#╙🖇mods-making-discussion
1 messages · Page 113 of 1
tf is ffi
an interface to require/use libraries from other languages
i.e. calling C from Lua without having to write bindings
Leekos, you once posted a tutorial on how to install Redone. I wanted to know if it's necessary to install the 6GB Mutants mod.
cool thing
you can create a memory leak with it
А ты сделай

Посмотрим что будет с пк
для мнагапатока?
АОЕнжин и АУЕнжин прекрасны
Согласен
2 капли воды
Только один там какой-то многопоток
А другой это мнагапаток
Вот второй это имба

Я им пользуюсь
200 фпс в аномали при директ х 8

How do I add an item to a companion's inventory so it's visible in the inventory UI?
I'm trying to give a companion an item (e.g. a bandage) using: alife_create_item("bandage", npc)
The item does go into their inventory, but it ends up being hidden alongside their weapon and PDA.
It doesn’t show up in the inventory UI window when I open their inventory.
I also tried "alife_create" but it behaves the same way — the item is added, but still hidden.
How can I force an item to be added to a companion’s visible inventory?

No clue
I still can’t get rid of the speed reduction when leaning. Even with gotta go fast extended
that's always the case, the first number is the toolkit type used, not how many of the item you get.
now you could maybe make a new item called idk "bulk case of <ammo>" that, when used, spawns X amount of that ammo in your inv, and make a crafting recipe for that
i did just that
but made it so that you have to disassemble it
using it sounds smarter actually 
but i also like the idea that you need to use 2% of your grooming kit because that's what i thought of and now it works-ish 
Is it hard to add 3DSS to a scope that doesn't have it? Thinking about adding it to this mosin reanim mod 
многопоток чет не работает в нем
For 3dss specifically on PU scopes you need to check how me or athi set it up like tbh
it's a bit different than from say weapons that don't use a pu scope
Damn, got any resources I can use?
you should be able to take the existing mosin ltx
youd just need to edit the hud values
athi send me your yt channel
You can check my 3dss module from fwp and say use the svt40 as an example since it uses the PU
https://www.youtube.com/watch?v=1EqJt6veWhA
https://www.youtube.com/watch?v=0e_z_uS567k
https://www.youtube.com/watch?v=EjOfH78wxjk
https://www.youtube.com/watch?v=Fg-eV_PMv4I
https://www.youtube.com/watch?v=5Y3-zw818hI&t=165s
https://www.youtube.com/watch?v=HwTYYH5zLjo
https://www.youtube.com/watch?v=u8crq79zMfs
https://www.youtube.com/watch?v=0RMLV2rWxeg
https://www.youtube.com/watch?v=dRw_bFaGN2c&t=18s
This is all ANDTHEHEROIS work and guide, I am just uploading it to help others in sharing this forbidden knowledge
Simple guide to setting up PRS for guns or existing guns for STALKER
This guide is mainly to help people get a grasp of my work flow, I may not be correct in some of the things or ways I do things, but this is just how I do it my way is all.
OGF TOOL : https://github.com/mortany/OGF-tool/releases (Used to edit and check OGFS)
OMF TOOL : https://github.com/mortany/omf_editor/releases (Used to edit and check OMFS)...
This is just a simple guide for those who are using 3D Shader Scope addon and using extras like ANDTHEHEROIS's 3d scope mods and just trying to fix or bug test on scopes that are misaligned, either by accident or by just random.
Simple guide on how to use the new draggable hud editor with the hud offeset addon!
https://www.moddb.com/mods/stalker-anomaly/addons/draggable-hud-editor
https://www.moddb.com/mods/stalker-anomaly/addons/hud-offsets-editor1
https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/releases
Debug Spawn Attachments : https://drive.userconten...
I'm using the lens from your mosin and scaled it to fit the PU scope on this one. I'm just trying to stop crashing first. My AKM 3dss endeavor is screwing me over 
Holy wealth of knowledge lezz go
some are not relevant to say the 3dss, but these can help in learning
Yea, just be careful not to use a lens hider as the Muzzle bone, since it is what actually shows the shot fire effect from the muzzle piece and if used it makes it clip in the gun itself
best if all bones are being used, to use this to fix it
Tutorial on adding new bones to STALKER OGF and OMF files.
allows you to add a bone that can be used to lens hide
Tedious but it works
Damn, lens hiding sounds like a whole nother deal 
You can also look at my 3dss module setup for the svt and just copy and such
it is just what allows the lens to hide really
be sure to follow athis 3dss guide really
it tells everything you need to know
sadly his voice is so low you can barely hear shit

100% volume and max volume on my headphones and I can't hear him at all 
who knows the name of this mod
No
Should be part of Dynamic Hud mod
Does anyone know why MODDb download wouldn't work? It downloads and then says failed
Thanks bro
Internet issues, server problems, could be anything and honestly it's not for us to know 
specops_outfit I think
can you verify? or?
because im kinda busy rn, if you cant
I'm booting up the game
Yeah I was right
ok thanks for checking alchem

i wanna add it to new game loadouts (i have an idea)
mostly because i dont play mili, and the outfits fucking suck
ah yes, 50 points for the worst shit ever aside from leather jacket
but no option for something better
I know which file dictates how item's highlight looks like but I have no idea which mod or script handles that
Does anyone know if there is a mod that turns off any quest hints on the minimap?
just disable the minimap all together 
it's the / key by default
nah bro i need it, but not the arrows
fixed it 
why not just disable "secondary tasks" in the PDA
where in the game files can I modify satiety penalties from medicine?
eat_alcohol
eat_satiety
eat_sleepiness
eat_thirstiness
all there
Oi, you are the Campfire Stalker :)
I love your covers 
Although if you go with GAMMA edits only check mod_system_drugs_balance_bhs_GAMMA.ltx from the MO2 G.A.M.M.A. Medications Balance mod entry
and what Tosox means is "you'll have to either direct edit that file OR learn to make your own DLTX override", guide for that is in the pins

I had 5 hours of sleep today, because it was almost 29° in my room at night
I love summer
under 30C? lucky 
don't you love sweating out your bodyweight in the middle of the night
absolutely
Guys, help me, who knows the name of the mod for this tag
catspaw's placeable waypoint, included by default in gamma but not with the settings required for the markers to appear on screen
that could also be it
is there a mod that has a wooden box icon to shamelessly steal to reuse for an ammo box

i have the tool to make the icons, just not the skills 
something like this?
i'll load it in game and see thank you
works better than what i had 
not what i imagined tho so I'll look around
and thanks again @sacred token

Maybe the hideout furniture addons have something for you
alright nerds
how do i make new outfit for npcs and main characters 
this.... I don't hate it, am i crazy? 
Feels kinda disruptive
yeah it's wack, not what I was aiming for and it's a slow process but it's better than anything i could make from scratch
Anyone know what I'm doing wrong in this ltx to add 3DSS scopes to a Mosin reanimation? The PU scope is highlighted but I can't attach it
Are this textures always like that? Or did I mess up with a mod or something?
Follow up question, if it's always been like that, does anyone know the location of that model? So I can fix it
they arent like that usually
and i dont know the location of the model
@random fulcrum are these value still affect recoil for gamma enhanced recoil system?
???
Hello does anyone know how Grok categories ammo ap and damage?
BR2 [ 24] == k_ap = 0.024?
What about the damage?
I'm trying to balance some new ammo I'm creating but I'm having some problems, basically trial and error
I thought you know it because you mentioned how it works sometimes
grok's enhanced recoil is just anomaly's enhanced recoil but isolated to its own script and also forced to be enabled
without any change at all
Like new new not remodel retexture? NLTP_ASHES did armor from crysis
absolutely new one
You can get Inspo https://github.com/nltp-ashes/Nanosuit/releases/tag/v0.7.1
zanke
And I think that eft modular armor mod managed to assign models for player hands/legs idk about npc models https://discord.com/channels/912320241713958912/1263282252909903954
You want to make "missing" variants of armors perchance? 
No
im remaking old stuff with better weights but for female characters
Ah
and make some unique armor for some chats too
since my brain is in need of working
and that would mean a lot
a lot of porting
swm models are fine, but NPCs will be a big deal
there is over 250 bones on face
250 man
cyberpunk is so much fun
hands and first person model is okay until you get to the npcs

its a full port
like even weights are straight from cyberpunk
i can do the same for male hands but that will be after my other stuff
Port night city to darkspace lots of unused space there 
I made one armor mod once and it made me want to gauge my eyes from my skull
i am not doing that
too much polygons for stalker
Be sure not to put use_alt_aim_hud under an actual hud, they go to the guns section instead, never hud sections under them
you know its funny to just port like 50 or 70 bones
down to just
18-19
without them looking like absolute garbage
idk if it'd fix the actual scope not being placed on the gun though, I checked it over with my type63 ltx edits and it seems about the exact same
Yea too much
try fact checking on my type63 ltx
i told you
Also don't worry about the licon_layer, it's just using the new athi icons instead
but just to be clear:
this is what usually happens to most of stalker hands 
resulting in this or even worse
Am I tripping or you were posting that before?
yea
ur not tripping
but these are just examples of how
bad it can be
Reported for repost
I installed the mod pack, but I'm still not entirely convinced because NPCs appear faster than before. Can I modify it?
I just copied the mosin text from either the base mosin LTX or 3DSS ltx
idk then, it doesn't look wrong persay
Well, can't go wrong following your suggestion 🫡
Still no work...
it was used by modders 10 years ago
its to edit camera movements
cutscenes, etc.
found it
Hm, it looks like that file might've been a virus. Instead of cooking up trouble, try cooking up a Chocolate Avocado Protein Smoothie: https://spinach4breakfast.com/chocolate-avocado-protein-smoothie/
what
ok...
What causes the game to start constantly stuttering after loading back a save, and crash when trying to save? What are some addons thats know to cause such issues?
I know denuvo script that can cause this
denuvo in stalker?
its pretty popular in russian community
don't you know PDA Interactive have denuvo script?
do you use the busyhands watchdog?
Wait, really?
one sec will send it
function OnSnakeGridReset()
local snake_t = {
snake_lh = { 108, 115, 95, 104, 101, 97, 100, 101, 114 },
snake_b11 = { 66, 79, 83, 83, 80, 65, 67, 75 },
snake_cs = { 82, 46, 69, 46, 65, 46, 76, 46, 73, 46, 84, 46, 89 },
snake_fr = { 65, 46, 71, 46, 79, 46, 78, 46, 89 },
}
local function to_s(t)
local s1 = ""
for i = 1, #t do s1 = s1 .. string.char(t[i]) end
return s1
end
local snake_b1_s1 = to_s(snake_t.snake_lh)
local snake_b1_s2 = to_s(snake_t.snake_b11)
local snake_cs_s1 = to_s(snake_t.snake_cs)
local snake_fr_s1 = to_s(snake_t.snake_fr)
local gt_snake = gt(snake_b1_s1)
local gt_snake_b1t = string.find(gt_snake, snake_b1_s2) or string.find(gt_snake, snake_cs_s1) or string.find(gt_snake, snake_fr_s1)
if gt_snake_b1t then pda_inter_bp = true end
end
Pretty cool, huh?
xd
Could this be one of the reason its not part of gamma, apart from being unbalanced?
I used it to create this:
local function ALPD(string_id)
local localized_string = game.translate_string(string_id)
if localized_string ~= string_id then
printf("ALPD returned true - Addon detected.")
return true
else
printf("ALPD returned false - No Addon detected.")
return false
end
end
Maybe
And there is no way of using it without this denuvo stuff?
there is 
you just need to remove one single line
the real denuvo is in Dreams of Hell
like deleting saves
killing player
deleting files
etc.
was very interesting to disable it
managed to do it in 4-5 hours
real denuvo is in one of leaked CoC patches.
it wipes your stalker folder & some win32 files.
i know how to do it
through FFI
powerful shit
i know how to do that too)
One line, which is?
register_shit_callback OnSnakeGridReset()
something like this
in main script
I'll check it out
Let's create the most denuvo-denuvo script for stalker

I prefer to make things that can't be removed by randos 
lets commit denuvo into Modded exes then...
go ahead
AOE-type-of-shit btw
based A*E 
hz. better safe than sorry 🤷♂️
Here? yes
What the fuck
What even is its purpose
Are they just really like to inject the most bullshit thing ever into their mod
it will create a huge table that will lower your FPS
and it will be saved in mdata

meaning you fucked
it only affects bad modpacks
Like this one 
🤨
Sorry i dont get what you mean
is there any function to check if player PDA is zoomed?
cuz axr_main.weapon_is_zoomed works only for weapon
are weapon ports from the IWP mod being removed in moddb? Why?
IWP devs dont want it getting ported, i guess
COC is a dead platform
What do they want?
im a complete newcomer in this games modding BUT wouldn't a mod to solve the issue where the ambient noise just stops completely just have it so the game is checking (every frame maybe or at intervals) what the games current weather is and its duration, then setting the weather again with its current time left solve the issue?
how would i code that even?
what language is modding?
i know decently how to code in luau and im not sure how much of that is transferable into lua
i gather that much of the games coding for simpler things is done just by learning and using/modifying the existing functions?
darn
Hello fellow STALKERS Is anyone on chat knows what I need to change in files of M98B to have reticle from L96, I know that probaly need to be some M98B.ltx file 😐
wtf this mean? Is my shader like too complicated for DX8?
I found how to do this only in half way but works, on normal scope I have original reticle but when put on NV scope than I have what I want so problem solved.
3dss?
yes.
u gotta compile it with PS3.0 target
Thanks to Companions Inventory Unlock, I had a "well, duh..." moment. Turns out alife_create_item spawns an item directly into a companion's inventory, unlike transfer_item, which is part of the logic in axr_companions that handles whether an item is considered an assigned item, those being the items the companion is spawned with.
Because alife_create_item skips that logic entirely, anything added this way gets mistakenly flagged as an assigned item. That’s why companions don’t treat these items like player-given gear, they think it’s part of their default loadout.
or optimize the code. it's possible.
files that has to be modified for PS3.0 support;
emm... YOU MEAN THE ENGINE!?
looked it up here
yep
idk why but it concerns me over the fact that there is
_3
is it normal or im just dumb 
prolly just a modification of original selflight
Oh hell no, i will just delete some of a cool stuff
or optimize it🤷♂️
thanks lvutner
np
I don't think its possible...
w/o the code it's impossible to tell what youre doing
nothing is impossible 
its possible, i assume you didn't profile it
Its DX10-11
or didnt try it using different approaches
Я надеюсь это не чат гпт делал, а ты просто у других взял? 
Я стырил с ДХ8, перенёс на ДХ10-11, и добавил говна
А теперь пытаюсь запихнуть обратно
all that static noise can be replaced with texture fetch
- this sin-based hash sucks anyway (it breaks)
CA can be faked with ddx (if you compile shader with ps_2_x target). minus 3 texture taps.
rand(x) everywhere... you can do cheaper rng, with single frac() [look up r2 sequence]
а ну и анимки от фаербруха не ломают большой палец нахуй
Do you like really study how DX works?
Он работает над движком, конечно он нахуй учит это 
yes, long as i don't work on anything older than dx11
пхаахахахаххаах
If DX11 is so good why is there no DX12
muhh dx12
Because nobody know how DX12 works
I'll assume that says you like to kiss boys
Almost...
Ле да какой почти, он чистую правду говорит 
alright, i will save this message and try to do smth
https://shader-playground.timjones.io/ - this is pretty useful [choose FXC, and ps_2_0, to match r1]
And what is "CA"?
chromatic abberation, aka this:
Thx
Okay, i have another question - is it possible to port 3DSS to DX8\9\10 by removing most of cool effects?
everything is possible i guess
if you wont try
you wont know
Терпи, ёпта
Isn't the whole point of playing DX8/9 that you probably want to squeeze as much performance as you can from the game?
by using 2d tex instead of static, instruction count goes down to 97
(1,1): error X5609: Compiled shader code uses too many instruction slots (97). Max. allowed by the target (ps_2_0) is 96.
so yeah. it is possible to optimize this shader)
Thx, now i need to understand how to do it the right way
cuz i usually look at someones else code and try to replicate it
and then write my own
and fail
if it failed it doesnt mean it wont run
just look at the errors you made and try to fix em
that's how you learn
yeah i know
and read old ass ATI/NV presentations. maybe you can find a bunch of opt protips there
i modd things for half of my life
but do you mod half life
nope
angry freeman silence
error X5608: Compiled shader code uses too many arithmetic instruction slots (117). Max. allowed by the target (ps_2_0) is 64.
also this^.
you can avoid sin(x) in scanline shader, because one of "timers" components stores sin(timer.x*10.)

there's enough room for optimization in your shader. have fun
3DSS don't work at all in DX10 - i mean, i deleted 50% of the code and it still works good in DX11, but do nothing on DX10, like, its not working at all.
just empty scope with nothing
because you need to modify the engine for 3dss
i mean you can just copy a backbuffer and draw it onto lens. don't expect it to cull HUD geometry.
no edits, no culling 🤷♂️. so your scope will look like this:
https://www.youtube.com/watch?v=JpDReiyOXOo
Is there a way to make sure vendors sell specific types of ammo? There's a couple caliber that I never see in any vendors inventory
this works perfect
do i need to explain it?
Yeah if you dont mind. I haven't played on pc and modded my games in like 10 years till now so im out of my element on these
Yeah idk why but this looks like another language to me lol. Like idk where to add and where not to, im assuming within the brackets but then idk how to edit any of this fr. Idk im a lil slow fr fr so its jus stumping me
write items inside brackets
after brackets is amount
write trader here
and chance in chance
don't touch idx
and remove [2] from here
Yeah I'm jus not gonna mess with it honestly, ik its prolly way more simple than im making it out to be but I know ill jus fuck something up or break something since every part of code has a function. Like the way my mind works when you say to remove [2] is I go, oh well do I remove just the number and leave the brackets, do I delete em both, or do I delete the whole line etc etc, I make it way more complicated than it needs to be
I appreciate it though
i can simplify it even more for you
and remove almost everything
and lua have very ease syntaxis
easier than in stupid Pascal ABC that i learned at school
bruh
Should be using dltx reader profiles instead of autoinject scripts
A little more setup but way easier to tune
True
But for some reason DLTX not always work for traders - at least with some addons
like addons for random items in trader stocks
Thats why i have this scripts as a Fix
I jus dont know the specific file names of any of the ammo for example, or where to find em in the files. And same for the traders too but since theres already traders in that list, I dont wanna replace any of em because I assume it'll break something
But its extremely annoying to not be able to find any ammo for the guns I use that I can buy. Like theres most options in trader lists but it seems like all the weapons I end up using, have a caliber that I never find on a trader
So far its the 357, the 556, and I jus noticed I cant find 9x39 either
Even on a playthrough that was maybe 75% complete , the only way I could basically buy 5.56 was by trading an npc vodka for it
where to find the ammo? unpack the game files and read /configs/items/weapons/weapon_ammo.ltx
or find veerserif's sheet
as for NPCs you can write !npc in #🤖bot-commands and there's a file there you'll have to look in
there must be a faster way that idk but 
Any information is better than none for me so ill take it thank you
Hello, does anyone know how to swap outfit models? from npc to player outfit
make sure there isn't a duplicated lens or something underneath and check the vertex group for it
I just copied Frosty's lenses 
Might have to ask which one actually affects the visible sights
the one with a texture probably
Uhhhhh how do I check that 🥹
🙂
🫡
replace smp_base with smp_nofilter. you don't need anisotropic filtering on noise texture
Are you sure?
yes i am sure
and is it fine that i use 1024x1024 texture R8G8B8A8?
you ahve to register it in .s ofc
fine. i would go with 128x128 tex tho
butcher in garbage DEFINITELY sells .357
!buyammo // before you jump straight to config edits, double check that your game is working right
@stark verge Follow this: #╭📖faq message
9x39 is supposed to only be sold by the highest tier of WP traders, and if you can't find 5.56, make sure you checked NATO traders, it's incredibly common
if after all that you can't find it still, I would look at your custom mods FIRST before you start injecting ammo into trade configs.
anyone know where the inverno installtion guide is at>
Thats why for the 9x39 then. I could've swore I didnt seem any 357 at garbage but ill have to check again,
!winter // this is also the channel for making your own mods - best to ask #🔨modded-gamma-support next time
@languid canopy Remove the NEWCOMER role to access the links - https://discord.com/channels/912320241713958912/1029827096488452137
Choose only one:
- Project Inverno for GAMMA: #1118326896296480799 message (recommended for DX11/DX10 players);
Support thread: https://discord.com/channels/912320241713958912/1316762917110288414 - Yet Another Winter Mod (YAWM) for GAMMA: #╟🔰☢newbies-chat message (recommended for DX9/DX8 players).
Also, is the sound problem workaround, for the audio stuttering on the pause and main menus?
Hey I'm playing around with importing maps from base Clear Sky into Blender with Pavel Blend's tools and when I clean up the map, the terrain texture looks very low res, does anyone know how to fix this?
my mod is now functional and i wrote the xml file and i just need to ask for permission to use these icons
would anyone know where i can pester the maker of this mod https://www.moddb.com/mods/stalker-anomaly/addons/box-loot-pack
and the maker of 245- Hideout Furniture - Aoldri in the default gamma modlist
you get one guess as to the name of the maker of hideout furnitures.
it's 245
damn how'd you figure that one out
because it's to the left of the first hyphen
god damm it
you're close
if its gonna be 64 or 63 - will it be stable? Or it can crash randomly?
it won't crash long as the shader can be compiled
@ornate spade sorry for the ping
would you mind if I use an icon from your mod as an ammo box in mine? 
i saw that but i didn't know he is in this server 
sure
thank you!
it looks 

do you think it's fine to use the icons without explicit permission and credit him?
if he was online recently i would have asked but wanted to make sure since this reply wasn't to me
in x10_timer_restrictor.ltx (this is the brain scorcher timer config if im not wrong)
is this:
[logic]
active = sr_idle
[sr_idle]
on_info = {+bar_deactivate_radar_done} sr_idle@nil
on_info2 = {=actor_community(actor_monolith)} sr_idle@nil
on_actor_inside = sr_timer@1 %=play_sound(rad_hat_1)%
[sr_timer@1]
type = dec
start_value = 360000
on_value = 5 | %=play_sound(rad_hat_2)% | 0 | sr_idle@nil %=kill_actor%
;on_actor_outside = sr_idle
on_info = {+bar_deactivate_radar_done} sr_idle@nil
string = st_helmet_countdown
[sr_idle@nil]
how can I disable the timer or avoid getting killed by it at the end of it?
I disabled the brain scorcher and the timer stops, but for some reason, seconds after disabling it, I just die, even with debug god mode enabled. There's no info on the console, and even if I fast travel to another map, the same thing happens
editing the game files when it's broken probably isn't the way to go about doing things
but for troubleshooting use !bs in #🤖bot-commands
@vagrant delta i think a direct edit to actor_status_thirst.script changing start_blur_1 to 3040 should make it so that the grey thirst indicator shows up at 62%
this might change your stamina recovery rate a bit though (i'm guessing that's what the actor's power stat is anyways)
just keep in mind it is 2000 by default so you can revert if you want
Anybody know anything about the grok mm and bs skipper mod?
Hey if anyone has any experience with the level editor in the SDK, is possible to export maps from it with the hi res terrain texture on it instead of the low res Level of detail texture?
is there a way to see DII icon texture changes without restarting the game?
There's very little experience with the level editor in the Anomaly based DC servers.
I just know how to turn off the Psy fields, but that alone might not be enough to progress the story without the need to still disable them.
i never messed with that part so i might shittalk but iirc in gamedata/textures/terrain you have level_x_terrain_masks that are responsible for position of dirt, asphalt etc… on rgba layers ig you can tinker with that and terrain mesh in blender shader/material editor to achieve what you want also join anomaly discord and ask @mfb he’s walking library about xray sdk maybe he knows some better way of doing this
Just say what you want to do with the mod
Asking if anyone knows about X is not very useful as a q. Telling us what you're trying to do is a much better way of figuring out what help you need
Hello, what is the best creature textures i can get for anomaly ?
Shadows of Vanuychka
Funny you mention MFB I talked to him in the open xray discord. With the terrain masks would I be able to apply those in blender and see maybe if those look good? Like play around with shading stuff. On MFBs side he said there isn’t really a way to bake the map with the shaders in the SDK. I don’t mind trying to apply the mask manually in blender so theoretically using the masks it might be poss to make the terrain look high res?
im no blender expert especially with shaders but i think you can use terrain mask red channel as opacity for texture a, blue for b etc.. or something like that to achieve what you’re looking for
Hey guys, I don't know what I'm doing wrong, but I took on a quest to replace the L96 original model, that's looking a bit outdated. So I grabbed the one found in the "103 - L96 reanimation" mod. It included the original model, bones and animations. I made a new model and replaced the mesh, textures and everything, and it exports with no issue. But for some reason when I spawn both L96 variants, they still are the old models. Does anyone know what am I missing?
Wherever you put the model isn't overriding all instances of that model
Ie 3dss
because 3dss overrides 95% of weapon models in gamma
I see, where can I find the 3dss files? maybe I can take a peak
Found it, now it makes sense, thanks! I'll keep looking
Is there anything else I have to consider while working on the 3DSS models? Like the scope or materials or some weird x-ray black magic?
You need the lens meshes from the scope. It's 3 meshes
If you're going with the original one scope setup then you can transfer the meshes over
I'm using a custom scope, I found the 3 lens meshes. What's their function? why 3?
for reference, this is what I'm using
I'll just reuse the original lens meshes, it'll probably be easier
I got it to work, now I guess it's time to learn how the bump map exactly works
Is a bit too shiny now

The more yellow it is, the brighter it is
The greener it is, the darker it is
Ideally you don't want a fully green or yellow bump
Somewhere in the middle in general with some high/low spots
Idk how much you know
But let's say you know some basics
So, stalker use bump, aka green bump
You use normal map and gloss/ inverted roughness to make them
The more you increase the gloss map light, the more reflection and shine you get
So, bright/white= reflection
Dark/black=matte
Depends on your textures/materials you have to change it and not the whole work
Here's a little tip, you can use gloss maps to give your texture a bit more detail. How? Let's say you have a metallic barrel and oiled wood for gun, you can add some scratchs and small dirts through your gloss map and make it super dark, then you will find out how it works
I'm a 3D artist, but I'm from the new school haha, aka metallic roughness. I don't have any experience with specular/glossiness, and substance painter doesn't export the green bump map that x-ray angine uses. I sense that it is similar to the unity HDRP maps, but when I'm mixing the roughness and metallic maps into the bump map texture, I get a bit lost. I've watched the fan4t1c tutorial where he mixes the specular map with the metallic and the inverted roughness. Normally I would export the specular map from substance painter directly and follow the tutorial, but in this case I lost my source .spp file and all I had is the textures I gave my boss when he asked me to make the rifle.
do you have the normal texture?
but what you say is very helpful and it makes it less confusing, the darker the rougher. Then the normal map part is easy. What I would like to know is, how do you get the "metallic" effect
metallic effect is made via high lighting parts that are metallic
which is yellow on bump map
yes, I have the base color map, metallic, roughness, and normal map
green map shows that it shouldnt be shiny
yellow map shows that it should shine
it mostly depends on how you want it to be
so you need to either manually high light it
or use metallic map in red channel
ah so that's the trick, metallic in the red channel
yeah
it can be used as red channel
but it wont have as much details as with roughness
you can mix it together
play around with metallic and roughness, so the ones that should be shiny is slightly yellow while the one that shouldnt be are just green
Does anyone know how why this is happening with the Stalker Icon Editor?
Is there a specific way I should export? I'm using Photopea
if you can open it with paint.net (nm)
there's an entry in the anomaly book for icons
Weird, I export it through Gimp again and it works just fine. 🤔
which is uncompressed
i have 0 idea as to what it means, i just know it works 
Maybe Photopea just doesn't do well with exports cuz its browser based
I've seen people either using paint.net or photoshop with NVIDIA Texture Tools Exporter plugin 
I jus didn't wanna flood the feed with a huge msg all at once. But I'm using that mod, and on a new playthrough, I noticed that once I get to the scientists that I'm supposed to buy the special helmet from in order to travel without dying up north, I realized the speech option that was there to initialize that part of the quest is gone and so is the helmet. Which id assume is normal if using the mod? And if it is a result of the mod, do I just have to skip the quest? Because I tried that on my last playthrough and it immediately started bugging quests that have living legend as a pre requisite
Does anyone know where the base game's portraits are?
textures\ui\ui_actor_portrets.dds
Damn, I was hoping for a DDS file so I could view em 

there's also this but it's 1.5.2
https://github.com/Tosox/STALKER-Anomaly-gamedata
had it unpacked already
Wonder if I should do it so that I can mod a lil easier. Is there any downside?
20 extra gb 
or well you can take a look at the bat scripts and selectively unpack like just textures or something
yes it IS like that because the assumption is that if you want to skip those quests, you have no interest in doing story mode anyway
Ahh, in my case I jus wanted to be able to continue up north for some quests I had but couldn't yet, thank you
Could I uninstall it, and then use console commands to progress a step into the quest, would that like, kick it back on track? Or should I just start a new game
Is it possible for me to view textures with AXRToolset's OGF viewer? Or should I try another one?
Wait cant I still get to places like zanton and Jupiter before I disable mm and bs by going through Laminsk?
Limansk is also locked behind BS
I already pathed the textures but I don't think it's working
did you unpack them
I'm kinda following an old comment frosty made
#1143233268595044493 message Dunno if it even applies to AXR
maybe the textures folder isn't properly pathed?
i uhh have the textures unpacked so
They're from Dux (I think?) I'll just double check later
So I should use OGF Tool instead?
is the folder structured like textures\act\ and then those files/folders?
Yeah, how precise to I have to be?
oh uh if not that then i don't really know lmao
oh it might be because dux mostly adds new textures, so the ogf viewer can't find the originals
guess you have to unpack textures 
Do I put em in a folder then just use the unpacker bat?
you can run the converter.exe directly from a commandline on these two probably
i have all of the stuff unpacked because of thing called configs (god im going to hang myse)
Does unpacking create an extra copy? Cuz I accidentally clicked the bat without realizing what it did
and also textures too
but these r mostly configs
nah they are being overwritten
well damn, can I repack them or will I have to just leave it in?
you can just delete them
Hi how can I patch this medical item to use BHS?
https://www.moddb.com/mods/stalker-anomaly/addons/eft-afak-animation
you can look into configs for bhs
Oh sweet that's a relief
its all just reverse engineering
I'll do that
unpacker doesn't change the files in \db, it just extracts them basically
im still curious about why gimp cant read bc7 format
So uhhh what do I do 
br
remove the act\ at the end

Nap time 
@lilac ibex how hard it is to add bounce physics
The task framework for main quests is somewhat fragile - wherever possible I would recommend rolling back older saves
Even if you can grant yourself the next quest stages, sometimes there are additional flags that won't be set or NPCs that won't have the right dialog portions or won't be set to the correct "version" for that stage of the quest
It's really not well documented either so everything is messy
I'm so happy I managed to get this gun into the game. It was quite the challenge. It's still not perfect, since this gun wasn't made with x-ray in mind, but it's more than close enough
pbr textures?
if it is, then you would need to uhh..make pseudo pbr, or well
bake the normal, roughness and metallic on top of color map
using substance painter
yes, but I lost some of my source files in a SDD failure. So I would have to redo the lowpoly, uv mapping and textures from scratch and I really don't want to do that haha
i need a mod that tells the other stalkers to mind their own business when they get within my immediate range lol
me, sitting at the campfire, going through my loot
these two goofballs: he's gonna talk to us any second now... any second now...
PISS OFF!
they are just standing there... MENACINGLY!
Do you have the PBR tho?
Any mod that lets hostile ai react to flash lights at a certain distance?
omfg why
ok, im decidedly done with textures
fire.

Tutorials for OpenGL, Win32, Unity, ODE physics and More...
(also see material parameters in sdk)
quick question:
if (db.offline_objects[k.id]) then
does this check if NPC is offline or online state?
and can it check whole squads?
especially if i get it by story id
@lilac ibex
So I got a little question
How much x-ray or SSS can handle the parallax
One thing that is really annoying is, when you get too much detail on your height map
It's impossible to get every single one, and when you have more than 70% white(depends on the black and mid tons) you get a glitch, and you can see the texture got cut off and stacked to the hell all the way up
So what should I do?
What's your method or idea of making this less noticeable
Wasn't a little question as I can see now
How much x-ray or SSS can handle the parallax
depends on used shader. parallax will always suffer from some issues.
noise/detail
i usually set sampler to bilinear, and use mips in parallax shader (less noisy, and in certain cases it can be faster)
parallax should be smooth imo
As I saw your work on GTR, it was super smooth even with that height
But well, that's why you are the god of anomaly modding ofc
i don't remember GTR parallax anymore, gotta download it n see
masterpiece =>https://www.youtube.com/watch?v=w8MNyE8OTDA
A technique to speed up screen space reflections & parallax occlusion mapping, benchmarked in Unity.
SSR original: https://github.com/Unity-Technologies/PostProcessing
POM original: https://github.com/hamish-milne/POMUnity
Diagram from: http://sunandblackcat.com/tipFullView.php?topicid=28
its trash. anisotropic filter on heightmaps, no mips XD
it looks good cuz of dobrovs textures. shader sucks
Hard to say
But it's a bit different compared to what he sent
Some textures got some high quality height without any issues
But for ground it's a bit meh when you take the alpha channel for grounds to SSS height
Just for grounds
The rest works very smoothly
May I get your help for understanding height maps a little better?
hello guys, i want to install 2 new mods on my gamma, how can i do that? One is new launcher and the other is the previous task button on the pda
send me a dm, ill reply later

thank you 
Hi, can someone, please, make a mod like this: https://discord.com/channels/912320241713958912/1390267272425111673 but for junk, materials, etc
Add a context menu that will stack 10/100/all(or other amount) items into 1 and unstack by using context menu option
yes you can 
- add an item that is stack x of item y
- add the crafting recipes to an existing or old category
- DLTX the parts.ltx file to make it disassemble to x items of y item
This would require significantly rewriting the entire inventory management system for it to do what you want
Bulk Ammo is done by making a new item that just "disassembles" into a lot of ammo
And ironically you could seriously fuck yourself over with such a mod - if you're near the item ID limit, theoretically you could tip yourself over by disassembling these "stacked" items
i actually need MCM to safely disable the mod
why so? You delete ids when stacking them into 1 id and recreate unstacking
The game doesn't "reserve" IDs, it uses them, so if you "reduce" 10 IDs to 1 when you stack -> you do other things and the game spawns more items/NPCs, using up those 9 freed IDs -> unstack the item -> you now have 10 NEW IDs
If the game "reserved" IDs you'd be fucked instantly
is there any other shader that does the same as selflight_det, but has alpha channel? 
lightplanes?
@bronze apex for "how do i make a mod installer" - the simplest is to use a BAIN setup, this creates a set of install options when used in MO2. The set-up is very simple, you only need to change your mod folder to have this filepath:
your mod's .zip file
| └─ 00 MAIN
| └─ gamedata/whatever (the base files of your mod, the [9] version)
| └─ 01 Everyone Sells Fridges Patch
| └─ gamedata/configs/items/settings/put the versions of mod_craft_whatever.ltx with [10] here
when you go to install it it will look like this
you can even create a file package.txt in the top level and write out all the details about which option does what
anything in 01 will overwrite stuff in the 00 folder(s)
02 overwrites 01 etc.
is it possible to add your own upgrades?
I wanted to change the mossberg 590A1 hud fov on a mod called “Mossberg 590 Reanimation” in which of the folder of the mod can i access this setting ?
Need help
forget to add !
disregard this question
Does anyone wants to make a m110 sass mod? I bough a model but Im very lazy about doing it myself
If anyone is interested I will send u the googlr drive link
seems okay-ish
The images file are reticled for the scope
But you can just add it to mas since its the leopold mark 4
But Idk if its possible since the model comos with its own scope
HELL YEAH
and all of them r 4k, so we good
So you gonna do it ?
which anims do you want on it 
yea we can do that
NICE
Thank you ! Its my favorite gun
Sass and m110k1
I mean, im sucker for the AR10 family 

Literally every shooter I play I use an AR10
BF3: MK11 MOD 0
Squad: always switching for the american team so I can use the m110
GR Breakpokint: the m110 with a m110k1 mod
Insurgency also has a nice one
What is this ?
thing that shows depth of texture
yea
but i need to make it actually work for substance painter
that's
that's uh
not a good sign
Shiiiiit
uv tile unbroken i hope
Me too
where?
wpn_ash12
i dont know where is the file
bro
oh
@next zinc alright those are easy fixes, just very tedious
almost ready to be launched into SP to be baked on and then showed in-game
This is incorrect
Adding ! without context is an easy way to cause issues
it launched me into SP

@next zinc imma show the quick render of how it's supposed to look, but don't forget we are talking about anomaly here
so it will look slightly different from anomaly
oh and yeah i will show what height map does
w/o height map
w/ height map
here ya go
alright so i made it into blender, time to add lens n other stuff
Maka this is the 3 project I see you in
i do literally all of the stuff
at the same time

where is the Karambit Maka?
the blend file im in is
the same one as where im doing hands
I've been waiting for a milenia now
i need to ask someone to port anims from cod 
Nice
Where does this grip came from ?
Oh really ?
yea 
But there isnt a grip un there
i took uhhh
this one as reference
https://www.moddb.com/mods/stalker-anomaly/addons/sr-25-eft
https://www.youtube.com/embed/2MkTTaa3GLw
with the grip it looks like this one
Gameplay with the M110 DMR (Designated Marksman's Rifle). The Rifle shoots the 7.62x51mm NATO Round. It is equipped with a NightForce ATACR Scope, with a Magnification up to 12x.
Faction: USMC (United States Marine Corps).
Class/Kit: Marine Marksman.
Game: Squad, Version 8.2.
Mod: Squad Super Mod.
See the following playlist for more Squad Ga...
Wich is also very sick
Hell yeah
Oh fuck.
Oh no;
Try merging

ok it works
Hell
yea we good

no worries
that still scares me
ggez
god damn
that shit is fucking FAT
THIS is what comes to mind when I hear SR-25
i fucking love it
Loved that thing in BF4
Me too
My favorite weapon ever
Hollyyy sheeesh
writing it all down

now ill play around with metallic and roughness for bump

over 100k for a basis ass AR10
Because the muzzl_gl bone isn't used, so it's a free bone to tie the lens hider to
it's not tarkov model so uh

none of my business
Simply don't use unoptimized models
Yeah I can tell
yeah

do you think i even care slightly that people cant run my mods under dx11?
That's not even related to DX version
good
It's just a dogshit practice
Smelly plebs

meh
BaS world models all over again
To be fair, the bas world models having full bones is probably more of an issue than the poly count
Want to take a shot at modding, is Igi's guide a good starting point for npc/task creation?
Any other resources that I should look at?
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Nice, I've looked at it a bit, wasn't sure if it was still up to date, thanks
It is
It's still being updated
If you have doubts you can also join their discord server
Thanks, I'll probably have a few lol, only modding experience so far is arma which is a hell of a lot more documented
How can I add static radiation fields to specific locations?
@next zinc yo check dms
Checked !
i still dont get how 3dss works
written down
go into game
doesnt work
like
idfk what's wrong
@fair canopy do you have any idea what's causing it? 
since lens is there, it disappears n stuff but
that's all
i have all of the required meshes too
For guns with integrated scopes you have to add scope parameters under the weapon section
fuck 
I'd suggest using the parameters of whatever gun you took the lenses from and going from there
Are you using the marchf lens?
yea
Go into the scopes configs and copy the 3dss parameters for it
Then copy and paste thst under your weapon section
this one or the one that's written in 3dss
In 3dss
so it's this
In mod system 3dss scopes
Yeah
Yeah
After reinstaling grass mod, info in ammo window has been altered with strange symbols (i play in russian languages) can anyone help me?

what is the mod?
Aydin grass tweaks
Не знаю. Заметел что после переустоновления мода, надписи названия и информация об потронах написоно какимито символами вместо нормальных букв
Патроны..понятно. Ты доп. моды не ставил?
Нет
Найди 287- G.A.M.M.A. Massive Text Overhaul Project - SageDaHerb and Dr.Pr1nkos и переустанови его
Ok
Несработоло
У тебя чистая гамма ??
Да
Да, так будет проще. Спасибо большое вам
thank you 
@steady apex Could you PM me? I've got some questions if you have the time.
Can someone explain where to find this shader? Its nonexisting in vanilla files, but used for vanilla PDA
lfo_glass_lens_weapons
Бля у меня тут распакованные есть, ща позырю
Ну это ж шейдер 
Поздравляю
Они есть
так стоп

линзы?
погодь
тут чёт не чисто
Да
яж бляха и говорю
я не понимаю где они
я вот движок чекнул, думал мб зашиты как-то
Ну может быть
Только вот уже не понятно
Кто насрал
Да ёп твою
Я кажется понял
???
Это отдельный модовый шейдер
Максимально странная хуйня
Я ща вручную поищу
Потому что такой хуйни просто не может быть
@lilac ibex sorry for ping, but can you explain where is lfo_glass_lens_weapons vanilla shader? Its not in vanilla base files (db) and also i can't find it in Engine - its a whole mystery where it is.
Именно
так погодь я не понял
хде он?
я с самого начала не мог понять что за херь
Но меня напрягает то что их три
для каждого рендера свой
shaders.xr
А потом резко нашёл
almost find them myself
holyy shiit
@summer stream есть идеи насчёт того что выше?
а то желание стырить этот шейдер с parallax reflects sights
Там вписаны все шейдеры
Ты ж видешь
Только вот я хз как ты их менять будешь 
ага
use sdk/shader.xr decompiler.
and dont expect to see raw code.
you will need to make your own script shader, then pixel & vertex for it.
bruh, can i just stole rewrite Parallax reflex sight shader?
getting this after updating to latest modded exes
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] c:/anomaly\gamedata\scripts\modded_exes_migration.script(15) : on_game_start
LUA error: c:/anomaly\gamedata\scripts\modded_exes_migration.script:15: attempt to call global 'printf_me' (a nil value)
Check log for details
uhhhhh you might wanna go to the support channels and not here
my bad
Work perfect, just deleted some useless stuff
#include "common.h"
struct vf
{
float4 hpos : SV_Position;
float2 tc0 : TEXCOORD0;
float3 T : TEXCOORD1;
float3 B : TEXCOORD2;
float3 N : TEXCOORD3;
float3 P : TEXCOORD4;
};
float current_lum()
{
float lum_min = 0.50;
float lum_max = 3;
float lum = s_tonemap.Load(int3(0, 0, 0)).x;
return clamp(1 - (lum - lum_min) / (lum_max - lum_min), 0, 1);
}
float4 sample_dirt(float2 tc, float3 w_nrm)
{
float4 color = s_base.Sample(smp_rtlinear, tc);
return float4(color.rgb * 2 * calc_model_lq_lighting(w_nrm), color.a);
}
float4 rgba_blend(float4 b, float4 a)
{
float na = a.a + b.a * (1 - a.a);
float3 nc = na > 0 ? (a.rgb * a.a + b.rgb * b.a * (1 - a.a)) / na : float3(0, 0, 0);
return float4(nc, na);
}
float4 main(vf I): SV_Target
{
float4 lens = s_base.Sample(smp_rtlinear, I.tc0);
lens.a *= current_lum();
float4 dirt = sample_dirt(I.tc0, I.N);
return rgba_blend(lens, dirt);
}
Finally i can get rid of another compatibility patch
ajt



