#╙🖇mods-making-discussion
1 messages · Page 115 of 1

forgot to make mags 
why do you not like baked lighting
are its ok to delete this lol
oh
textures on dx9 are a bit weird
but i dont really care much
yeah really showing
boolet

forgot omf file for it
its either something error with stuff bc its there
lemme look at the ogf

jarvis, deepfry this man's balls
soon
if i could fix the damn eye relief
im lazy to add scope models one by one for gamma patch
what's with the eye relief 
idk honestly ive tried to make the scope closer and its still like that on some scopes
Reminds me of the mustard AK tigerstripe 
medium rare kilo
ooo revolvers i really need more revolver on anomaly
how do i make it not compat with any supressor
remove suppressor name from it
and type in suppresor status 1
which is built in
(NOT THE SECTION OR ELSE IT WILL IMPLODE)
like this
ну похвалите меня, пожалуйста, оно все работает, я маладес😰
what is that pistol with the super extended mag lol
it makes the uhh muzzleflash just gone 💀
sir
then just set 0

smart innit?
a colt vest pocket
why the extended mag
Cause its only a 6 shot otherwise
Is this part of the modding book?
ok i think just uploading this is enough first mod i ever do
yes
animators
That's what happens when there's no standardization
true
Not even the animation rigs are the same, and then you have some people using thap sized hands or standard vanilla hands
true
if only we had a weapon pack for gamma that was made by a group of people with consistency
If only
we can only wish
Yup
So we gonna have of reanimation of a renaimation on top of another reanimation 
dont forget about keeping models consistent
resizing them
m4a1 tactical or whatever it was called in gamma feels absurdly tiny
Maybe a general reposition mod fix can do that
Gamma is a lot of mods smashed together with some consistency patched up by Grok and the team
where do i put my mod release or ill just wait lol
so ill need just wait for this then
Consistency on all area is impossible, especially something that not everyone can do: creating good animation
yup
Won't do anything. The hands will still make the gun feel small
yeah the hands in anomaly are a bit weird too
hud and hud_fov issues squish everything and make it look weir
d
I've seen some people say "I use THAP hands for animating because that's what everyone uses anyways"
Thap is a blight
Why so? Cuz of the inconsistency?
Are the hand animations done per gun? Or calculated based on gun bones?
Per gun
ah..
Yup
hud_fov is a nightmare
Black Carbon Blade, with green camo grip
its a combination of a repos i found and a reanimation i mashed together. cant remember what exactly.. but i can try and figure out.
im typically dumbsmart stubborn. you know i keep trying stuff, until it works. without knowing what i did
fire
im trying to make a compendium of different knife textures. for the various knifes in the game. ranging from lore friendly, to crazy non lore styles.
when i want to relax, or having a bad day.
painting knife textures always helps hehe
i literally have mw19 knives and mw22-mw23 in my pocket lmao
we dont deserve the beauty of knives.
i wish there were a mod, with hotkey togglers to attack with knifes. with different animations.
and throwing also.
and lock on, doom like but stalker animations of various violent ways you can end a life.
would play amazing into a modpack where ammo and guns are extreme extremly rare
dang
btw.. could you port swords from cyberpunk?
i can but why
more reason i should get into learning porting.
i want more blades and swords.. if only i could also pick up plastic bags and kill stalkers with that
hitman shit
By any chance, does anyone know where to get the mod that made walking more immersive, the mod where if you're not in combat and you start walking, the character keeps the weapon down without having it on their chest all the time?
Beautiful...
so I got a question for fellow anomaly modders but in base game anomaly you can unpack the gamedate files and config your own gun like for example if I wanted too I can turn a m1911 into a a l96a1 make it do the same damage as or more and use the same sounds and partical effects, is there a way I can unpack existing mods within BAS in gamma? looked into BAS config and weapons data and it doesn't even look like half the weapons that exist in the game are in the folder.
do a search in files for that weapon's section name (ctrl shift F)
limit the search to *.ltx files
it might not be added by the mod you're looking into
like the m1014 has it's own mod
ahh so everything is isolated thanks bro
gonna be more annoying to build the file but it should work 
Is there a way I can add a non-companion NPC's health bar to the companion health bar list on the hud temporarily or would I have to make it a separate hud element?
если описание/название предмета в игре выглядит как иероглифы что это значит? Когда появляются иероглифы, а когда вместо текста файловое название предмета?
trying to make a custom poster using the guide in #🤖bot-commands . is the maid_poster_vertical.dds supposed to look like this? i expected to see actual poster images i can overwrite with my own
Hello. Got the same issue as the EaredGen (can't craft any artifact related containers). I used the sent script to overwrite the one for the Keep Crafting Window Opened mod, but it didn't work for me. Workshop Optimization is installed and is on top of the priority list, I'm playing on the older version of GAMMA (0.9.1). I apologize if this isn't the place for this kind of questions, but it's the only one where I found any mention of this issue.
Try this
Disable the other Workshop Optimization mod.
There is a warning from the Mod Organizer about the structure of this mod. Should I ignore it?
Don't
This has the correct structure
Got this fatal error while trying to craft a lead-line container:
Well it was worth a shot.
Sorry I won't be able to help further. The mod does not support older versions of G.A.M.M.A.
is there a BHS version with "animated" elements.
aking to Tarkov. where depending on you standing up. or crouching.
there is a change of the picture that illustrates the player.
how complicated, would it be to write something.
that checks for actions, and then makes a "animation".
is there something i can look into to learn it...
thanks
I see. Well, thank you for your time anyway. Guess I'll just buy those instead.
isn't it an animation but just an overlay just kept in the same position as BHS ui

you just make three different version of them
one with standing
one with crouching
one with laying
you check the status of character if he's laying or crouching
updating the ui
IIRC there are callbacks for when the player changes states (Crouching, Sprinting etc...).
Fortunately for you what you're trying to implement doesn't sound complicated at all to do.
and that's all
https://igigog.github.io/anomaly-modding-book/tutorials/scripting/callbacks.html?highlight=callback#callbacks
or if you're complete beginner: https://igigog.github.io/anomaly-modding-book/tutorials/index.html
Introductory book for S.T.A.L.K.E.R. Anomaly modding
Introductory book for S.T.A.L.K.E.R. Anomaly modding
im currently working on a BHS, quickslots hud combination.
and i thought about adding that icon change. i found this awsome reference. that can be used for the linework.
first i think i will try and understand how to move the different stats elements in sidHUD. with xml.
and then look into that callback tutorial thanks.. ill probably be back later if im stupid.. but thank you very much
the said xml can be found via stalker icon editor
its not in the sidHUD xml that controls the position of the individual stats/bars?
I've been thinking... Theoretically, I can disable the optimization, craft the containers I need and then turn it back on, right?
Yep, that is 100% doable
Gotcha. Thanks.

every ui has their own xml for each thing
BHS is the same
at this point. i feel a craving for having the doom guy head on my screen.. even if its a static picture XD
If the description/name of an item in the game looks like a random set of characters, what does it mean? Under what conditions do they appear, and when does the file name of the item appear instead of the text?
russian symbols?
the reason is wrong coding
all of the russian xmls(almost all of them) are using windows-1251
if they were saved in wrong format, it will result in the mess
do i keep this weird thing on the suppresor on the amb 17 that is in the newer versions or do i do it like in the first prototypes?
Are you a machinist cutting costs?
no
Then keep it
Removing knurling out is the first sign of poverty
Then it really depends on how you wanna aesth it, i personally think details like that makes the model less flat so its always good
If anything you change the pattern a bit and think its a aftermaket thing
yeah
i think itll look good in the finished product
the only models that depict the newer versions are warface but i dont like the models/textures from there
Can someone explain how install_upgrade() work? Cuz i tried everything, but it does nothing. This script should transfer upgrade from one item to another (CreateTimeEvent add cuz otherwise engine did not register new_item)
what are you trying to do anyway?
Need PDA to inherit upgrades
after it gets damaged or broken
Any mod for rework the skin for toz 194 ?
Am i stupid or what?
so god wont help me
there is 131k animations here
ты чё делаешь

Does anyone have an old copy of the MP9's inventory icon? It got shrunk this update and I'm not a fan of it

I just noticed 3DSS is responsible for this 


Do trees and other props like vehicles have their own shader?
not really
why dont you just lower the hemi from max and then worry about brightening stuff up with shaders
instead of having hemi on max and then trying to figure out how to fix it
😭
these may interest you tho
since im guessing its about branches
deffer_tree_s_- some of the vehicles (VS)
deffer_tree_ trees, some bushes (VS)
deffer_base_bump/flat [+_aref] - opaque geometry (pixel shader)
If there’s any mp7 enjoyers who use the 4.6 conversion and BIRD bullet icons I made AP icons for https://discord.com/channels/912320241713958912/1232748298503323779
Revising the icon right now because it was darker than I’d liked it to be for some reason
I'm working on a mutant that's panic threshold goes up as hp goes down and it seems to be working but I want to prevent its hp from going below 5% - is anyone aware of a simple way I can do this?
I've tried modifying the 'companions don't die' npc on before hit callback conditions but I can't get it working with the mutant
Edit: figured it out, I needed monster on before hit instead of npc, but now the mutant isn't panicking after this change, weird
Is it impossible to develop a mod that allows lets the player tell the game to load his map of choice into memory before he warps into the map?
Like, imagine I am in Cordon. I plan to get into Garbage. I'm a minute away from Garbage. I pull up my PDA and I right click anywhere in Garbage and click load map. The game loads the map into the background. When I reach the map transition trigger point, I immediately get warped into the new area, with minimum extra loading.
For that matter, can something be done to prevent the game from reloading the entire map when reloading a save in which the map is the same as the map in which the player was when he initiated loading?
That would be a really smart idea...
that is a lot of engine modding
every time you transition the game loads a save
someone should replace armor camos with winter ones frfr…. (I’ll do disgusting things for whoever does this)
Why is it unloading all the assets that it's going to need to load in? T_T
I wonder if it's possible to direct the engine to only unload items from memory
a. if the memory usage crosses a certain threshold
b. if the item does not belong in the present map
Are there any engine modders I can get in touch with to discuss this?
To not overload a decade old engine
If you got enough ram, you could try to use the prefetcher
The prefetcher doesn't make any significant difference to load times even with 32 gigs of ram.
А чё там, Modded exes поправили, качать можно по новой?
it absolutely does not help to solve the problem
those aren't LODs, that's the good ole gray terrain texture
gimme some sex there's a fix for that
Holy necro posting
but yes
what a necro bump
well it was in the MoH thread and thing got sacked so I guess install Aydins Autumn and rip it out of the files
Is there a .bump associated with the far terrain texture?
My guess is that the spec of that bump is just super high
nah, it's just a single terrain texture per map and the vanilla one is gray/white
some mods change that, but it affects all ground textures too
more context here and a download link above
Yeah it's broken
Hey, is there a way to change the magnification on the 2.8 acog? I need it to be 3.5x or 4x because the 2.8 seems a little useless
oh, that link was probably mine then 
I might still have aydin's autumn installed hold up
but iirc it was just the gamedata\levels included in default Aydins autumn

How to spawn companion in debug map?
Spawn any NPC, use the debug option to Make Companion
thx
nope, those are after LODs
sim_default_killer123129154891247
is story npc 😐
like, the render order is:
- normal ground textures (i.e.
ground_grass_...) - LODs (the tiled ones that LOD generator handles)
- this stupid ahh looking texture
How's it even generated? From the SDK?
and then the texture from 3 is always applied to the layers 1 and 2, like a slight tone/color change on them
I have no clue 
If Aydin colored those by hand, he's done a banged up job
I still don't understand what is the reason for these white LODs?
In this?
Because this is the texture you most likely have
how can I fix this?
Grab the Aydiin's Autumn textures in the level folder and use those as overrides for whatever your last mod that writes to terrain is
@unborn crest Хуйней не майся и LOD'ы в максимум поставь 
всм так и так на максимум и вот так
Да да да 

Ты ваще на каком DirectX играешь?
11, а че 12 надо?
Не, смотря на твой графон
Я думаю то что ты аж на 9 сидишь
че вот все так угорает, даже не понимая проблемы, тут уже выше пояснили что проблема не в дх или чем то
а в текстуре террейна которая белая
че смотря?
это тот графон который выйдет если убрать туман
че ты угораешь, ебень
зайди в игру убери всю плотность тумана и его дальность на 1500 и глянь еще в демо рекодре
какие такие?
у меня те текстуры что были в гамме
я и говорю о проблеме гаммы
а чего тогда?

разраба?
гений! как погода на лоды влияет?
Потому что погода закрывает эту проблему
А так ты сам решай это, исследуя другие моды 
да но это убогое решение когда после 500 метров уже туман ну бред
и то даже с обычной погодой можно заметить эти белые текстуры в некоторое время и погоду при обычной игре
че сам решай? ты хоть видел что мне отвечали?
тут уже объяснили причину проблемы и ее возможное решение
че бл?
какую растительность не ставь будет эта белизна
при чем тут растительность?
у тебя взаимосвязи норм работают?
так весна тоже зеленая и у меня и есть весна скорее кстати
Окак 
Чёт я такой весны не видел
хотя вообще в сборке осень основная так то
ты в пустыне живешь?
Нет, в городе

че ты несешь старый?
ты вообще гений, начал срач по поводу моего графона которого даже не видел
Ну с первого взгляда он не очень хороший 
I tried reinstalling grass tweaks in the fall version, but there are still white terrane textures.
You need to make sure that the level files aren't being overridden by anything else. You can check for conflicts in your MO2
no, I checked the files of this mod.
and some of the textures are correct, but for some locations they are still white.
Did you check what the texture looked like in your MO2?
Yes, I've looked at the grass tweaks files.
For example, one is correct, the other is still white.
I meant in your Outliner, on the right side, what's the last mod writting to the gamedata/levels/the name of your levels
Aydinn's might not have all the maps done, could be a possibility. I don't even recognize what that map is on the right
On the right is yantar
Is that part of some mod like extra levels? Ah
Have your maps rotated
This is what I have for Yantar. Guess Aydinn never did that one
So he just didn't make all the terranes.
Maybe or he did them in different season presets, you could try reinstalling it to pick a diffrent season to see if they've been done
no
I've tried all the options, and unfortunately it looks like Aydin hasn't made new terrain textures for all the maps.
is it possible to find all the textures anywhere else?
I don't think anyone else bothered making those. Maybe C-Con, but I highly doubt it
You could also have a look at the various texture packs like ATO or Rotten Life
They don't have the required textures from the levels folder.
Then you're out of luck as far as I'm aware. Make your own mod and make them 
perhaps the only thing left to do is create my own mod
At least now I fully understand the cause of this problem, and I know how it could be solved (so maybe I'll have a desire to fix it myself, but not now...
)
yep, I think no one has ever done those
like, I think Aydins just included one from CoC or something
it's one of those things no one used to notice because fog would cover that texture 99% of the time
but Ascii has plans to rework the way ground textures work afaik
I think we'll end up having just ground textures and LODs after that
Oh yeah I saw the list from Hippo the other day
imho best thing to do right now is use the files from aydins autumn as a temporary fix + use ssfx_terrain_quality 40 so that it uses the LODs the farthest it can
you'll barely see the terrain texture after that, even with less fog
I'll check which maps hasn't had a version made and probably try and do them myself whenever I've got time. In a month's time 
btw feel free to join the server i sent you the invite for, i'll give u the perms there
that's where we ping Huh 5x a day to ask stupid questions 
I don't know if I can handle the sheer brain rot I witnessed in the ccon thread
Y'all proper degenerates
man you should see that server then.... it's uhhhhh... kinda fucked up sometimes ngl
it's all fun and games 'til pipnik starts prompting AI to generate furry images
As much as I could use some stupid content to take my mind off things, I don't want to lose my actual mind
it's nice cause in one thread you'll have a decent, intelligent discussion about something pretty complex
then you switch to another thread and babegg is spamming twerking gifs....
I've got notary appointments today, so I'll probably have a bit of time before moving day, I'll join then
"BOTTOM TEXT"
Huh Yantar do be dark as shit, Aydiin actually made the proper texture 
fact
Hi guys, does anyone know if its possible to change the static magnification on the 2.8 ACOG? I'd like to have it at 3.5 or 4x but got no idea where to look
if you still have sdk editors\rawdata\textures\terrain
Are those maps downloadable?
Oh yeah I might be running ATO, that could explain it
?
The map files? They're straight from Anomaly
I'm loading textures from my Gamma install, so those would be from ATO on my end
blender loads texture from level/terrain/terrain_x_,dds as terrain texture not proper files
buut in sdk you have proper colored files
if you still have that one kryiron shared
Yeah just checked the file path used in blender, shame I thought Pavel would have made a blending shader at this point for previewing the masks
Yeah I still have it somewhere hopefully, I haven't modded in a while and had to do a bit of a cleanup
@weary root btw maybe you know, how's the flora variation being done by Ascii? Is it a noise texture that defines the patch or a new texture being loaded overlayed with the masks?
I want to try back again the NPC paths thing since I'll hopefully be able to drive the color/size
i think noise texture since you can scale it
anyone here know what mod adds the underbarrel gl to gamma?
Ah so the same for every map then?
Which one? For what weapon?
i think yes
the 40mm underbarrel gl im going to script in a shrapnel/shotgun ammo for it
but its impossible to find out which mod its added in
WOW
I want this for all maps, do I need a sdk or what?
i can send here ones that are missing in aydin if you tell me which ones you need
no point in downloading 20gb of crap for 3-5textures
true,although perhaps I would like to have the SDK in stock, but not now.
Can you just send textures for all the maps?
vertex shader
its a hash function
deffer_grass.ps - line 136
deffer_grass.vs - line 162
i can try

DP-27 !?!?
is this a separate mod, or part of a pack?
(он не знает)
да прикинь я не чекаю каждый мод на моддб пермаментно
Да не это
а вообще я видел уже дп-27 на аномали в swp, но там он был немного хуже по качеству
что же тогда я не знаю? интересно

да нашел я уже...
Ты там ниче не заметил? 
да ты заебал
увы

и хули?
@summer stream с тебя на будущее ебануть текстурки для свч
а ещё дай мне текстуры камуляжа побратске
JSRS adds the m209 effects as well as the vog no clue who adds the attachment tho
Он меня и так трогает

Я сижу делаю
покажи где тебя этот дядя трогает?
goin to pull that script and use it as a base for the new round
Да
hopefully thats the right one
these effects are also present in vanilla anomaly,
jsrs and other sound mods for guns only change sounds for them, set layers for the echo of the explosion, and also make a mono channel for these sounds
so i should just pull the script straight from anoamly
not a script
this is all written in the .ltx configs
(more specifically, you can look through the jsrs file structure and see there individual layers in the sound_layers folder and the sound config in weapon_sound.ltx)
you can find lines related to m209 and use their template to add an effect for vog
more specifically - dltx
dude, these are caliber parameters
im pulling script to change how the round works in game ik thats caliber parameters lmfao
like what
was looking for the mod that adds underbarrel gl's but realised i could just change how the round works in game to create my own underbarrel shotgun
create an under-barrel grenade with the same operating principle as a 12-gauge
yessir

some retards said it couldn't be done so Im do it
But you will need a script to change the logic of grenade launchers in order to implement the ammo parameter for grenade launchers
otherwise you will receive a single-shot under-barrel shotgun

it will be a single shot shrapnel m209 round
oh, well, if so then fine
trust the process brother I won't disappoint
In general, you can replace the “old” m209 with a new version
so that you don’t have to separately register weapons in the configs (and there are a lot of them)
new ammo
im going to make a new folder for it so it can be easily installed from moddb
just pulling script for a base most of it will change


the codes that dictates how much damage a mutant takes on a headshot are on grok_bo, right?
like these
u cook too man
and like, did you seriously make separate icons to display sights on weapons?
Greetings fellow staklers, how is it hanging ?
Ive been watching F.E.A.R. and thinking.... would it be possible to implement G.O.A.P. (goal orientated action planning) ???
that would be F sweet
In addition, I have noticed in WarFare thgere are too many "cap points" which leads to (at least in my oppinion) crowded zones and game needing to spawn many npcs to cap said points and can lead to system drag and affects performance the longer one plays...
yes
https://github.com/themrdemonized/xray-monolith - source code
lmk when you're done, i wanna see another goap implementation in xray
rudiments of GOAP if in A-Life but has a different idea
I would suggest: 3 types of cap points, 1: base to trade, spawn, etc. 2: outposts, for every base perhaps 3 outposts in strategic places to control the parameter, 3: forward observatories to give visibility and lift the fog of war and scout enemies and mutants
wait...... goap in ix-ray?
It may sound a little stupid, but you can roughly take the behavior from the “gang war” and partially integrate it into the story game
but also make sure that this happens without the participation of the player and with restrictions
Hi!
Does anyone know what to write in the script to play a random audio track from the provided ones, instead of one specific one? Maybe someone has a mod with such a function? I would like to see how it works there myself. Unfortunately, I just haven't found such a thing😰
i suggest to implement basic goap, show some progress - then maybe you will find more coders willing to work on it
maybe isobolevski (xray2ue) guy can help you
Nice man, I would love to help but im not that learned in tom coding
rip goap then 
Yes
There's a callback for hud sounds added recently to demonized exes
RU community has a bunch of talented engine coders
blyaa 4to eto 3na4it😰

если я в ltx вот так запишу оно сработает(не сработает.)? или надо отдельный ltx создавать для названий звуков?
[stimulator_sounds]
snd_1 = interface\item_usage\stimulator_use
snd_2 = interface\item_usage\stimulator_use1
snd_3 = interface\item_usage\stimulator_use2
snd_4 = interface\item_usage\stimulator_use3
shuffle = rnd
snd = stimulator_sounds
я чето уже пятую версию пробую и ниче не работает(
But comrade, I do not know ruskie 😉
then you're stuck with original AI /s
don't look for excuses ||/s|| DeepL exists - and it works pretty well
whats that my man, in not deep in to coding
дипл гавно
а вообще лучше в google ai studio у gemini 2.5 pro спросить
normal looks like this because of it lol
бля может я чето не понимаю? может я не в том чате спрашиваю? может вам тут похуй всем на зелёных боровичков вроде меня? куда мне обратиться, чтоб мне хоть раз помогли? или я хуйню спрашиваю? тип это очевидно и я просто безмозглый

???
daym
ask ru questions on an en server
then be surprised that not everyone understands your language
man, you linked some AI translator - just use it
chel ti...
ya na angliyskom sprosil. ti ugaraesh?
.
oi blya... uchitivaya chto dlya etogo okazivaetsya nyzhno script propisivat' otdelniy - ne pohui li che ya tam napisal? ili code tozhe napisаn na fuckin ruski?
thats not normal
i mean it is, but
how
it look like something is imprinting color on the normal map
actually let me see
ok, it´s not
thats actually fine
the thing is, the resolution is too low and the details are too fine, i don't think it'll be a problem in game anyways
okej
its a 2k map, so thats probably fine as it is
ight
You're applying a world space normal on a tangeant space normal map, that's why it's looking broken and off
with SSS 23 now supporting TAA, does this make a DLSS or FSR mod possible in any way now?
Not right now, but it's a planned addition to futur version of SSS
probably no frame gen
yeah imo that would be out of scope for SSS but DLSS 4 upscaling would be killer
yes
it takes ~30 minutes to implement dlss/fsr
(w/o scaling ofc)
you will need to scale mv properly (FSR has a motionVectorScale param)
https://github.com/ixray-team/ixray-1.6-stcop - DLSS and FSR, since 2024 ||copy&paste won't work.||

i successfully implemented fsr in modded exes. its not worth it at native resolution 🤷♂️
indeed, it looks better on thin geometry (wires/grass), and it's much slower than your average taa
makes sense
i saw like one of the person that works at multithreading engine trying to implement it
he said it's not worth it
if you can't hit 60fps without upscaler - you suck 🤷♂️
v2 is too smart to use random ass upscalers xd
that wasnt v2 but the one who paid for the work 
and the one who paid for the work doesn't know a lot about modding
that's right
fixing core issues with dlss
that's how you spot an idiot / nvidia fanboy

that dude is amd user btw
the one who paid
also fun part accured on the npc side while using it
ixr runs so well i dont even use fsr 
taa is more than enough for me
some npc's had NAN coordinates in them
resulting in absolute massacre on fps
calculating bones of a model that just doesn't exist 
150 miliseconds to process it and giving you perfect 4 fps
isnt that beautiful
anyways time to fuck around with UV map because this BF2042 gun had the fucking textures inverted on vertical 
dlss can fix it
make sure to suggest it 5000 times
yeah but a*e is a virus, goger
this is exported from substance painter how do i fix

and its CLOSED source!!!!!!!
like making it open source changes anything...
ixray is open source but for some reason no tried to implement it
WHAT 
yeh, thats what im talking about
"taa is closed source" - bitch, i left the code in ixr repo
but you're too dumb to implement it 
ah
what a beauty
and four fucking UDIM tiles
i'm gonna kill myself (i love bf2042)
i can take it from there
would be easier but dude said use BF2042
How did you make the threading pattern?
he's an idiot
@pine hatch далпаеп лучше бы взяли из каладуду
я бы не ебался тут
also the textures was inverted on vertical so i had to do the same on original one
You can probably recombine them into a single UDIM without any overlaps
uhhh i put the patern in mask on a fill layer with lower height and then i did height to normal
yup
theres a app for this
i can do so
but i did it manually 
search up like substance painter texture combiner
i have one problem :
this shit is old
You don't need that, just do it in Blender and reexport your fbx
i exported normal in dx
Your height is probably too strong or your normal output from the height to normal went wrong
alright ill lower it
Depends of whats in your scene, do you need to have only the selected objects?
yea, and also i need to combine the UDIM 
so i don't need to force myself on doing stuff like doing each thm files
Just go into the UV layout view and move them back to the first 0-1 UV space
Use the transform option to snap them to 0-1
They should all overlay one another without overdrawing
Send me your FBX and I'll do it alongside you, I don't have a gun or example to show you right now
yeah sure
is the scope meant to be part of the same model? or will it have its own texture?
So what are you trying to combine?
this better?
fucking l4d2
WHY L4D2
im gonna kill vitalik 
Some engines have upside down coordinates for the Y, that happens
fucking model from bf2042 comes in ebx
It's trivial to fix
ts shi sucks
ts pmo 
Would I need permission from Dux to make a mod that changes the current player models?
@summer stream Just select the tiles in your UV Editing, move roughly with the move tool, open up the small move at the bottom with the drop down, just move according to the number of tiles -1, -2 ,-3 ,etc
Do it for every tile, and voila
Re-export and do whatever you want
danke
just realized that normal sucks 
yeah
bf2042 is buns
lowk did this 💔
what enviroment map you use for baking?
fully white one
how
i low exposure for it to look better
send me
i made it? 
full white
here ya go
earlier i was using soft 1 low contrast 2 backs
put it down this way : Documents\Allegorithmic\Substance Painter\shelf\environments
lemme try it rn
heres the difference
i lowk prefer my way

ill see what it looks like in game
yours add more depth
mine bakes on details
rest is being made by bump
ak made this way
iwp textures for referene
reference
i thin in my way itll fit into iwp more
im like trying to do a vanilla + weapon pack so i think itll be better that way
btw you can make your own enviroment map
Okay
ill try making my own
maybe ill even ask lead iwp dev if they could share the enviroment map
not sure if they will
na u will be fine
i got banned there anyways 
but i know a lot of good guys from there, so they will give you one
how lol
porting iwp weapons?
a guy there taught me how to bake
bassically taught me where to look for models/textures
nah nah
showed a guide how to make proper bump map to frosty
bruhhhhhhhhh

heres the finished textures btew
looks very nice
yes

can i have i- nah jk jk
thanks
i can give you the textures just credit me, ill have to do some textures for like rails or some bs
for tactical
if u want to 
when im done
i'll try to find some proper animations on that bulky boy
im btw the uhh
charging handle can be swapped
to right side
or left
irl
im keeping it on left so i can edit anims to look cooler
it isnt that bulky
i mightve screwed the size
illl make the rest of the textures for it
like the mag
it looks so buns tbh
true mate 
bf2042 models are weirddd
i looked at the am17 there
its the newer ver that went into production
the picatinny rails in bf2042 are ugly
wish you luck
bruh
galvanized steel casing

it looks so ahhhhhhhhhhhhh
goofy iron sights
just take the one from mw3
даааа! я поборол эту хуйню!
вот как заставить воcпроизовить случайный звук напримере трех стимуляторов, которым я прописал выбирать случайный звук из 4ех.
"random sound" для поиска, если кому это тоже понадобится. Инглишмэны - just use translator
Нужно прописать отдельный скрипт под это дело:
local stim_sounds = {
"interface\item_usage\stimulator_use",
"interface\item_usage\stimulator_use1",
"interface\item_usage\stimulator_use2",
"interface\item_usage\stimulator_use3"
}
local stimpack_sections = {
["stimpack"] = true,
["stimpack_army"] = true,
["stimpack_scientic"] = true
}
local function on_item_use(item)
if not item then
return
end
local section = item:section()
if stimpack_sections[section] then
local random_sound_path = stim_sounds[math.random(#stim_sounds)]
if db.actor then
local snd = sound_object(random_sound_path)
snd:play_at_pos(db.actor, db.actor:position(), 0, sound_object.s2d)
end
end
end
function on_game_start()
RegisterScriptCallback("actor_on_item_use", on_item_use)
end
lazy
Как будто это хочется вынести в лтх конфиги и там настраивать, а в коде просто проигрывать звуки когда нужно
у меня не получилось найти как это сделать исключительно в рамках конфига
тут никто не подсказал
Вроде нужна структура типо такой
[stimpack]
stimulator_use
stimulator_use1
stimulator_use2
stimulator_use3
[stimpack_army]
...
А потом просто тянешь весь лтх и с ним потом работаешь как с любой другой.
Тут вообще вариантов примерно 100500 как можно сделать
у меня так почему то не работало
Fix the normals and adjust that bump and you'll have a pretty decent looking riffle
я как только не пробовал
that normal sucks BUNS
No I mean the surface normal, not the one you put in the bump.
surface..normal 
Сори, неправильно прочитал твой ответ
Я просто про то, чтобы в конфигах хранить информацию для каких предметов какие звуки, а в коде самому читать конфиги и их проигрывать
The humble rifle made out of clay:
Alright, so you know vertex have a normal direction? Like faces do. Right? Things like soft edges, face weighted, hard edges?
Those are creases no?
это да) это я тесщу) плюс там баг небольшой, который мне в падлу фиксить. в анимацию стимулятора уже вшит звук и если подавать звук скриптом, без строки snd, то вопроизводится паралельно еще и звук из анимации
basically here is vertexes
what the hell am i supposed to do with them
so they wont look like absolute buns
Hold up, let me load back up your riffle
Звук скорее всего задается в конфиге этого айтема и наверняка его можно выпилить через dltx
Actually, the face normals are pretty well done, whomever made them knows his shit
So just fix the bump map, maybe play around with a baked ambient occlusion map and composite it on top and you'll have something pretty decent
В конфиге ничего(
Я вот специально тишину поставил, чтобы он ее воспроизводил, а не стандартный звук шприца. А сам звук уже скриптом
![stimpack]
anm = item_rmk_stimpack
snd = ambient\silence
anm = item_rmk_stimpack
cam = itemuse_anm_effects\apteka.anm
tm = 2000
helm = true
![stimpack_army]:stimpack
anm = item_rmk_stimpack_army
![stimpack_scientic]:stimpack
anm = item_rmk_stimpack_scientic
uhhh
sir
there is no AO
Just make one
You can do it in blender even if you want
yea?
Nah, just multiply your base color with it
Ну вот про это поле с тишиной, да, че еще остается.
А ты случайно не смотрел в код, может в это поле можно сразу несколько звуков пихать уже?
В конфиге? Я пробовал и через запятую и отдельной группой их создавать и нифига(
poor
poor magazine.
Ниче не понял ) Если звук тишины работает, то это максимум что можно сделать
(Ну можно еще движок переписать чтобы он несколько звуков там принимал
)
Make sure you're baking the right texture to the right material
Удивительно вообще, что он так не умеет. Я уверен был, что это просто
rest is fine
only magazine is dying
yea for some reason magazine is fucked
Слушай, а может ты как раз заинтересован такое сделать? )
Сорцы то вон есть, пару строчек напишешь, вмержишь и все будут балдеть от новых звуков
If you're using Cycles, make sure you have a cage setup
Ненене, куда мне)) Я лошпед распоследнейший) Я умею только спиздить у кого то и переделать)
это уже все моды на скалкер

ревёрс инжиниринг
Та я те отвечаю, там ваще легко будет 
Тем более там скорее всего реально пару строчек
да блен😰 а че делать то? я даже первого шага не представляю
Ну надо найти как используется поле snd .
Если звук чисто в скриптах проигрывается - вообще лафа, чисто туда добавить поддержку нескольких звуков
А если в движке еще какие-то махинации есть, то там тоже поддержку добавить
А как узнать то?😰 Я в такие дебри не залазил никогда. Даже гайдов не читал никаких(
@naive snow stupid question, but is there a way to combine normal and normaldetail?
In photoshop or substance, yeah

so i need to work with photoshop, dang
that will be so much fun
I guess you could also do it in blender?
Ну короче открываешь vscode или n++ в папке со скриптами и ищешь в поиске где snd забирается из секции, что-то типо ini:get_string(section, 'snd') или ini:get_string_ex(section, 'snd')
А так, и текущее твое решение тоже балдеж если что
so i either need to cope or somehow bake it using blender
resolution doesn't matter, what's the end result you want? 4k or 512?
Попробую сейчас поглядеть) Спасибо😊
Then you'll have to stretch the low res map pretty darn big
Either way, this node setup is mathematically somewhat correct
If you're using substance painter, it would be much easier
суко.
still can be used
Substance does additive normals like a champ and it's much easier to get shit out of there
well let's try that then
the main question still raised, how to combine normal and normal detail
IN substance painter
because i'm a complete idiot to begin with and only worked with normals, but not detail maps
Just load one as the base mesh normal, add the other as a texture ressource and put it in a fill layer
detail normals are the same as normal...normals
but just adds more details to it, right?
oh that
that works too
thanks burn
We just refer to them as ''detail'' normals because they usually only contain small detail, creases, pinches or bumps
They can be omitted on low-end platform since they only add detail up close
You wouldn't see skin pores from afar after all
oh yeah about that
that's from cyberpunk 
Ao goes in green of bump
okay good
as burn said previously
it now looks like this
R - roughness/specular/metalness (or roughness mixed with metalness)
G - green channel (ao, to be simple, or just plain white like tarkov ones)
B - blue channel
A - red channel
roughness inverted dont forget
i uhh
never did that
since i mix it with metalness
No, if anything you want it to multiply the red channel
Don't do the green channel, it's for the normal map
i dont get it
i always thought it went into green channel
mine was always white or had AO
never tried to apply AO to the red channel
You want to reduce the specular where there's no ''light' so you'd make the specular channel darker in those areas
If you start adding the AO to the green channel, you're shifting the whole normal map orientation

Unless I've gone insane and forgotten how bump maps are composited
R - roughness/specular/metalness (or roughness mixed with metalness)
G - green channel (ao, to be simple, or just plain white like tarkov ones)
B - blue channel
A - red channel
![]()
![]()
r - ur specular
g - normal z (not AO)
b - normal y
a - normal x
its plain white in tarkov cause you reconstruct Z from XY
alright that's
and Z is just plain white
R - Gloss/Specular
G - Blue Channel of your normal map (or Z+)
B - Green Channel of your normal map (-Y of DX, +Y of OpenGL)
A - Red Channel of your normal map (+X)
shit adds so many details i died 
yep, and thats incorrect for stalker unless you do reconstruction in pixel shader
I might have messed up the Y +-
man i'm so fucking confused 
how does correct Y suppose to look like
No it's meant to be your normalized z...
vec3 normal;
normal.xy = normal_tex.xy * 2.0 - 1.0; //-1 - 1 range
normal.z = sqrt(1.0-dot(normal.xy, normal.xy)); //reconstruct Z
probably dot needs to be clamped (sqrt shits itself with neg/nan values)
but what if my Z is just black 
It will never be black
It shouldn't ever be black
at most it will be a grey
well uhhh
these are black
0.16 linear or something
Then you're missing one channel of your normal map
just invert the channel
xd
The angle will look off when hit with lighitng because the tangeant will be broken
ain't reading allat. write simple macro to generate Z from X&Y
it will be back to normal, at least that's how it was with fallout

we doin' that then
lemme just compile my brain to even do macro on it
my ass never really worked a lot with scripts
what if regenerate normal using uhhh substance?
Just recomposite your X/Y and run it through Xnormal's normalized filter, that'll spit you out the missing channel
man this shi gonna make me go insane 
but it will make me do stuff much better
time to get this thing on my pc
You'll get the photoshop filters out of it
Welcome to 91' with that interface
(that means some stuff can't properly save)
You can use this on a normal map missing it's z channel :
Just repackage it afterwards in your bump
holy shit that 2013 TAKES A TON OF TIME TO INSTALL 
i'ma just make a new one no worries
amazing
holy shit that UI IS S OFUCKING OLD 
Told you, 91'
i love it
You can right off close it, there's some cool utilities in there, but it's old game dev stuff
the normal to cavity is pretty nifty
but you can do it in photoshop too
the other question is how do i let it appear as a filter in photoshop 
since i already told what kinda stuff i had
Oh it should install automatically, so just restart photoshop
Otherwise, just open up the install location and find the photoshop_plugins

Yeah you should have them on a restart
the Dilation filter is one of my favorites for icons and anything with an alpha
noted
so here is Z channel for normal
looks like this
it is base normal
it's
base normal
i swear
that's how it came
just bloated
The base file you got looks like this? Pre-filter?
it looks like this
without any filters n stuff
Ah they stored the metalness or roughness channel in there
You could do this in pretty much any engine to be honest
So yeah you can clear out that blue channe l
Run the filter and it should fill it back up with some info
make it like gray?
127/255
Undo that and put it gray, my bad, I forgot it was meant to be gray
Yeah white was correct 
that scared shit out of me
I haven't messed around with this since 2002 



