#╙🖇mods-making-discussion
1 messages · Page 114 of 1
this isn't valorant sir
i know, always seen people do weeb stuff on nexus.. and always hated it.. but its pretty fun just doing stuff for fun
you dont know what i did
wait nvm i have this 
i actually started wanting to make it black carbon and tactical.. but then shit started to kick in. and it went different
you made this?
hold on
it's on moddb
i can give you the link
so u can color it
bro i have it
already hahaha
then go on
i'm not holding you back
idk if its a problem but the textures r in 2k and 4k
i still dont know how to see it on a 3d model when i paint.. ive only noob been doing pure 2D.. is there some software i can use, to make the art better?
blender
aha
it has an xray plugin
you port ogf into it
you can texture there but it's pretty meh?
ye ye, i just need to see where stuff goes you know
whatever these fuckers are.. need a retexture
or something theyre always just black as the void
terrible looking under nods
thats more of a shader problem 
are theres tutorial to do the texture bumpmap on anomaly
Introductory book for S.T.A.L.K.E.R. Anomaly modding
thanks
bump.dds, just in case;
Red - gloss/specular
Green - normal Z (blue channel of ur normal map)
B.. - normal Y (g.. channel of ur normal map)
A.. - normal X (r.. channel of ur normal map)
you can use that too
i use roughness and metalness in my red channel
seems mw19 use gloss so pretty sure its fine
uh oh
what are you doing there
OH NEKYO 
GOD DAMN IT
ahem
anyways what I wanted to ask is
what are you porting from mw19
roughness has to be inverted before going in red
nah
roughness is inverted glossiness
the darker the area the more reflective is in roughness
glossiness is the oposite
or just mix roughness with metallic
wait you know me lol
yes I do
invert roughness then mix with metallic if you want, it depends wether metallic will even add more details or not
i want to try modding on stalker lol
starting with something i familiar with
ah understandable
but there is some more stuff to mw19 since it uses pbr
i can explain to you how to make it look slightly better since anomaly has pseudo pbr
ill ask later when it doesnt looks good 
as you say 
where can you find the rest of the pbr for me i can only find a diffuse and the a normal mixed with glossiness
use gameimageutil to separate it
yeah i do that
it usually on normalmap rho
metalness is cm
normal has ambient occlusion and roughness
color map has metalness too, i think
but its in alpha
uhh let me check in my saved files rq
so youre saying this is the metallness
it doesnt load me, shit
what?
That looks like a normal metallic map
weird, i wouldnt mix it with the roughness/glossiness in mw textures though
lemme see what it would look like
i bake the stuff on
onto the diffuse?
yes
i do the same
anomaly engine sucks mostly so PBR maps are just
color maps now
you bake on roughness, metallic, normal and ambient occlusion
then make right bumps n stuff
this is what uhh baking textures and then putting normal with roughness with tweaked levels gets me
the handguard looks a bit off
metallic for it is funny
then why use metallic lol
if something looks off during baking i remove it
and tweak the settings manually
idfc
it gives better results
Inject it into my veins, I need this for my bandits
not just taken off straight from some random facility
sure
but some of the times
i will try next time
it doesn't have metallic so
if it looks good ill keep doing it
i invert roughness and apply it as metallic
it just suits stalker thematic of "Oooh this gun can't be brand new!!!"
n stuff
i am making my own textures and i am trying to make it so that i only need to use the roughness inverted for bump maps
thanks
there are barely an references of the weapon being actually worn down
since its pretty recent
i am putting wear in realistic places
imagine you inspect your weapon
and you see how some dickhead scrapped metal off from insides
theres moving parts in the insides
why shouldnt there be werar
wear in there
and its the part where it doesn't have any

true
that type of shi sometimes makes me laugh
i am mainly using references from this video on kalashnikovs site and tarkov guns
amb..
i think gamma has these guns already but
the quality is meh
rwap
that too
i am using the same models as rwap
butt
i got them from the original source
and redoing textures
cuz they are bad
you're basically redrawing it
exactly
sounds cool
the anims for it are crazy
I touched up the AMB bumps too a while ago because they were too flat imo
my issue is the the different colors in the textures are too dark
and too light
https://youtu.be/BlDc72Vl0nc?t=9
this type of shi
Call of Duty: Modern Warfare III All Normal Weapon Inspect Animations.
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when i looked at diffuse the stock is like pitch black
Yeah the mag and stock are super dark
thats why im redoing them
it looks extremely off putting
i dont know if i should add dirt like on the original
it just adds the effect of woreness
like if dude dropped it n stuff
this is what it looks like rn
looks pretty good
marvelous
its unintuitive but for me its fine
all of the scratches are hand painted in
no generated shit
i wonder if you have height map on that
dude right here dropped me an m110 and that shi had height map

still was a pretty good model BUT
i only have height map for the triangle on the selector
uv tile was so fucking bad i had to actually fix it
and it also had over
im pretty sure i could convert that
how do i turn on the counter
its not the fact of verticals
i wanna check one of the models i have rn
its in blender
there is statistics
like that circle
near x-ray mode and the modes, solid n shit
you open it up and there is statistics
im lost
can you show me the blender screen
ill mark it on screenshot
im just too lazy to get on my pc
12.5k
yeah
thats not bad right?
yeah its a good model
cod model
i can imagine that
but dont newere games have a sort of tesselation that makes it so that it doesnt matter
and clothes had over 100K of them
i wonder how did my computer handle 1.0 cyberpunk
plus i fixed this kind of shit with hands
where verticals where sticking out on some animations
it didn't
it vaporized in thin air
you just watched a gameplay of it 
how was it
i found it weirdly optimized
damn
for a 6 year old gpu
i remember playing on it when
i got my new pc
it had like 60? fps
i didnt check it
it was high settings too
flattest textures know to man normal map doesnt exist
true, and also thats how it looks like on cyberpunk hands
i found it weirdly calming
over the fact that the fix was simple but i didn't know about it
weird
it was the fact that
i used SoC export
guess what was the problem about it
what
bruhhh
CS didnt had that problem
surprisingly anomaly supported it
so now i just port cyberpunk hands easily
and there is another plus
i can straight up take weights from there

I’m so happy I don’t have to deal with hand rigging since I’m only a gun guy
you wish
but rn the fixed weights is heaven
for animating people
I did think of adding a hev suit
you dont need to worry about the fact that it will just randomly combust in random places
From half life
i think someone
ported the crysis nanosuit
I saw
There’s the halo armor in stalker iwp
so we just need to get black mesa hands
i saw
and port it over to stalker
so how do i export all motions lol seems like my omf is 2kb
just without their weights
Doesn’t sound too hard
yeah
how do you even export it
He probably didn’t select each motion in the armature X-ray properties
select all the bones, on blender i export it to omf even tho the anims are there
you
No.
don't do that
how do i do it 😭
lemme
here is ur model
you have your motions loaded in
click on the skeleton
press tab and go into edit mode
assign it to bone collections
(create one if you dont have it)
Isn’t it bone group?
then after that export as omf
It works differently for me
wait where is this i didnt see it at all
Properties
ik its on properties 😭
ohhh its on object thanks i see it now
do the same here
congrats it exported
dont forget to write it down into motion refs
Yup
seems like
i think someone already exported kilo141, you can look into their configs to see how its written
yeah im seeing it rn XD im just want to add mas stuff and try to port 1 blueprint
you need to add additional bone for that and put it into the animations
which is lens
then work around with mas stuff
i never used it myself
i want my gun have fuckton of unused optics 💀
go on, do it
ill ask again for hand rigs later
which one
the IK ones or stalker ones

since whenever i see people who modded for Gmod i think of retargets
nah its like uhh chand
what
the viewmodel
from cod on gmod skeleton
yeah type like that but its stalker
i keep thinking that retargeting from gmod skeleton is pretty easy
despite that fingers are
just fucked up
in multiple ways
im pretty retarded explaining stuff
gmod bones have -90 rotation on every finger for no reason i feel that
lmao
i just need a video guide about that shit
im not that stupid about shi if it means i can put TEC 9 from cod
in stalker

i need to do stupid stuff
also i remember looking at it
in the fucking uhhh
gmod port
How can I re target animations from existing stalker anims to a Ik rig
you can't
it will just break apart
you need to remake them
ik rig can be used if you need to retarget stuff from gmod n stuff
i remember that there is a
special add-on for maya
Yeah
that helps a LOT with it
I also got suggested that
but its so fucking expensive
I plan to use child or constraints for hand and clavicle and I’ll do the fingers manually
Closest thing to retargetting

And it works
lol
literally zero animating experience besides fixing some simple stuff
I experience from making anims in flash
i keep asking my friend who does a lot of good stuff to retarget shit
we even thought of deagle from cod
and the automatic one too but the insane version
I’ve seen a lot of retargets from insurgency sandstorm
plus i would like to pay him some money so he will
port that karambit
shit is good
i even remember when i tried to retarget it
and used SCREWDRIVER instead of karambit
Iwp uses bunch of anims from isurgency sandstorm
we laughed so fucking hard there
good enough i suppose
It’s only pkm Rpk 16 and mosin manual reloads
No clips
god damn
Iwp devs did really good work with the textures
I can’t recreate what they’ve done
its
Besides tarkov textures
its supporting bc7 textures mate
They slightly darken those
the best compression out there
Not only that
and also some other stuff
whaddaya think
Like insanely good
these people worked on BaS
They did?
yes
Wow
Funny considering how BaS guns look most of the time
Yes that’s going to be amazing
Anomaly engine :
Iwp is being ported to ix ray
Very slow progress but it’s being ported
I’m hyped for that
that means much better performance and more technologies being used
I hope people improve performance with pip scopes on there
With iwp
And add real parallax effects
mm yes PiP
Iwp just has a static cutout of a circle
there's a lot of stuff coming up from there
With gradient
Yes
i am friends with the devs
Is ray looks amazing
its pretty funny to see how it works
we use something called qci its like you can just mount the gmod bones to cod bones
What the fuck is qci
you didnt need to retarget it on blender
tbh i would like that for stalker rig
but it would need some additional uhh
how do I even say it
setting
long story short its like a list of bones name that are child and parents
aight so;
-
get modded exes source code:
https://github.com/themrdemonized/xray-monolith -
find Blender_Recorder_R3.cpp
-
Replace following lines:
188, 174, 167, 159, 152, 145
with
i_dx10Filter(stage, D3DTEXF_POINT, D3DTEXF_POINT, D3DTEXF_POINT);
- build ze engine
forearm twist i think
mm yes ps1 graphics

yes
i would actually try that lol
Dang
that would be actually useful for stalker rig
but you just port the anims and that's all
without additional fuckery on bones
it uses source engine procedural bones
since every individual bone is being rendered out

anomaly engine is truly marvelous
That looks really cool ngl
can be better if you edit the shaders (Sample->SampleLevel [mip0])
so it will only load the ones which are being rendered from far away
"yo this game looks kinda neat"
90's kids
saar do not voxelize!!!!!
what have you done
voxelization for vxgi/ao

This looks like a headache visualized

Reminds me of skadovsk a bit
Seems like the Ranger Station in Zaton
tysm!
Heh, right on the money
is there a fix?
Anyone know why the AK Shakal is doing this?
I've done everything correctly in Stalker Icon Editor, but it just won't change.
Everything else did, but not this one.
Also, I have no idea what's wrong with the scope.
Shakal is also missing reload animation. (Doesn't pull magazine out.)
This might help.
fuck does someone know how to fix this
The kilo141 mod is for dx11 only
no i made new mod
im using dx11 tho ive tried to fix this for an hour
Is there a way to make only one part of weapon texture glossier than the rest?
Does anyone know how to make the strapped and threat be different values? Because both seem to be incompatible
I think you need to edit strapped first export changes, resume and edit another position
Because hud editor remembers settings from diffrent states at least it worked like that for first person I had to make sure to "reset" state to make aim and hip and alt_aim to work properly
Had no idea this was a thing, amazing
I think SSS23 fixed that issue with default textures
idk also this is proper one that changes shader for those on maps side iirc
Thats gonna be awasome for a military playthrough
Too bad it’s not going to be on anomaly

shiny asf
imma port one more blueprint and prob fix the mas scope a little bit then maybe my first mod on stalker anomaly

alright so turns out they had selflight_det_3_aref
It is possible to increase the glossiness of an bump texture, check the guide for the bump texture channels which one is it and edit the texture
I dont know
Where is it going ?
Iwp
Need help
Can anyone tell me how to find out the connection between files? In the sense that, for example: to find out which .script file interacts with which .xml or .ltx, etc.
Can Notepad++ do this or Total Commander or do I need a completely different program?🤔
you look for what resources it loads 🤷 that's kinda it
Where can I watch it?
read script files carefully
thats it
for example, this script use pda_errors.xml as main file to draw interface
my greatest wish for anomaly is for a script profiler
you wish
ini_sys:r_string_ex check .ltx files
etc.
you just need to get used to it
elseif
elseif
elseif
напиши лучше этот кусок кода
А не буду
that's perfectly fine tho
Я не скриптер 
it just reminds me of yandere simulator 
хпахахаха
я тоже это видео видел
взял в команду чела
он переписал код
он нихуя не понял и выпнул их 
Anyone know what mod this AKS-74U Tactical is from?
frosty's
Thanks a lot Maka 
Does anyone know if theres a mod or how to make supressors sound more real ?
does anyone know what the value or parameter for sprinting is? Thinking about adding sprinting to the No laser while ADS mod so that the laser isn't going everywhere
This absolutely fries Jupiter
For some reason
IsMoveState('mcSprint')
you're looking at the options menu code
Yeah I'm 
idk man works on my end maybe it doesn't work with map fixes or whatever is included in gamma 
do you have latest SSS? they should be fixed already
is clutter a big issue in modern day anomaly?
i ask that cause ive made a pack that add 5 new types of handgun ammo, but sincerely i think that 2 are gonna be severely underutilized
I mean, anomaly has 4.6mm just for the mp7. That's why it's 5.7 in gamma
yea i just updated it yesterday
yeah but i dont believe many people will be interested in .25ACP
tho ive already made 2, ill think ill pledge on making a 3rd handgun later
I mean if the bullets cost 2 rubels each and weigh nothing maybe it's not thst bad that you have to load a stalker with 50 bullets to do anything a normal 9mm fmj bullet might do
Oh dear.
Oh no.
Ron, what are you doing
Put your blender away
Don't do that gun

itll be my second 1300rpm machine gun
you know what, ill just send the pack as it is
fear
imagine if you do a
an upgrade
that turns it into 9x19
with 1700 rpm
yes
More of an issue if you have BaS
Or mods that add ammo for a single gun
Which imo shouldn't be done if the ammo is not redundant
sooo just how hard is it making a mod for this game…
land the expectations plane
almost everyone that asks that question has the most convoluted, complicated, and hard to execute idea ever
as their first mod
and then get discouraged that people tell them just that
or think people are being toxic
depends on what kind of mod you want to make? but in general everything is at least a little bit challenging. The level of difficulty varies in the range of <custom_config_language, full_on_game_engine_development> with some Lua scripting with poor documentation in the middle.
if it's your first time around then the plane has to land
good news is that lua is childs' play
language - yes. Scripting in stalker is arcane to me because i haven't seen any documentation with listing of possible operations with their return values & side effects. Feels like walking blind with hand stretched out and anytime i get cut i know to back out a little bit.
ture
but still there's a large amount of code meisters in the scene
you can just reference
learn by studying already completed work
that's how i got into modding in general
anomaly being no different
Mainly I wanted to edit textures on outfits like different camo patterns but not sure if it’s even possible
it is possible
I really want a winter camo for npcs and I’ve been looking hard for one but can’t find any up to date so
Hello anyone one knows how to add 'dissasmble' to items in game? Which files do I need to change? Ive added parts.ltx but nothing happens, the button appers but does not work, thanks in advance 🙂
Fellow Developers, I still got into the debug menu and looked at the Forester.As it turned out, there are two versions of it with an adapter.Marked as wpn_k98_mauser_kit and wpn_k98_mod_silen98. So the first one has no spare parts and no condition, but the second one is fine-it's being disassembled and assembled.Also, having slept with an ordinary Forester without an adapter, I found out that the maximum magnification of his sight is much less than that of the same one with an adapter. Can you take a look?(translator used)
mauser kit isn't obtainable in game
You're wrong.That's why I wrote this.I beat this option out of a bandit or a renegade (I don't remember) in the swamps in an old church.
it has been removed in next patch
Thank you.Tell me, what about the multiplicity of the sight? Is that how it should be?
Maybe someone know how to enable debug on Dead Air scripts?
I managed to launch dead air on anomaly engine
at this point with modded exes i think you could do an almost 1:1 dead air emulation in anomaly
yeah, most of crashes because of xml files
Expression : <no expression>
Function : CInifile::r_string
File : D:\a\xray-monolith\xray-monolith\src\xrCore\Xr_ini.cpp
Line : 1266
Description : fatal error
Arguments : Can't find variable hud in [device_pda]
stack trace:
stuck at this crash
i think its related to 3d pda
cuz dead air had only 2d
i get it
dead air configs is a total mess
well
okay now its g_script crashes
I'm trying to make a mod pack for gamma and I'm pretty much done how do I pack it up for others to download and play?
I'd greatly appreciate the help
So, if I want to find a .script file via .xml, then apparently the same method won’t work or do I need a different editor?🤔
it depends
just try trying smth
Alright can anyone point me to someone who might know what I'm talking about
7z-ip everything
How do I do that
download god blessed 7z
I have it
and then 7z mods from your modpack
Will it keep the load order
no
So others don't have to hassle
you need to also include a file from MO2
How do I do that
i dunno
Is there instructions I can read somewhere
instructions? in stalker modding?
well
you can try to search how to do it in decade old forums
I'm actually try to read and there's no instructions damn
I tried searching for the file name in the texts of other files via Total Commander, with and without the file format, and found nothing.
And I am almost 100% sure that this .xml file is the key to solving my problem.
use notepad++
bro
Total Commander is like a decade old
of more
Does it have a search function for texts in other files like in TK?
it have search in every fucking file
Okay, I just don't know much about it. Thanks.
I figured it out
Got stucked on this error - any ideas? Ported weather from Dead Air
Okay, so what if none of the search types yielded results? What to do then?
send a screenshot maybe you doing smth wrong
It seems like I'm doing everything right.
блят ты русский
короче
ты распаковал файлы уже?
эт во первых
во вторых - ты кажись ищешь сам файл, а не то что в нём содержится
сам файл он не найдет, а строку с такой локализацией - да
Так должен быть скрипт, отвечающий за подавляющее большинство всплывашек на игровом экране, он так или иначе должен на весь файл ссылаться, а потом уже на строчки в нём, разве нет?
не всегда так
Блэтб
Мне тогда по строчкам поиск делать или по ID?
Мне @sacred token подсказывал возможный скрипт файл(actor_menu) и даже строчки в нём, но я не уверен как именно что в нём устроено и тот ли это файл в принципе.
Quick question: does anyone have a link explaining how to edit npc_loadouts? Trying to remove/add some weapons to loadous of certain factions, but I can't seem to find what the numbers/letters next to each weapon represent (e.g. "wpn_mp155:r3:20"). Any help appreciated!
Guys, can you tell me what I need to change in the crafting recipe for the .50-09 rounds so that they can be crafted using regular 7N14 bullets and large-caliber gunpowder?
Парни, можете подсказать на что нужно поменять крафт .50-09 патронов, чтобы он начал крафтится от обычных 7Н14 и от пороха для крупнокалиберных патронов
Regarding non-human companions using the standard companion framework (i.e not Stray Companions) if anyone can say; is there a reason that hasn't been done before? Are standard companions required to have human animations for example?
Hi, how do I add new ammo recipes to Ammo Maker? I want to add .50 BMG ammo from a mod I found recently
https://drive.google.com/file/d/1UTViiNg656Ey_0p7tL3DkJam9oe86RAL/view?usp=drive_link download this, only look at the gamedata\configs\items\ammo folder
read the full convo starting from #╙🖇mods-making-discussion message and ending #╙🖇mods-making-discussion message
alright, also, is there a way to change the amount of gunpowder, casings, bullets needed to craft the ammo?
download the file, read the comments inside
it's pretty thorough
I like inertias left hand peek but I wish there was a way to bind it instead of always left hand peeking
Because weapon cover tilt will get in the way of left hand peeks when not shoulder swapped
I'm trying what I think would be a simple replace but I'm probably missing something very obvious and I'm not sure what to try from here
so, I'm trying to replace the image in the "photo of a loved one" item and I thought replacing the image inside the DDS file in the mod that animates it would do it
but, as I tried adding the item through debug, the game crashed with a texture error
no idea what I did wrong, unless I'm supposed to pick some non-default settings in the DDS export?
nevermind, it was the export settings
some shitty online converter converted it to the proper DDS type right away when Photoshop couldn't
mfw when bc3
It's not photoshop's fault, you just didn't pick the right DDS compression format
was I saying that it is?
my point was that a random "convert anything to everything" website has the proper DDS settings to use in this game set out of the box
even in more modern games I had to look up the proper compression because PS doesn't have it set to what's common, for whatever reason
thanks for the ping though, I had absolutely no idea that a program doesn't read your mind and won't select the proper option unless you tell it to, wow, you live and learn
Hi! i know how to extract any type of file from stalker 2 hoc, textures, anims, sounds, if you want any file in particular, just dm!
I mean there's something
Called DDS plugin for Photoshop
Nvidia texture tools?
he prob saved it as BC7
Ah bc7, idk what's that shit for, but whenever I try to save something with that format my pc goes down 
BC7 is basically the best possible thing that you can use for textures
exporting bc7 textures for iwp rn
yummers
and there is also BC7 ON ANOMALY
which IS possible using linear instead of sRGB
slightly worse but the best thing you can get
Isn't it way heavier than bc1?
Maybe for guns
But I think it's not the same for texture packs
I just dropped from bc3 to bc1 and reduced like 1g of vram usage
And just saw a little difference
for guns/ hud models deffo
but ground
its not needed
i need to darken base color
Just a different compression method
Heavier bits per pixel
But better image clarity
Sometimes, depending on the texture, compression artifacts can form on BC3 textures
But for the large majority of textures, BC3 is fine
You won't get much mileage out of BC7 in this dogwater engine imo
crap i needd to make details more obvious
are there possible ways to add by myself new transitions like from Wild Teritory to deadcity?????
Maybe...
do you know guide or something?
Guide? Its probably non existinf
Do i know how? No
But suppose you can
Look through re:done files
Or Anthology modpack
оке
ey what do you think of these textures
dont mind the handguard
thats old
good 'nough
thanks
looks better than whatever stuff that gamma has
now i just need to do handguard and im done
thats all i need to know
thanks
hmm yes 
gammas guns loook all plastic
besides certaint hings
that mp5
no detail at all
looks like one whole color
because they use phong in thm
instead of something normal
i do have one too

and it does it perfectly
meowie told me how to make normal textures on anomaly
and i found out how to make better red channel out of roughness and metalness
Does this even have a bump
yes
Looks very flat ngl
trust me earlier it looked even more flaaatt
SSS (i think) makes the guns too shiny, never managed to properly reel in the glossness for guns correctly
vanilla anomaly its okay
should i really try to gpt translate string texts to russian?
or just english
If you want to accomodate russians 
do you have any knowledge on how to make homemade textures less flat
in substance painter
not particularly, just to make something aligned to whats practiced
I've never used substance painter, sorry
Or well, I did once, but the results were mixed at best lol
hows your roughness map in substance?
It's not that common of a practice
it really looks really flat
anyway to imrpove it??
try messing up with dirt and curvature generators
i allready have roughness being higher on edges
i also do those too
anything
else??
yeah but doesnt look high enough
also color as well
okay ill increase color
reduce gloss on wet surfaces
it IS high by default
like this high?
I never got SSS to work on my PC, but whenever people send me screens of how my guns look with it, they look fine ngl
i think it is a bit, try checking on shader settings and then on specular quality and set it to very high, then check on material view how it shows up
this on low, as default
very high
on roughness, really try to make every detail contrast even by a little bit with the general surface
thats better
okay
i am trying to do tarkov style
so im not sure if this is good
but ill see
thanks
in the end, you do as you see fit, if anything thats a gun in brand new state
i tried my best to make it look used
You shouldn't do Tarkov style tho
okay
Tarkov has baked in lightning
this is not anomaly though
yeah regardless you shouldn't really do that afaik
why
you could have some color variation grunge cloud and play like i said with curvature and dirt, or even space normals
okay
i could paint some to simulate handling wear, but i thought that was enough
okay
I mean why would you have some "static" lightning instead of making it part of the texture
it looks better
thanks alot
sincerely the main workflow with substance painter is checking videos on youtube and documentation, trying new techniques, and bashing your head in the wall until you're satisfied with the result
although it doesnt look right like this
a more subtle effect felt right
sincerely, its hard to make the baked maps really work without putting several effects one above the other, in way you could make a multiply paint mask and paint it black over where you want to hide the new color
i am not baking it rn'
baked as in the substance painter mesh baked maps, curvature, ao, thickness etc
uhuh
okay
i will mess around with the grunge and reexport roughness and base color
and then use those
thanks for your help
how does this look
It looks better
ight
You dont really have to mess with it much, the color map will be the one that gives most details in game
So like that id say its pretty good
Почему то не отображается текст в мсм.
Он еще какой-то ui_mcm_lst добавляет, но прошлые прописаны без него и все читает вроде.
В чем может быть проблема?
For some reason the text in mcm is not displayed.
It also adds some ui_mcm_lst, but the previous ones are written without it and everything seems to be read.
What could be the problem?
2
странна
поченел. реально просто надо было ui_mcm_lst дописать. откуда он его берет...
Anyone managed to dump models from arma reforger?
i think not
damn 4k textures
i think ill return to 2k
and maybe ditch the bump#
is the height channel on bump# really useful?
not really
iwp doesnt have bump# and all textures look perfect
i know that the normal correction can be ignored, its just the height information
ill try to make comparison shots
yes it is. for parallax occlusion mapping.

obligatory "that looks too clean" comment
avg stalker player when he sees a gun that wasn't scarred or ran over by a track :
"that looks too clean!!"
If it ain't looking like from misery, aka being in rust(even the wood part
) that it's not a real stalker gun 
also true
if it doesnt look like this
it's not even close
w bump#
for icon its goes to right or left
also nekyo
can i ask about that qci a bit more 
idk how i can explain but i can show you a guide that explains and how to make em
yea that would be very helpful

can i send link here
ok i can
zanke
np
damn thats gotta be big
retarget?
ill show it to people who knows stuff
yep
never try retarget i though its gotta be harder than qci
well
i can tell how hard it is
you can retarget hand n stuff
but fingers? no
if it's a gmod rig
you cant
some gmod rigs use something called proportion trick its really ass too sometimes its just cant be used
its just for anime models but people use it usually to cut time lol
i remember porting hands from anime models 
god how ass it was
considering the size of stalker hands
but cyberpunk's hands surprisingly went good for stalker
wrists r bit small but otherwise
all good
yeah lol i usually resize it to be useable and looking good

makes sense
looks plastic
are people porting the anime blueprint from mw19 yet
i only see it on the original hk433 mod without the mw19 animations
i did port one
i have it ready to be published
oh welll imma just do it with this one blueprint lol
😭
fun part :
roughness sucks on it
well ive do the mas patch still needed to work on eye relief thing
was forced to use one of the red channels on it
(color map)
(mixed with roughness)
wasn't half bad
there is also this
kilo but using other mag instead of stanag ones
funny hk mag
im trying to make the icon now idk how to make supressor detachable even though ive include it to the wpn_silencer
https://escapefromtarkov.fandom.com/wiki/AR-15_5.56x45_HK_PM_Gen.2_STANAG_30-round_magazine
this one
funny hk mag
just
hide it from camera

so the icon wont have it
suppressor can be a new one if you want
im actually didnt know what to attach there
it has own muzzlebrake from the blueprint
lemme think
hold on
ill dm you the link 
btw are your normals ok on model?
eyah
its good
but MW22 doesnt have that problem
ahh i always use the semodel not obj or other it usually obj is like that
never use it
semodel is the mw19 use for its model
it has bones
different approach on it i suppose
and seanim
yea

