naive snow
quasi blaze
#

The texture for the D.PRO Aimpoint is missing on the PKM Zenit LMG, how do I fix this?

lilac compass
#

Hi guys I wanted to try to add a prone to stalker area a mod I have been playing I have a mod that adds this to shadow of chernobyl but I wasn't sure what I needed to add to stalker areas actor.ltx

naive snow
quasi blaze
#

@naive snow It's from the vanilla gamma install, the BaS weapon pack

random fulcrum
#

classic gamma

naive snow
quasi blaze
#

pretty sure it's this texture that belongs to the scope

naive snow
#

Grab the OGF tool from the pins of this thread. Run that and open the ogf of the pkm

quasi blaze
#

@naive snow Ok I'll grab the tool and try. I guess it's the "wpn_pkm_zenit_siber_deltapoint_hud.ogf" ?

naive snow
#

It should have the name of the collimator in the ogf file

quasi blaze
#

ok I'll give it a go

naive snow
#

Just check if it references the delta point texture path properly, if not correct the path

quasi blaze
#

Ok thanks for the help, I'll have a go at it

naive snow
#

Not a whole lot of people use LMGs so it might be an oversight of the zulu rework patch that happened in december

quasi blaze
#

@naive snow Aha. So if i fix it, is there a place where I should upload the .ogf if other people need it?

naive snow
quasi blaze
#

Alright ๐Ÿ‘

quasi blaze
#

@naive snow The path for the deltapoint texture is not present in the textures folder for BaS 2022 guns. Not sure where to go from here

#

It seems to be pointed to the correct textures though, but they are missing

naive snow
#

Well its looking for the wpn\wpn_scope_base_leupold_deltapoint_diff
Do you have that one when searching in your MO2?

#

It should be under the Gamedata\textures\wpn\ folder as wpn_scope_base_leupold_deltapoint_diff.dds

celest forge
#

Why are you looking for zenit in the folder

#

look for deltapoint

quasi blaze
#

these are the ones that pop up

celest forge
#

That's in the wrong folder tho

quasi blaze
#

oh?

celest forge
#

unzip this in the BaS main textures folder

#

that should fix it

quasi blaze
#

aha ok I'll try it out and test it

#

@celest forge I take it the main BaS refers to the 76- Bas - Mich? under Gunplay

celest forge
#

I guess so yeah

quasi blaze
#

ok

#

@celest forge Yeah that's the one, the delta textures aren't present in it for some reason. thanks for the textures Juan!

celest forge
#

Sure thing bud

lilac compass
#

What line in the actor.ltx allows us to prone instead of low crouch?

surreal gust
#

i'm not sure if there's a difference but i'm using it.

brave tartan
half hound
#

first time I'll be here. might be the last idk. say I wanted to add something to the craftable item list. for example.... exo batteries. how would one... go about such a thing?

iron drum
#

Hi @steady apex, could you help me out with something? With DXML is there a way to force an XML read on a specific file from a non modxml_* script? I tried calling the "openXMLFile()" function from dxml_core but the "s" variable is nil and I can't figure out what it should be since this function is not called anywhere.

steady apex
#

Hi, there is no way

vague sphinx
#

@thin kelp Hi there, I have a question, if I wanted to recolor the chest piece (front and back, the one with all 4 black spots) of this model to orange smoothly without having to select the texture pixel by pixel hoping not to overlap with other textures, how would you proceed ? (basically just this part without having to recolor the whole model)

celest forge
#

Go into uv editing in blender

#

Select the vertices of the thing you want to color

#

Then export that as an image

#

Load it into whatever software you're using and use it as a selection mask

vague sphinx
#

Alright, thanks for the explanation, I'm going to try that

thin kelp
#

you would need to add it as a second material but thats fine

vague sphinx
naive snow
brave tartan
#

cool. I suggested this solution will see after eh tries it out

naive snow
vague sphinx
#

I was able to redo the model somewhat proper, now it's about making the tier 2, 3 and 4 variants

iron drum
icy estuary
#

Anyone knows what to modify to stop NPC's from spamming their lines while idling?

#

It gets so annoying to hear the same shit over and over again every 5 seconds

random fulcrum
#

add a bunch of empty sound files

naive snow
#

Just dilude the number of actor lines files, so the game picks and play empty ones like spacers

icy estuary
#

Can I just extend the down time by like 10x?

naive snow
icy estuary
#

script_sound_axr.ltx

#

Do I need to edit this?

#

Oh, okay, thanks!

#

Also, I'm not talking about Chatty Companions

#

I don't care about text messages, I just hate other NPC's blabbing about

slow bolt
#

NPCs barely talk

random fulcrum
#

must be complaining about mercs really

#

since russian speaking mobs don't talk that much

slow bolt
#

I can only handle so many laughs and "come on guys thats not funny"

icy estuary
slow bolt
#

because stalkers are very silent

#

They barely talk

icy estuary
#

All of them: Loners, CSky

slow bolt
#

i guess you are playing a different game then

icy estuary
#

The same "no habar"

slow bolt
#

and it really isnt every 5 seconds

icy estuary
#

Or "my shoes are worn off, I got cheated"

#

It's often enough to get annoying, especially when sound mixing is garbage and you can hear them while being very far away

random fulcrum
#

add san andreas npc banter

icy estuary
#

I'll have two number 9's

#

[state]
type = npc
npc_prefix = true
avail_communities = bandit, csky, dolg, ecolog, freedom, killer, army, monolith, stalker, greh, greh_npc, army_npc, isg, renegade
path = states\idle\idle_
shuffle = rnd
idle = 7,13,100
group_snd = true

#

It's this it?

celest forge
random fulcrum
#

wait let me do that one again

lyric sentinel
#

Someone knows how to replace vodka textures? I want replace putinka and nemiroff

olive steppe
#

I there a way to interact with reshade from in game script? I wan't to make a script that will toggle off some reshade effects when nvg is on. I saw that reshade turns off automatically when aiming with PIP scopes, so maybe it's possible?

random fulcrum
#

it turns off because modded exes got an addition some time back that made reshade not interact with ui layers

#

so that you didn't get your fancy bodycam shader making the inventory look distorted

#

or the hud

naive snow
lyric sentinel
shadow hull
#

Would anyone be willing to send me the grok_items_tier.ltx? I made adjustments to mine and didn't make a back up and I don't remember what I changed or why I did it.

shadow hull
#

Thanks.

gaunt seal
#

@cursive charm what planned for next sss update?

slow bolt
#

Why would you ping mod creators like that

celest forge
#

@slow bolt shut up nerd

gaunt seal
#

i asked for he

#

not you

#

shut up

hardy hound
grave sable
#

I wanna try making an animation mod for AK 12 monolith

#

How Can i do it like any tips and guide on which softwares i need?

naive snow
naive snow
faint sable
#

DungeonMaster gonna go in and test

celest forge
#

It doesn't have bumps?

faint sable
#

we testing to fix this

celest forge
#

The purple/green pixelation?

faint sable
#

yee

celest forge
#

Ah yeah

#

Compression bullshit

#

Burn knows more about it than I do

naive snow
#

I'd have to ask Keaton for the original texture files of the XM4 to fix the green/purple

naive snow
faint sable
celest forge
#

So the guy made the bumps but not the thms to assign em

#

?

faint sable
celest forge
#

Unreal graphics

naive snow
naive snow
celest forge
#

Tf

faint sable
#

yea I saw it and was confused too usually it just does the droplets

celest forge
#

That's a cod port tho right

random fulcrum
naive snow
#

Is that on SSS20?

faint sable
#

on the latest 20.2

naive snow
#

I'm still on 20 alpha 6 so that could be why. Tho hard to explain the super weird shading

faint sable
#

testing the rain on other guns, only the xm4 is doing this

naive snow
#

I'm using those in the screenshots

faint sable
#

trying rn

#

it's still doing it

naive snow
faint sable
#

yea I suppose so, it doesn't do it with any other guns though so must be something with this one

celest forge
#

What are these bumps bro

#

it looks like the gun is oiled up

naive snow
#

Or it's straight up a roughness map shoved in the bump instead of a glossiness map

#

Heck the silly thing is that the textures are BC7 which isnt supported

#

So it's a miracle the gun isn't turning blue

#

Yeah normal map is all fucked

celest forge
#

Something's fucky

#

About this gun

#

It's like

#

kit bashed from parts from other stuff

#

not just the cod stuff

celest forge
#

That's better

#

even by just a tiny bit

#

can't believe grok would add something of this quality with his standards

#

this is like BAD

#

All of the textures are horribly compressed for some reason

#

@faint sable has it always been like this?

faint sable
#

yep

celest forge
#

Major yikes

#

this is like

#

BAD bad

#

Not even with correct bumps it looks ok

naive snow
#

The compression artifact are partially because the texture is saved as BC7 but read as DXT1 from the THM. Whomever did this really put in basic ass effort

#

Like the actual textures themselves are kinda okay, but the bump is done horribly and the compression is all over the place

woven terrace
#

and then peopel laugh at me because I take like 75-80hrs per gun...

surreal gust
#

anomaly doesnt support bc7 most likely

low spindle
#

Hello,
Does anyone know where the tables for objects spawned from containers is? As in what spawns from medboxs and wooden crates? I have an idea.

simple scaffold
#

As read by xr_box.script

low spindle
stiff cradle
#

hey, just was curious if possible to spawn a pulse in debug, cant find it in the lists anywhere

simple scaffold
simple scaffold
low spindle
#

*tweakpack

low spindle
clear nacelle
#

ะŸะพั‡ะตะผัƒ ะฒ UGR3 ะฝะต ั€ะฐะฑะพั‚ะฐัŽั‚ ะฟั€ะธั†ะตะปั‹?

#

Why in UGR3 dont work scopes?

knotty latch
#

time to ask the professional modders:
Do you guys know if anyone is developing a monolith storyline at the moment?
Also, what's the easiest way to make a mod to add my own music to the game's radios?

knotty latch
#

thanks @tawny stream
does anyone know if theres' a monolith questline coming? and/or when?

surreal gust
cerulean mantle
#

What could be causing this Time Continual?

#

It's counting time. 84000 I'm pretty sure means 84 seconds from entering the main menu on launch.

#

Okay, it's from one of the newest addons.

#

Grok's Gotta Go Fast Extended.

sacred token
#

oops

#

Yeah, I'll fix that in the next update

#

*now

#

Thanks for reporting it

#

Also the Time Continual is not directly called from script. It is being sent by the engine when the function "printf" is called

tight imp
#

Guys is there a way to increase the size of ammo boxes ?

cerulean mantle
#

!Shader

queen pineBOT
#

@cerulean mantle To clean your "Shader Cache", don't use the option in the Anomaly launcher.
Go in this folder: Anomaly\appdata, you'll find a folder called shaders_cache, delete this folder and launch the game normally from MO2, using your preferred DX.

cerulean mantle
sacred token
#

You're welcome :)

slow bolt
sacred token
# slow bolt So gamma users will never get the update

แต–หขหขแต— แต–หกหข แต‰หกแตƒแต‡แต’สณแตƒแต—แต‰ แดต แตแถฆโฟแตˆแตƒ แตˆแต’โฟ'แต— แต˜โฟแต—แต‰สณหขแต—แตƒโฟแตˆ

stable vault
slow bolt
#

Grok's gotta go fast is

stable vault
#

But I am now using it thanks to seeing this bug so thats a win I guess kekl

#

This is Groks gotta go fast extended

#

a mod of a mod. modception

slow bolt
#

There is a difference?

#

oof

stable vault
#

Yeah lets you control more movement speed types

cerulean mantle
#

You can also make walks slow to enjoy a stroll before a Lurker jumps at you out of nowhere

#

Fanboying over SSS

vale knot
#

Lol

#

Was waiting for that to get deleted

sacred token
cerulean mantle
narrow stirrup
#

snd_draw = weapons\bino_draw, 0.5 <-----------Hey guys can somebody tell me the function of this 0.5 pls

sacred token
narrow stirrup
latent path
#

I wanna make a mod for the stalker edition non-stop drink

#

Guess i'm gonna have to buy the can and scan it. Before I do, has anyone tried it?

#

@sudden rune you wanna help or smthn?

latent path
#

Knew it

#

Anyway, anyone got a can that they've already cut up? otherwise i'll do it

latent path
#

Not that one. This one

latent path
#

My main problem is i can't find good pictures of the entire can. It only normally shows just the front, missing the back portion with the gas tank, not to mention the warping from it not being flat. Also there isn't a good source for the back text, usually having heavy flash that makes it difficult to read

#

I've got a dremel so i can make a clean cut, I just need to take several photos and I should be able to scrub any flash. I don't have PS installed on this machine yet but I'll get it up and running.

#

Made a post on reddit just in case anyone's done the work for me

runic wraith
#

Is dltx mod_SYSTEM means it patch loaded ingame stuff? And i can add in 1 file like armor and helmet fixes together?

boreal wraith
#

can't wait for cerveza cristal mod (beer texture replacer)

analog blade
#

So im going to sound like a colossal f**k, but if you see a "Stack Traceback" message in the logs thats not something to worry about thats just the script running right? Rather than an issue with the script running, example being here, specifically looking at the "__spawn_dynamic_mutants.script" line.

knotty latch
#

is there a guide somewhere on how to mod?
im looking specifically for story-crafting related mods

#

also what coding language is used by x-ray engine?

slow bolt
#

Scripts are lua

knotty latch
# slow bolt Engine is C/C++

on a scale from 1 to 10, how easy would you think it is to take a quest that already exists, and add it as a yellow quest for some other faction?
for an experienced dev in c#

slow bolt
#

You script in Lua

knotty latch
slow bolt
#

@gusty narwhal above

random fulcrum
#

take a wild guess as to how and why in a context of a, while niche, extremely popular game with a raving fanbase in the western and eastern halves of the world, tons of modders that seemingly do the impossible, you haven't seen this mod be fully developed yet

#

there was a guy that was working on an actually smooth implementation of the idea, including dialogue and shit

#

it never came out despite development going strong for like over a year

#

it's just outlandishly tedious

#

not even complicated just extremely tedious

knotty latch
#

it should be no more than a copy paste in simple logic

#

at first im gonna make a questline of 2-3 recycled side quests

random fulcrum
#

i guess not that much if you just want it barebones?

#

also i don't see how being a developer changes anything really lmfao

knotty latch
#

Well, yeah, even if i want to change the parameters of what i want to be required to hand in for the completion of the quest, it cant be that tedious right?

random fulcrum
#

there's also the issue of forester's door which is i guess baked to the map but i haven't really looked at it either