#โ๐mods-making-discussion
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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?
Is this for the UI texture or a gun?
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
might do weapons
and just in case if setting is differnt woudl be great to know correct settings for UI/hud too
will makes notes for myself
foudn your conversation with grok about mip filter etc but its too advanced for me to fully understand xD
I guess mip filter should be Kaiser same as in nvidia tool
Mip filtering is unnecessary for textures that don't have MIP like UI
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
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
and for environment you'd of course specify the actual Material and bump height if you have a bump map
Don't forget to setup proper flags too
Foliage will have for exemple the Has Alpha, Binary Alpha (if you want really fucking sharp foliage), Generate Mip Maps, etc
Damn dont know at all what to choose for those flags. Material on the other hand need to check the list
Most of the flags are self explanatory but are really really edge cases for super specific shit, you won't need those really
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?
does anybody know of a good mod that makes the armor models look nicer
prefferably just a whole graphics pack that improves the overall atmosphere
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
Material weight is for terrain layer blending, don't worry about it.
Bump height is to set the strenght of the bump map for the object.
axr toolset?
i use it sometimes but never for unpacking or packing .db files
it can be inconsistent
Oh its those where road connects with grass texture and goes in patches so that setting makes more or less of those patches or smth of that kind? And bump height how do I know how strong I want it? Like always the highest in what situation would I want it low?
And thanks alot for this will save it up
Well too high of a bump will kind of break the lighting on the weapon or object. Like making the bump super high will make bolts and whatever in the normal map really pop out.
So you fuck around and find the right strength. Honestly, the default is enough for 99% of cases
Material weight might be how much the specified material has an impact on the object with hindsight. I've never tested it in depth
Yeah that seems to be the case
so material weight depends on the selected material?
and what those materials even mean, except of metal not sure what are others
what's the difference between orennayar -blind and blin - phong
what kind of a bump difference will it make
will sum up few last question, sorry to bother u so much,
- what materials names means? for example metail okay for metal sheets or pipes I guess but else?
- material weight values as shown above will depend on material selected right?
- texture format is DXT5 correct?
- texture type? usually Image? but maybe terrain when I make ground texture or thats entirely different stuff?
- 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?
They are all different specular models
ik that they're specular
i wanted to know whats the difference between them
i usually use orennayar-blinn
in my terrain textures
Well oren nayar is meant to be a substitute to lambert, it has less of dark edge fresnel vs the lambert model
I see
I have to figure out how to fix smooth groups for trees
When i export them (with fixed smg) they don't get applied
Nor in blender
You need to edit not the suface normal, but the vertex normal itself
- 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
- Yes
- DXT5 for objects, RBGA for the 8.8.8.8 stuff
- You'd only change the texture type if you were importing cubemaps for the skybox, bump maps for bump maps, terrain for terrain masks
- Parallax is to enable actual parallax on models. It's mostly good for stuff like brick walls or whatever.
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.
it doesnt work
(the addon)
- Yep. Skyboxes are cubemaps unless Ascii changed the shader for those with Hippo
- You could make the hole looks plenty deep like the car tire trail with simply OrenNayar - Blin, it's great for matte surfaces like frabric, terra cotta and such
Find another one that does then, it's not a Xray thing, it's a blender question
Ok but what I meant to say is the addon crashed upon installing
Just google the why then
okay think got all the info. excpet terrain masks u mentioned for terrain option is what exactly? sounds like smth with layers of textures?
It's the mask that defines stuff like where grass will be, where the materials (dirt, asphalt, grass,etc) will be
Since it's purely masks info, you don't want any color modification or other color transformation applied to the textures
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?
thought it is set through simple configs or scripts, or I mean map file itself
It's an RGBA texture that encodes in each of the channels the material weight
oh wait, so mby thats the thing which makes a random mud texture has some grass patches here and there?
That'd be the details textures
yeah, so whats the exact difference bit confused sounds very similar with describtion
The mask defines the core texture
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
Detail textures can be applied to any geometry like brick walls or concrete/cement blocks. It's not a terrain only thing
such as vehicles too
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?
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
they're a bit hard to notice on other surfaces
also if you have a textures but that textures requires a detail texture that doesn't exist
the game will most likely crash
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?
modifying the terrain mask would require you to edit terrain main materials
since they won't match each other
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?
Something porous or with with cracks
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
eh, I wish I could find official work as a stalker developer its so interesting to learn all of this ๐
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
Become a game dev
I wish I could but where I live theres entirely zero gaming dev companies, especially who woudl hire rookie like me xD
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
after readin bits of that github page u linked Im more confused agai nxD
Just do remote work, the industry completly changed in the landscape in the last 3 years with covid, most studios now accept full remote. I've been remote with work for 3 years now myself
Plus you don't actually need any formal education paper, you'll get hired entirerly on your portfolio and work
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
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. ๐ would sound like a joke at the intervie
You should learn mapping for xray idk
its difficult but at the end
the feel of having forbidden knowledge
since my sdk is huge this is what I have to deal with every day
bypassable but i have click the mouse like 70 times to open the editor
and i wouldnt want to dig 150 gb to fix this
- 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)
- and detail texture is then Image inside thm? and Im confused xD
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
Terrain mask colors have a meaning
You'd be surprised at how many people we've actually bumped up in the interview schedules based on wheter they had done modding work. Because it's fairly valuable. It means you're not affraid of digging into files, making things work and learning by yourself. Someone knowing roughtly how the different jobs all work together and are tied together to make a finished product is a great skill
Red is grass, Green is asphalt, Blue is earth and Alpha is sand
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
You dont have to edit the terrain mask
Only edit it if you're changing the material texture positions
you dont need to
editing it would mean having to edit the levels terrain and recompile the level since
nump map for bumps
would be amazing to find myself a spot somewhere especially remote, atm jobless too sadly
bump#, some people say we need it some not, whats the truth ?
bump# is automatically generated after creating a bump map for a texture
Also
You can use normal maps too
wait what do u mean automatically generated? from where? I always made it myself
- 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
actor editor
You don't need it if your normal maps are properly done. Bump# were a way to correct badly generated normal maps. They serve to correct artifacts introduced by a bad compression method. The texture also acts as a fallback incase the _bump map is missing for some reason
thats what I was also told before but then other peopel said no no no we def need it make it always
thats is what sdk or smth? never used anything like that made textures inside Substance Painter or photoshop then manually bumps etc
SDK
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
you dont need to use the SDK to make these textures
afaik other programs can do it too
It's good practice to make the _bump#, since it's meant to correct normal maps for the engine to properly display them. The visual difference of with and without is negligeable
oh okay, its not hard like a minute or less of work so its better be there just in case
There's no harm in having them is the gist
In this tutorial we'll see how to create the bump# in the sdk actor editor.
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
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
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)
I never do bump# maps
they deadass don't matter
all you get if you don't have em is a console error
But u dont need sdk to create bump#? I made them i. Photoshop at least thats how one person tought me
How the weck would you encode the normal map difference in photoshop? This would be some insane mental gymnastic to do
Juan confirmed serial console spammer
To be fair, I didn't do them for the optimized models bakes 
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
No, that's the bump
bump# is a corrective texture
They looked exact same as any other bump# from other textures
No no I know
Bump is green one
I'm not, but there's a guy that comments all of my addons
Bump sharp is grey one
"THERE'S A CONSOLE ERROR PLS FIX"
Same thing I made both inside photoshop xD
I'm always like bro do you play with the console open or what
Im not at pc as its late night would have shown a quick example
I think you got played man, I can't phantom a way of doing corrective artifact uncompression via photoshop
No idea it worked fine looked fine but who knows
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
Looks exactly like what I was making
vs the z normal channel of the bump map
X+ normal channel
Y- normal channel
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
I'd be interested in seeing the actual method you use
But who knows mby its all fake or half working stuff
Every other person making bumps different way too so mby what I was thought with bump sharp also incorrect can be can be
TBH most of the bump# in game are a tiny gray square
tiny 8x8
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
The tiny square is incorrect, but it's a way to avoid a console message
Oh then theres a chance xD
Exotic butters.
ooo i see thanks for your help!
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?
edit music files with savandt #โ๐mods-making-discussion message
@naive snow let me know when ure around wil ltry to show u how I was tought about ubmp#
Hey o/
noob question, what is this datatype format : const vector& ?
class sound_object {
...
function play_at_pos(game_object*, const vector&)
...
}
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)?
A 3-dimensional vector
Where do you want to play the sound?
Yes. Same as anywhere else.
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)
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
something like this should work
golden, thank you
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?
Stalker 2 itself doesn't stay true to the art direction
https://www.moddb.com/mods/stalker-anomaly/addons/anomaly-original-models-rework-v011-dolg-hd-models
that's the closest thing ig, but it's a WIP
Sure, how do you do it?
preeche
right trying to make one example but I see my substance files got corrupted somehow xD one moment
heres aprox result, not da best my files got messed up, UV maps are basically became 5x5 pixels for some reason in my saved projects xD
Right but this seems to be the same information in all 3 channels of RGB
basically yes, only alpha are different, thats what I was shown by several russian stalker modders
But that's bad, you're basically over feeding the correction of the Bump#
zero idea what that means, thats all I knew, was doing it that way it worked fine, I mean in game looked fine.
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.
Creating a bump# with the same value all around is basically feeding in super overcorrected values to the engine
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
You'd be better off making an empty gray image and living with the ever so slighly -3 (z) lighting shift instead
right that makes sense. so without going too deep into hows the correct version, simply its through sdk right?
Yeah the SDK checks the bump map vs the fed normal map and encodes the changes in a bump#
okay. thanks, thats for another day would be amazing to have whole courses learnign all that stuff for stalker idk its very interesting
atm myself working on new asphalt texture with paralax feature
looks neat
Most of it is lost game dev knowledge. bump# aren't used anymore in modern engine because normal maps now have a dedicated compression format. So there's no more need for corrective textures like bump#
sdalger nostalgia
one more question.
Im testing one black color texture for a weapon right.
and trying to save it in dtx5 adds pixelation all over it
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
will it also work for the weapon? using that 8.8.8.8 instead of dtx5
Yeah but it will be fucking heavy in memory. For black weapons you can use the dither color thm flag to help
also if you're making custom textures for openxray you can use the BC7 format
dont use it on anomaly because it doesnt support bc7 yet
so the only obstacle is memory? I thought 8.8.8.8 does not support mipmaps and we need those for things like weapons
Hmmmm well with mipmaps it doubles or more the size
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 
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
but for weapons etc mipmaps are needed and we supposed to use dxt5
Yes
We mostly use DXT5 because it's a decent trade off for memory/size
Honestly, most weapons don't need to be that black, you can use a higher gray and simply lower the specularity channel to compensate
I thought the weapon textures used dxt1
its just a mod one person making for "new" looking weapons and scopes and i nrealitythose are often very dark flat colors
some of the legacy anomaly weapons are dxt1, but that format is an atrocity
well terrain textures are stuck using it
You can't change it
I think you can with thm editor but it will cause bugs
Well especially if you want dark mate, you'd make the weapon a higher shade of gray and use a low specularity. Using a dark dark will make the weapon essentially a black hole
it looks fien in game
Would terrain ground textures work well with dxt5
not with the terrain texture itself
You'd have better compression and pixelisation wouldn't be as bad. To be honnest terrain textures as dxt1 isn't that horrible since they tile so much
Terrain textures would look better if you had proper anisotropic textures for grounds
its def not black hole looks fine liek a dark mate in game, wait will find a screen for it
Higher terrain texture resolution (other than 2k) is pointless since it will just increase the amount of time to calculate hemisphere
when compiling maps
Look through the various weather and time of day, if it's fine, just ship it
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)
Which is great I guess.
It's just more rays for the light bake, I doubt it would be a noticeable difference in the actual radiosity gathering step
the compiler has a -gi stage
enables radiosity stage
only works with modified compilers
i didnt see a difference using this so I just left it on
the texture res for every map in anomaly is 2k i think
its fine color wise yes like its not a black hole as u mentioned. but that pixelization is still there, it might be barely barely visible if not zoomed in super close but I and modcreator know that problem is there andquality is not perfect ๐
Which makes sense, you don't need a super high resolution for a specular/hemispheric occlusion map
Are looking at the optic here or the gun?
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
I wish it was better though
The modified compiler has an option for bc7 lightmaps
but anomaly doesnt support it yet
So I use it on my openxray test maps
I honestly can't see where the issue is on your screenshot
no idea what do u mean looks fine. ofc its not me who made them and quality wise and design they look different so does not blend in, but thats his problem and vision ๐
The SDK quality upgrade should do the trick, but I haven't compiled a map with the max settings yet due to compile times.
Honestly, lightmaps should be in an unsigned format or something close to an HDR format
Bicubic sampling of lightmaps would also be a major quality gain
yes on the screen its not visible, its only on the texture when u zoom it in closer, mby in the game too but theres barely any situation when u look at scopes that close. its more - I know theres a problem in the car so I need to fix it even if it still drives
nobody wants to touch at the lightmaps though
it's stuck at 1024x1024 resolution
if you're interested here are all the compiler settings
Like the tiny edge wear, the sharp gray lines on edges. They really really stand out because of how small they look, it feels like a rendering problem
this is only for the geometry
thats the problem <<
If you can't see it in-game leave it be. It won't look any different really if you change the format
comparison for texture and how it pixelates after saving in dxt5
im not sure what the border parameter is for
Rather do try out the dithering THM flag
Ill inform him to try it out, but its more of I wont be able to sleep right knowing theres that problem
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
for weapons I think its needed, so using 8.8.8.8 feels wrong
But that's because you're looking at a compressed image vs an uncompressed engine read image
Of course you'll see artifacts if you super zoom in
You're looking at problems where there's none 
game uncompresses it? but I still saw pixelation rpoblem with icons in the game, thats how I noticed it
UI shader and in-game shaders for objects aren't nearly the same
UI is basically, simple, just use the texture as is. No lighting, no nothing extra
Object shaders are a whole 'nother thing because of the need for lighting
right so thats why I saw it, but for weapons it decompress it so the problem will be gone?
Even the SDK supports 8:8:8:8
Really really really attenuated. Like unless you're able to really isolate on the model a spot where you can noticeably see the shadding issue, there's no need to correct it
Where I would consider fixing it is if it introduced color artifacting. Like if it changed the read color and created color splotches islands
it kinda does changing that "black" into purple/green
ofc in game as u said its probably not visible
makes it rainbow ๐
also always make a backup .png file of your textures
.dds can have problems if exported multiple times from what i've heard
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
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
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
This goes also with the thing I explained to you about textures compression and how it compresses different channels
right, but that is the whole idea of hsi pack like a mdoern, fresh and new look for scope/weapons
UI stuff
Are you doing work with Lunatic?
For his LEWD pack
no, with WIP guy called Meowie
not really doing just helping him out here and there with info mostly
This is also an option
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
I'm not a texture artist
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 ๐
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
You need to make a ground plane with a 1/3 UV size so you can see repetition of patterns. There's a whole workflow involved. But honestly if you want to do texture work, you'd be off using Substance Designer to actual make the textures
and then use the made materials in Painter to paint onto your unique UVs and models
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
Alternatively, you have the whole of the Quixel library for textures to work off
will begin to learn substance designer some day for sure so I can make a good combo of subtance designer and painter together
never heard of it, if its paid might be not available for me xD
Any of you know if thereโs a mod to display a contracts payout on the task board? Iโm assuming itโs impossible since payment is selected from within a range and not predetermined correct?
It's a huge photoscan material library free, since Unreal bought the company
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
jsut logged in <<
Mind you, you'll need to extract those and recombine them into a stalker format, but it's free stuff and quality too
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
though need to look for that 1/3 UV thing u mentioned before
I've seen that the SDK limits normal maps to 8:8:8:8
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,
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
very sorry but its too advanced for me xD I kinda understand it but only partly
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?
I can make the plane model for you
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.
Sure, I'll finish a meeting and I'll knock something real quick for it
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
4k usually to be fair
Holy balooney
At least use 4096x2048
but I guess 2k also works
I'm going to try some textures from ambient cg idk
I'll make the plane a texel ratio of 512 like most modern games, you can tweak it later
my main monitor is 1440p ultrawide and second monitor is 4k so I cant use lower resolution anyway looks too pixelated ๐
To tile the detail texture 512 times?
Wut no
I guess he meant 512pixels so it repeats 4 times for 2k
a texel ratio of 512 means that you have 512 pixels per meter in-game
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
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
It's probably the channel unapcking that's messed up
found some kind of video how to use them inside susbtance painter, might help me set it all up.
Here you go
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)
Did I configure it correctly
I put BC7 because im going to use it on openxray
just gotta put the bump texture
Way easier to see problematic repeating paterns
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 ๐
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
doesnt implicit light give those fake shadows?
Honestly. No clue. Most textures dont use it
Do I put kaiser on the normal map as well
You'd have to check with and without
I'm gonna leave it on I guess
It did make a difference
Yes
and disable the "use as bump (r2)" on the detail texture
yeah def need some guides first, paralax kinda works, but it looks like plastic or smth not rocks etc xD no sharpness
Well if that texture is meant to be a detail texture you'd use the Detail Color on the color texture, the Detail Bump on the bump map you'll create
this texture is a brick wall
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
Right, so if it's a ''core'' texture, the base texture of the wall, you're not flagging it as a detail texture
Only the detail textures you're putting on top need to be flagged as such
its set to "2D texture" as it's type
well im too late
if that causes any problems i will turn it off
from a bit further it looks better xD. okay im out thanks alot again!!!
You don't need a #bump, but you do need a Bump map
with a normal map?
Otherwise you're missing the whole specular map
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
Yeah you're basically telling the engine that this texture SHOULD have a bump map, so the engine is expecting a normal/specular combination. It probably substitutes a basic gray texture if you didn't specify one (no specular map so no lighting from sources) and flat (no normal map, so flat)
If you don't have a bump map ready, just set the Bump mode to none
I used crazy bump to convert my normal map to a bump map
Wut, but that's not correct. Crazy bump maps aren't stalker bump maps
Like that's a height map
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
There's no bump map included in the file I downloaded
It just has color, displacement, AO, normal and roughness
Yeah you're meant to create it
The displacement can be converted to a height map to function with the SSS parallax
Well gimp, paint.net, photoshop, etc, any software will work
okay but i dont know how to do it
I just gave you a video on how to
its for gimp (the method)
Channel switching stuff is the same as in photoshop
The only important thing in the video is the channel order for the creation of the bump map
Which is brain dead simple too
I had to come read before fallin asleep. This one will have to look into too will need that
What mod in GAMMA's modlist is to look at for all the weapon files?
weapon config files.
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
You know, I want to make a DLTX mod. But I'll actually do that. I already know BAS and PPP are there.
To be honest I just made a photoshop action script to simplify my life
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
The base game guns won't even be in a mod they are compressed in anomaly game files
Oh...
Same
But gamma also doesn't use almost any vanilla guns
I think you would be surprised
It uses a bunch of replacers for vanilla guns I think
but pure unaltered vanilla guns
I don't think it uses that many
the striker family are the only purely vanilla weapons that still drop in gamma outside of scripted spawns
The shotguns?
I should do that.
There are lots of textures in ambientcg
They have displacement maps which I assume are height maps right?
i made the bump texture
it works
wow it's the beta san andreas ak
In the end it should look like that:
Did you remove the geometry under the grenade launcher? Otherwise it's because you don't actually have a UBGL attached and configured properly so the bone is hidden by the engine
Take a look at how weapons with integrated UBGLs are setup in their ltx
No, grenade launcher was ok, I still can't figure out how add attachments from different weapons
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
I can take a look if you send the packaged blend file
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?
Read the anomaly modding book on DLTX, it's in the pins
somehow managed to get it to do what I wanted first try
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?
Yeah can't preview terrain in blender, you have to check via the sdk
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
thats way to ofancy way of - lets change this grass texture ๐
https://igigog.github.io/anomaly-modding-book/resources/sdk-resources.html - last anomaly sdk ?
Grab Hybrid Xray
hmm wheres that
It's a more updated sdk with a lot of quality of life features. Some bug fixing, etc
right, and whats the difference? its like one for all?
eeeem
which one I would need
Release
gotcha
right, now into looking for how to use new tool just to find a correct texture file ๐
but to be fair using sdk feels kinda nice like an actual game dev xD
right but it wont show nay level files.
I'm honestly not an SDK user so you'd have to ask Justsilverguy
FYI you can still find the assigned materials ID in blende on imported terrains
right before I begin to mess it up, better wait for that person and ask for advice
what, how I could not see it hmmm
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!
xray blender addon has something for terrain, I can't remember off the top of my head
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
Nah you got the right one, check the side bar for the Xray tools
yeee found it was hidden, so I click verify UV? clicked all objects waiting now as selected object did not change anything
oooh
Don't actually know what it does tho
clicking verify uv all objects stopped responding blender xD
Of course, you,re running through thousands of objects
no such option even
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
Objects in the SDK are stored in .object files
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
so to just check for a texture on the map I need all that... damn
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
sounds insane. I could do what I need in blender before, its just ground textures doesnt show up for some reason
Its also where you can configure textures, bump maps, etc via the image editor included with the sdk
could we jump in voice chat to set it all up ?
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 ?
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
so put it insie hybrid sdk folder without overwriting
modding tools is ? I found it on some forum russian
ะะฒัะพั: DaaGudaะะฐัะฐ: 08.11.2017 ะะปะฐััะพัะผะฐ: SDK 0.7 ะั ะฐะฒัะพัะฐ: ะะฝะพะณะดะฐ ะฟัะพัะผะฐััะธะฒะฐั ัะตะผั ั ะฒะพะฟัะพัะฐะผะธ ะพ ะกะะ ะธ ั.ะด. ะฒะธะถั, ััะพ ะฝะตะบะพัะพััะต ะปัะดะธ ะดะพ ัะธั ะฟะพั ะธัะฟะพะปัะทััั AiWrapper (ะธะปะธ ะบะฐะบ ะตะณะพ ัะฐะผ?) ะธ ะดััะณะธะต ัััะฐัะตะฒัะธะต ะธะฝััััะผะตะฝัั. ะ ัะพะณะดะฐ ั ัะตัะธะป ัะดะตะปะฐัั ะฟะพะปะฝัะน ะบะพะผะฟะปะตะบั ัะดะบ, ะบะพัะพััะน ะฟะพะปะฝะพัััั ะฝะฐัััะพะตะฝ, ะดะพัั...
Yes
Yes
ok downloading
You need to download both of them
brb when downloaded and extracted into hybrid sdk folder
ok dropped them and skipped overwrite files
Ok
whats next?
I'd suggest you to watch for SDK tutorials
They may be in ruski but thats your only option
You can search "Stalker SDK 0.7" in youtube
aaaa, why is it so complciated to jsut find a correct etxture xD
I know, checking textures worked fine in blender by opening level file, only ground textures are not showing any info for some reason
I know like 85% or 90% how to use the level editor
And about only 15 people or 30 people know this stuff
I told you that the detail textures are stored inside the detail folder
And their name is detail_grnd_materialname
I know where those are
It's different there than anomaly because of the game gamemtl.xr file
I needed to check what specific texture is use in this spot or that spot
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
idk mby one of them. atm working on asphalt texture, needed to check whcih specific ground/grass/mud whatever textures are connected to it nearby newbie village. do those, then check in game and go further and further. but I needed to know what texture is palced where
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.
how cna I check those to find out where what ? need a fast way to find which texture assigned where
for now doing it manual/visual way - go into the game and try to visually see whic htexture it is xD
beton is used for brick walls
as an extra detail
there is only one detail_grnd_materialname used in sdk
in anomaly detail_grnd_materialname isnt used
that was just an example
ground_grass_02 is used in army warehouses
thats good you know it. but how do I find out wheres what, I need to be able to check on the go
well i can also assure that ground_grass_03 is used by yantar
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
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
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
whatever, seem that you also dont knwo how to check them. but thanks
will need to look for more info somewhere
its that terrain mask?
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."
Bro you dont need to edit it
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
detail shader is the ground texture or mud texture or asphalt?
Yeah... I realized that the anomaly sdk is bullshit
It doesn't exist
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
I specialize in level editing and ik how to change current geometry so that isn't hard
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
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.
I heard that xcvb has them
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)
Yeah, or the closest that I am aware of on any of the major anomaly discord server's
So far ik like 85 or 90% of level editing at this point
The only problem I have is that
I suck at using modeling software such as blender
Me too. I end up making a mash potato sculpture or something excessively geometric
I mean why don't just take assets from another place
you took trees from FC5 right
just rip structures from other games
ez
Yes the problem is
They cause overdraw issues
My sdk is about 120gb-ish size
So I have lots of custom objects added
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
I kinda really want to try that thing
Typo on the other sticker as well. Says "confirms" and should be "conforms."
does anyone here know what mod to disable to remove the scope recoil?
Is there a mod that allows you to bind a third two-handed weapon? (sniper from inventory, or sniper in pistol slot)
https://discord.com/channels/912320241713958912/1202505462688260147 if you want to add more stuff you can ping me in the mod thread
@undone lily instead of #๐to-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
Hum maybe
Iโm 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
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
ISG already have a crazy damage reduction of 65% or something, even more than Sin. Adding the visual effect to denote that won't change much really
hello, does anyone know of a way to respawn the monolith in the sarcophagus? a mod maybe?
So, how dltx handle same values from different files?
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
i think it loads by file name
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
yeah it loads alphabetically
Almost as i think, thanks, time to testing
Hi. What causes this glass effect?
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.
in ui_mm_main_16.xml
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
Is there a way to turn off impulse anomaly?
Made a completely alpha as ui_magnifier2.dds and it's gone. Thank you.
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?
Yes
The texture for the D.PRO Aimpoint is missing on the PKM Zenit LMG, how do I fix this?
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
@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?
Not really. It's a limitation of the format. You can go fucking wild and export in 8.8.8.8 like its done for the UI, but that'll make a huge file size. I've been looking into updating a crunch exporter to address this issue. Do you have the weapon's texture original saved in png, bmp or tga?
Can you send it as an attachment and not an embedded picture?
Ah actually, this will work just fine I think
I don't think you can send at attachment on desktop now 
send it as a zip maybe
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
Try this one out
This is with the 8.8.8.8
Yeah 8.8.8.8 basically is a lossy compression, so no color loss
Scratch that last one I think I might have hit the nail on the head with these settings
@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 
Thanks dude
@brave tartan this might also interest you, a viable solution for fixing the black textures going splotchy green
Do let me know if it works properly in-game, I'd be interested to see
The texture for the D.PRO Aimpoint is missing on the PKM Zenit LMG, how do I fix this?
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
Is that something out of vanilla Gamma or is this from a custom gun pack?
@naive snow It's from the vanilla gamma install, the BaS weapon pack
classic gamma
You'd have to find the name of the texture you're missing, then compare if other users on the latest update have the said file or the same issue
pretty sure it's this texture that belongs to the scope
Grab the OGF tool from the pins of this thread. Run that and open the ogf of the pkm
@naive snow Ok I'll grab the tool and try. I guess it's the "wpn_pkm_zenit_siber_deltapoint_hud.ogf" ?
It should have the name of the collimator in the ogf file
Probably yeah
ok I'll give it a go
Just check if it references the delta point texture path properly, if not correct the path
Ok thanks for the help, I'll have a go at it
Not a whole lot of people use LMGs so it might be an oversight of the zulu rework patch that happened in december
@naive snow Aha. So if i fix it, is there a place where I should upload the .ogf if other people need it?
Well you could ask anyone who plays with debug and is on latest update to check first if it's a ''you'' problem or a global problem. If it's global, then you can post about it on #1092834455300866068 once your discord rank is 6 (just talk more in newbies-chat) then you'll be able to make a bug report and give the corrected ogf there so it's in the next update
Alright ๐
@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
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
these are the ones that pop up
That's in the wrong folder tho
oh?
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
I guess so yeah
ok
@celest forge Yeah that's the one, the delta textures aren't present in it for some reason. thanks for the textures Juan!
Sure thing bud
What line in the actor.ltx allows us to prone instead of low crouch?
I use it for lightmaps
i'm not sure if there's a difference but i'm using it.
right so use that crunch compress wit that long command, but do I do it after which step. like finish edits to a texture and instead of saving it in dds, save it in png and then compress it with crunch and it will have very similar/same quality as dxt5 but almost no/none that color blending as if 8.8.8.8 used? and will be saved in dds
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?
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.
Hi, there is no way
@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)
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
Alright, thanks for the explanation, I'm going to try that
for changing colours like that i would usually go into photoshop make a new texture. However, you can find a similar texture ((identical layout)) (which has the colour you want to use) and mark that chest with that other texture in blender
you would need to add it as a second material but thats fine
I did find the similar one but it has some extra "harness" features that I will not be using, so I'm resorting to the blue one recolored
The crunch is still a dxt5, it's simply the quality that's different really. It might still have some slight color blending here and there, but it fixes the black issues so far. Your steps are good
cool. I suggested this solution will see after eh tries it out
In blender, selecting the whole chest piece geometry you want to recolor/edit, go to your UV layout, there you can save a UV layout texture that you can overlay as a layer on top of your texture in paint.net as a multiply. The orange selection in blender will show you where your model triangles are mapped.
I know, Juan explained it for me in #โ๐mods-making-discussion but thank you
I was able to redo the model somewhat proper, now it's about making the tier 2, 3 and 4 variants
Ah, that's too bad, thank you anyway!
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
add a bunch of empty sound files
Just dilude the number of actor lines files, so the game picks and play empty ones like spacers
Can I just extend the down time by like 10x?
You can use the npc more chatter mods as a basis to check what script they edit and go from there
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
never saw that problem at all
NPCs barely talk
must be complaining about mercs really
since russian speaking mobs don't talk that much
Oh if i was near mercs talking their lines in gamma i would genocide them all very soon
I can only handle so many laughs and "come on guys thats not funny"
I wouldn't mind them talking I just don't like how often they repeat the same 3 lines they have per faction
what faction are you talking about?
because stalkers are very silent
They barely talk
All of them: Loners, CSky
i guess you are playing a different game then
The same "no habar"
well that is idle chat with others
and it really isnt every 5 seconds
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
add san andreas npc banter
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?
Nah add oblivion npc banter
wait let me do that one again
Someone knows how to replace vodka textures? I want replace putinka and nemiroff
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?
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
Just find the item ltx file that describes the object, it should point you to their ogf model. From there you can use Blender or the OGF editor to change the file path to your new texture. You can also simply replace the existing texture given that you respect the UVs
Thanks for guide bro๐ค
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.
Thanks.
@cursive charm what planned for next sss update?
bruh
Why would you ping mod creators like that
@slow bolt shut up nerd
its you?
i asked for he
not you
shut up
Its in the moddb page
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?
It's on his Discord you can access by subscribing to his Kofi page
@faint sable Here are all the THM for the XME4
gonna go in and test
It doesn't have bumps?
we testing to fix this
The purple/green pixelation?
yee
Nah this isnt for the green/purple, this is to fix the bump missin the channel and gloss breaking to shit
I'd have to ask Keaton for the original texture files of the XM4 to fix the green/purple
All the bumps were missing their THM and some of the base color THM had funky swanky shit in there
Unreal graphics
Some bumps were assigned, some were not, part of the textures are in DXT1 so it scraps the alpha channel
Whoaaaa this is odd
Tf
yea I saw it and was confused too usually it just does the droplets
That's a cod port tho right
i can hear this gif
Odd, mine seems to work good
Is that on SSS20?
on the latest 20.2
I'm still on 20 alpha 6 so that could be why. Tho hard to explain the super weird shading
testing the rain on other guns, only the xm4 is doing this
Here try these, I've modified a thing or two that might be the culprit
I'm using those in the screenshots
No clue then, might be something to do with the new SSS
yea I suppose so, it doesn't do it with any other guns though so must be something with this one
Yeah I think whoever ported the gun over redit the smoothing group and didn't redo a proper bake the normal map
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
Something's fucky
About this gun
It's like
kit bashed from parts from other stuff
not just the cod stuff
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?
yep
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
and then peopel laugh at me because I take like 75-80hrs per gun...
Or probably used the microsoft bc7 converter
anomaly doesnt support bc7 most likely
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.
items\settings\ph_box_generic.ltx
As read by xr_box.script
Brilliant. Ty as always
hey, just was curious if possible to spawn a pulse in debug, cant find it in the lists anywhere
It is interesting it looks like the script has support for drop lists by level and or faction, but I can't say I ever noticed any variations.
Everything is possible, the debug menu as a Lua code execution console. You can run any Lua you want. Including the code to spawn a pulse.
Example of code that spawns pulse can be found in the psi storm manager script
thanks ๐
thats strange i too have never noticed any appreciable difference ingame. I plan on modifying the object list and spawn % as part of a modpack
*tweakpack
Here i made this for you real quick. its not perfect but its a SUBSTANTIAL improvement. Its not finished but when it is I will post to moddb
ะะพัะตะผั ะฒ UGR3 ะฝะต ัะฐะฑะพัะฐัั ะฟัะธัะตะปั?
Why in UGR3 dont work scopes?
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?
Well, one of these was in the FAQ.
Read that
thanks @tawny stream
does anyone know if theres' a monolith questline coming? and/or when?
For radio you need to unpack the music .db files
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.
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
Guys is there a way to increase the size of ammo boxes ?
!Shader
@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.
Thank you for the mod!
You're welcome :)
So gamma users will never get the update

แตหขหขแต แตหกหข แตหกแตแตแตสณแตแตแต แดต แตแถฆโฟแตแต แตแตโฟ'แต แตโฟแตแตสณหขแตแตโฟแต
I dont think that mod is even included in gamma, at least it's not in the modlist on github
Grok's gotta go fast is
But I am now using it thanks to seeing this bug so thats a win I guess 
This is Groks gotta go fast extended
a mod of a mod. modception
Yeah lets you control more movement speed types
Ads speed is my favorite
You can also make walks slow to enjoy a stroll before a Lurker jumps at you out of nowhere
Fanboying over SSS
So you change the values mid gameplay sometimes? Maybe I'll add a keybind so you can change the speed like in EFT with alt and mouse scroll
Yeah, I change my whole MCM values from time to time because I'm kind of playing with Experience Framework and since I can't dynamically adjust thing, I do them every 5 levels (every 5 levels, I set the Skills to level up by one etc.)
snd_draw = weapons\bino_draw, 0.5 <-----------Hey guys can somebody tell me the function of this 0.5 pls
Probably volume
Thank u

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?
Not that one. This one
I've already got that mod's textures open as a guideline
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
Is dltx mod_SYSTEM means it patch loaded ingame stuff? And i can add in 1 file like armor and helmet fixes together?
can't wait for cerveza cristal mod (beer texture replacer)
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.
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?
Check pins
Engine is C/C++
Scripts are lua
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#
You dont edit the engine
You script in Lua
so, scale from 1/10 , 10 being most difficult?
@gusty narwhal above
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
im a developer, im gonna ask you this
-how tedious can it be, to take a quest that literally only asks for you to hand in equipment, and just add it to monolith as a yellow quest?
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
i guess not that much if you just want it barebones?
also i don't see how being a developer changes anything really lmfao
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?
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