#╙🖇mods-making-discussion
1 messages · Page 116 of 1
even in preview it looks very nice
so now i'ma uhh 
uhh..shit
ill look at normal
That'll spit out a normal, so it's good
does anyone know where the actor legs for the ecologist exoskeleton is? Can't seem to find it under mod 236
this was normal detail
nah mate at that point id just wrestle with substance painter or smth
go into actor legs ltx and look what model it uses
Open the dds on xnview and isolate the channels
nah 
That's too olive
Found it, thanks

if it works it works
i'll use X and Y to do Z
sounds good enough
wait
why is it green tho
do i look like i kno
So you know that black outline you sometime get around icons and things with an alpha channel?
That's because, when saving the image, sometimes the program doesn't know what to assign for background, so by default it does black:
You can use the dilation filter to propagate the last pixel of the image outward:
You get way nicer cutouts for icons, leaves, transparent stuff. Real useful
Did you run it through the same normalization filter?
Both of your normal maps should come out the usual lavender purple before you combine them in substance, and when they come out of substance painter, they should still come out lavender purple
Is this why I got the weird white outline for my STG icon 
green channel DOES come with purely black channel
mhm
When you get an olive/yellow map, it's usually because you have black in your B (same as when the slider is at 0, vs 1, which is purple)

Yeah probably
That looks proper and nice
Photopea seems to negate the issue entirely for me afaik. Was able to do some icon edits without a white outline behind the text like with Athi's scope icon text
photopea is
interesting
Yeah softwares, will sometime fill the background black (which is less noticeable sometimes) or white (which is more jarring)
also that white channel
It averages what's closer to your image (if you have more black, it puts a black background, etc)
You mean like cut lines on your models?
it looks VERY
very clean
yep
w/out normal detail
with it :
(it's not visible)
Yeah, you where basically missing one of the direction information for when the lighting hit your model
@celest forge Get your ass in here and learn, so you won't complain next time that I'm not teaching you

nah bro
he won't listen
knowing juan it's small chance
he can just read this whole convo
It feels like your hands touched a very hot surface, that's a burn on your prints
or you're just
old asf
still the hand looks pretty good
Nah like gettin older you'd have less blood presure to your finger tips, you'd have whiter fingers at the ends
i have the same fingers as her
Looks great with the detail
does that mean i have burned my fingers
Maybe your folks burned off your fingerprints, the perfect crime
Now fix the gun so it looks proper
but mister burn
i don't want to :(
this gun doesn't deserve love
like mw guns does
The m3 model looks better anyways
Aren't you doing it on a commission?
no
it's not really a commission
i was just asked to
but
well shit i need to make it properly

Then just do it to prove to yourself you can do it
For the bump?
Oh then you can use that + the old blue channel to get some nice definition and results out of your specular channel
You can also use the blue channel if it's a metallic map to get some nice color hues or contrast in your base color map
it is metallic map
mag doesnt have it sadly 
time to clear up this mess

where did that come from
Probably a temporary file of somesort I'd guess
Oh that's neat to have
Did the model come with a bunch of extra texture maps or just those?
lots of stuff
3p is like a proper normal
but for third person ONLY
nmt is used for first person
Interesting
The good thing is now with those normal maps and everything, you could bake yourself a nice ambient occlusion map and a cavity map, get some really interesting details going
i am going to look forward to it 
Is it possible to revive a corpse with a simple script or is the only easy option to delete the corpse & spawn a new entity? I'm not sure how I can select the corpse for deletion if anyone can help figuring it out
Corpse revival is extremly complicated, better off getting a fresh new body
There's some things to assign and do when it's a story or important npc however
I believe that there's a blog post somewhere on google on how to do it for important npcs like Beard
i love how many depth the xNormal does
depth?
yea
like slight depth
it looks much smoother
like if it adds actual AO
OH YEAH MW NORMAL HAS THOSE
THE PROPER Z CHANNEL
IT'S NOT AN ACTUAL AO HOLY SHIT
It never was meant to be an AO
I'M SUCH A FUCKING DUMB ASS 
Most game now don't really do baked AO, they leave it to screen space ambient occlusion instead
Okay thanks, I'll see if I can find it 🙂 is for a mutant so not standard stalker npc. From what I can tell mutants don't have a critically injured state I could set instead of death but I'd love to be wrong
mw maps does have separated AO i think
like mw19
Haven't disected their models at all so I wouldn't know
ima show you mw22 and mw19
i have a lot of assets from there
mw19 :
first - color map
second - metallic map
third - roughness/specular
fourth - normal
fifth - ao
sixth - no actual idea
and now MW22
red channel :
blue channel :
looks like this
(mw22)
red channel and blue channel :
(mw19)
looks like this
oh wait there is HEIGHT OPTION??
HOLY SHI
Yeah those are just normal map channels
proper ones
that's the reason i love mw maps 
they look clean and proper
fuck i forgot to invert
ahuhuhu
lovely 
You don’t have to invert mw maps
Depends
If it looks correct without inverting
Dont invert
i said that
to bf2042
inverted UV maps
fucking shit face Y
na we good
dont worry
i love that roughness ill just combine it with metallic and AO
In one tutorial I saw a guy mix specular roughness and glossiness into one using rgb channels
Yeah
Fun little trick you can use with metallic maps, you can drive some hue adjustments up and down through it to get that kind of tempered steel effect
i did play around with hue
like a lot
pretty fun
for some reason magazine keeps shitting itself
idk why
I'll usually multiply my base color with the AO at opacity 65 or 70% sometimes.
Use the roughness map, invert it, use an adjustment level layer on it, remap towards the center and use that as a multiplier on the specular layer. Combined with some funny blending mode like soft light for the metallic map remapped too. Finish it off with a contrast layer and your get some really nice results in the specular of your bump
What do you mean shitting itself?
this
My guess is that you have overlapping UVs
turn wireframe on
no 
(idk how to)
but yeah theres something black massive in it
You'll proably need it, so best to remap it somewhere it doesn't hurt
display settings on the right buttons, scroll down and youll find it
nah
we don't have separate texture for it
so rn we just cope 
danke
muzzle
I mean, just scale it and put it in the same texture as the magasine
send it
Hooray
is "hit_power" the damage of a bullet?
that AO looks rather interesting
yes
well it's a multiplier
the actual damage written on the gun
it just multiplies the dmg on the gun via the multiplier on bullet
example
gun has 0.76
which is 76 dmg
bullet has 0.9 multiplier
76 x 0.9 = 68,4
that's basically how it's done in the most simple way
trying to make it to where AP 4.6x30 will kill on headshots
there's GBO but i dont count that
@naive snow whaddaya think of that AO
i still dont even know how armor hitboxes work
with tagged patches sometimes the patch will tell me i shot them in the left eye
is thatafuckinghitbox
kinda
It does
Looks kinda like roughness combined with normal in some way lol
but NO WAY IN HELL
THAT LOOKS MUCH FUCKING BETTER
LIKE GOD DAMN BRO THAT STOCK IS SO JUICY
is k_hit the bullet multiplier?
yes
damage in its most basic form is still just hit_power * k_hit
that's universal

i dont like the way GBO does dmg so
its easy to calucate it using simple form
ye i always refer to that formula as "potential damage"
I'll have a look in 20 minutes, putting the kids to sleep, but real quick it does look off which points me to your normal maps supplied maybe having some issues
they have Y inverted but it shouldn't be a problem
the reason could be alpha channel
not the channel, but UV
ill remove alpha
Sweet
removed alpha
ill load in new ones
yea the reason IS alpha
aaalright there WE GO
THAT IS SO FUCKING GOOD
we are balling baby
yep
@crimson salmon whaddaya think
Probably easy enough to fix those rails
make a new model
that's it
or just
Nah
Just realized most of the newer kalashnikov products have simmilar grip patterns
The am 17 and amb 17 have that now
damn
I wonder if it’s that effective
grip could be better
Looking pretty good, excited to see how it render in game with everything
we will see
time to scale it down
also burn i BEG YOU
teach frosty how to make proper bumps 
What is he doing wrong
alpha channel gone
No wonder all his addons look weird
Hmmm? What's he been doing?
this
(for some reason alpha channel just disappears in thin air)
so u will see this bs 
That just means all of the lighting hitting on the weapon will be off
Make a proper bump and show him 
Even my first try at textures didnt go this badly
it's FROSTY
I SHOWED HIM 
I ACTUALLY DID A GUIDE
ITS STILL THE SAME
Boyo be cutting corners

Did the guide include the shenanigans of putting the ao in the green channel 
I actually never put ao in green channel before
nah
I thought it worked like that
it's only for EFT maps
Clean up yo guide and add in the normalization step
there is a different process of making normals
Cuz of that one asphalt texture in anomaly
he won't have enough brain cells for it
Where parts of it were pitch black
so the thing i showed him is fine
It was fixed in sss
Fair enough
Frost posts weapon slop like every 2 days or something

Now just gotta get that same look in-game. Shouldn't be too hard, just gotta fiddle with the spec of the bump
ima work with that
use AO, use roughness and metallic

what do i use for it tho..
I'll probably attempt to make a substance painter export/import template eventually
it's pretty easy to make one
i did it
True
Start off the roughness, it's the closest thing to a specular map
but you need to MIX it
how do i apply the rest
like AO and metalness, which effects
I'd probably multiply the AO on top of it, 65% or something
Metalness I'd set it as soft light or something with a low opacity, just to get a bit more shine on those metal bits

as you say
Do the same multiply of AO on the base color
Slap on a contrast layer after all of that, crank it up a bit to get some nice values and add a level to remap the values to normal range
Saving this for later might come in usefull
Send me a set of textures and I'll make you a little example of what I'm talking about
hold on i need to scale it down first
Scale it down?
You should probably setup your substance to be as close as possible to your original file size. Otherwise you lose a bunch of detail and things become blurry upscalling for nothing
this the best photo i can take of guns with maxed out game
and 3 fps
i need a studio
thank god i can play at maxed out graphics like mad freak and do shit 
i should probably lead this pc to the one who has bad ones
i just need an gpu
I'd do both to varying degrees
let's try both
how does it look like
i did only 20%
since it would make the texture WAY too dark
It adds a nice a little touch
true
You could also tint it, brown-ish to get the look of dust if you don't like ''gun oil'' black
na it's fine
How's your specular map looking?
im doing color map rn hold o
looks pretty good
roughness comes first, after that goes metallic with soft light on opacity 35%, ao with multiply on 20%
Can you show only the red?
That's coming along great, nice gradients, some decent small and mid level details
oh yeah tbh about thm's
meowie showed me some good stuff
is it good?
You can look at a histogram to see how far appart your values are
red channel fully or only some of them
Only ever on the red
Now you can add a Level adjustment layer on top and bring up those values higher if you want some shine on it
nah im fine with it
some of the spots slightly white, good for me
very nice thing
Looks fire
Can’t wait to see what it looks like in game
basically im working with 4 maps at the same time
ao, metallic, roughness and normal
fun
Welcome to being a texture artist, we do that shit all of the time
You could go crazy and generate a cavity map from the normal map, get even more detail that way
Using what?
no thanks
so basically i'm now a junior
Plenty of software do that, xnormal either the software or the photoshop plugin can do it. Substance can do it too.
Yeah pretty much
height map
And then how do I add it to bump?
Ohhh
Height
YIPE- 
height map is used to fix some problems on bumps
but cavity map?
never heard of it
You could change the specular to be lower to emulate rough edges, or higher on metalic parts to do rough metal. You could also desaturate and brighten up slightly the base color with it to make edge wear
Evil mishchiveous map that wrecks your entire model
There's a 100 different ways to use information maps, it's up to your imagination
Cavity maps are just a type of map, you don't have to use them as is, you can use them to mask out other layers or drive information
I guess? I don't know what you're trying to emulate or do
bottle
Ah a silencer grip
Well part of it is going to be your normal map, you'll have to use a pretty good texture resolution, good filtering, probably even BC7 if you can for the DDS and use something like kaiser filtering to keep it nice and sharp. Most it will come down to a good normal in your bump and some nice specular work
the shittiest pictures ever, but they oughta work

im ready to send it, just need to find a good place to upload, and write the discord text
I use box and bc7
I’ll try kaiser
Box is pretty blurry
@naive snow his bump is fine now
lets see what he does
(frosty)
now imma play some motor town
alright almost all of the bumps done
red channel looks like this on every bump
aaand that's the LAST bump
time to do the same to color maps rq
that's done
this will be fun to look at 
Found an old example of bump I had done for the toz-34
Cleaned up the layers and renamed them so you could see what was what. Once you've found a setup that works, you can pretty much apply it to whatever and even automate it somewhat.
Was it meant to be this gray?
..yea
i can just darken it down

not a problem tbh
will I have to edit textures to stop a gun from being so glossy?
Slap a contrast layer on the base color and crank it up
bump
lemme just uhh
use paint for that
since only that thing does BC7
The brighness isn't as much an issue as the fact that it ALL gray, I expect different shades like on the mag, stock and scope
oh yeahh
about that

also it doesnt have dither color from bump
Neat little trick you can do, you can use the metalness map into the mask of a Level Adjustment, allowing you to ONLY brighten up or darken down metal bits
and it was just me

harsh truth
w/o metalness
w/ metalness
yea that looks much better
we doing that
Makes those scratches really pop
50% opacity with soft light 
You learning 
fast learner

HOLY SHIT
that's w/out
THAT'S WITH
THAT'S A SUCH FUCKING BIG DIFFERENCE DAMN
literally reaching the level of good textures
magazine looks funny
Doing good textures is just about learning to play around with your information maps 

ur right
You can always remove parts that you don't like, it's yours to do whatever
Any tips for doing that I am creating my own textures for a weapon
Depends on what you're making. Just getting and baking proper information maps is going to get you 70% of the way there
A weapon that looks decently used but not alot
Yeah but is it all metal? What type of metal? What bits are going to get the most wear and tear? What part would rub against a holster, mechanism or on the floor? Is there a direction to the metal or is forge casted?
Those are the kind of questions you have to answer to get convincing textures
burn ur ready to see it? 
Show me the money lebowsky
I'd still play around a bit with the base color and specular, but overall that's pretty gud
i did my job
i did the first GOOD texture
I think I did wear as accurate as I could, 75% of the wear I took from references rest I left up to my imagination
There are barely any references of a a really worn version
Wear is just one part of the equation, most of it comes down to having good UV unwraps on your model, good texture baking to get the most information you can, then just applying smart materials and proper filters if you're using Substance or whatever
The model I took from a fallout mod
Most of the wear I did manually
Best control is if you do it manually
Did you maybe invert the ambient occlusion texture on it or put it under the Level+metalness?
There's some odd bits on the magazine and stock
Did your level brighten up the metal bits?
Oh you left the base color as is?
yep
metalness was just
roughness but inverted
it didnt had proper metalness on it

but eyyy
look at the texturee
Bruh they won't even pull out the guns for me to fix 
drop em to them
Cause here's a tip, when doing worn metal, rough bits will shine brighter than the rest. Whereas on your model, it's like a coat of paint worn off on a dark polymer plastic or something. Example, I usually do this when I'm painting miniatures
Pulled out another gun, that seemed to fix things at least
ehhh

the result is good already
so 50/50
the wear still looks good on it
but it could look better 
stop making me go over this again
Fine, have it your way, but I expect the next gun to be fucking mint
as you say
ill work with SWM models rn
this entire week will be related only to them
how does this for roughness look
Too much the same level of details, it's all very subtle medium fine details, too many repeating patterns, you can clearly see the repeating noise used which doesn't make sense
ill try to increase tiling
I'd expect to see fingermarks, smudges of fingerprints all over the barrel where it would be gripped. Some worn scratches with more contrast on parts of it, either sculpted in the normal and then used on the roughness or something
does this look better?
That already looks better to me. Hard to say really without seeing how it's applied on the model
You can also use the curvature map to put some grime and dirt in creases of the model, break up the roughness another way
hmm i was thinking of doing that earlier
question
what this could be, AO?
Thickness map
make it more rough or less rough in crevices?
Usually used for creating subsurface effect, but you can use it to drive red shades/purple shades on the albedo to fake blood flow
Curvature map
funny how it's
more or lesss rough in crevices?
We often drive roughness via a curvature mask, so that makes sense
ima use it then
Looks good. Maybe not make every edge wear to be rough, you can make them shinier instead, worn metal tends to become polished with oils
i do lol
that isnt edge wear
its only modifier to roughness
Looks decent
i paint all edge wear manually
alright now i gotta do this to the base texture
and redo each step
again
You can just toggle the layer to impact your base color and drive brightness that way if you want to drive other factors with it
maybe
i think base color is good as it is
let me double check what i t looked like in game again
this is what it looked like when i finished earlier
What kind of conversion are you doing from roughness to the specular of Stalker?
invert roughness
But that's just a Glossiness, stalker talkes a specular map
Do you not remap it or anything?
A specular map doesn't react the same as a metalness.
You have to understand what the difference are between those type of maps.
Roughness is how polished a surface is
Metalness describes what part of an object are ''pure'' metals, painted metals don't count.
Glossiness is the inverse of a Roughness
Specular map is how much light a surface will absorb and reflect.
You could have a very low specular surface and have it be super shiny and polished, or you could have also a super reflective and very mate object.
A specular map doesn't translate to roughness/glossiness/metalness, they each represent their very own thing
so how can i turn my roughness into spec
Black painted metal will tend to have a low specular response (which is probably why your model is seemingly working, because your very rough roughness map made it a very low specular)
There's no easy way or sure way, you have to author it yourself
i think just inverting it does the job well enough
i can allways edit levels
make it more intense
You can mix and match the different type of maps and get a pretty good result generally
thanks for the help
ive been doing these textures for like 2 weels allreadu
Don't give up, your first try will never be the exact look you had imagined and never as great as you wished it would be
yeah
lemme show you my first try at it
this my 2nd
and i think itll be the final
But keep at it, you'll figure out tricks, your own methodology and eventually you'll get where you want
this was my first try
2nd try i started using more noise and grunge
Nice details on the racking bolt and ejection door
they were a bit absurd
tbh
the actual gun wouldnt have it scratched that much there
i meant
im not sure, until tarkov adds it
apparently it is going to be in tarkov stated in the tarkov wiki
Yeah, but it's the fact that you thought about those details that count. Narration, as stupid of a term as it is for a weapon, is important to make belieavable shit
Yeah that's a nice reference, you can see that the fire selector is the bit that gets the most action and the head tempering happening at the muzzle break
i got to see the gun from multiple angles in the vid
very useful
but besides that vid there arent many others
theres a 2nd one in pristine condition
but that ones a newer model of the weapon
roughnesss is starting to look like this
stupid question
where does this come from?
the actor effects
is it a mod or i'm just insane
since looking it up at mo2 shows only cooking overhaul
lmao
that shi is funny 
i need to make fomod for it
great i need to reexport and rebake all textures
vanilla anomaly, it's enhanced recoil
ah, thanks 
i'll make it as another plugin
but it's vanilla stuff
it should be included
it's a toggle ingame but vanilla behavior nonetheless
i'll put as non-mandatory thing 
like honestly my guess is that it would even have problems if it doesn't have the enhanced recoil profile
if it's enabled ingame
which you can't blame as user error since you provided the mod without the necessary files at that point
but i'm guessing there
???
don't mind me
it's like 8 am and i didnt have a good sleep 
i did not sleep at all
textures are finished now time to import them into the game 
very nice naming scheme
fartshit
mine is in their own folder 
zip bomb/10
yeah roughness looks better now
thats enough texturing for me
time to torture myself even more by animating
ill do these rail textures later for u so u can make it tacticool
thanks mate
np
Why XML have something like this? how do i see it?
cyrillic i think?
wdym?
asked chatgpt for it, At least i know alittle bit Thanks for point that out
каладуду там модель гамна
Я сделаю их неё конфетку
ты тут мне не пизди да
Anyone knows what to edit in the files to change the static magnification on the ACOG from 2.8 to 3.5 or 4x?
deltapeak

Its because you opened the file in the wrong encoding. Use Windows-1251
You have seen the LV naming conventions? (above)
in my headcanon it's not about minifying but just how you think when writing shaders 😆
anyone know what's the range of these values
I messed around with it already and it goes way overboard in game
I just want to adjust them slightly
Broken beyond any repair, but you can find info about real numbers somewhere in the configs
I'd like to increase my carry weight somehow, does anyone know what I can do to edit the game's files? Can't find a relevant config, or the files for backpack so I can adjust their numbers, or anything else really.
Well, if you need an addon which increases the carry weight you can use this: https://www.moddb.com/mods/stalker-anomaly/addons/tosox-mini-mods-repo, the 500 Weight Slider module
That 500 Weight slider minimod may completely break the stat display in GAMMA 0.9.3
because Carry Weight Slider, my repack of what RavenAscendant wrote #╙🖇mods-making-discussion message, does the same thing and it also completely breaks stat displays
editing this aspect of the UI seems to completely break GAMMA's new number-based stat display, so I would advise against it
0 to 1, you'll want to read grok_actor_damage_balancer.script to understand how GAMMA uses these values
rads protection is
all kinds of megafucked tho
just updated my gamma installation and it looks good for me tho
O MY FUCKN GODORO
Dont help Maka, help me 
Thank you, that works perfectly!

Это че за предательство
where is the link to frosty's suppressor guide
get stalker icon editor from here
its in English
then find ui_icon_equipment.dds in your anomaly files
i remember there being a guide by frosty
what gun is it
to do it
yeah im trying to get the bone
i know how to code it so it has suppressor functionality
alright so
i just need a guide video how to weld to armature
go to your model and select the skeleton
provide me with screenshots since i don't have pc on me rn
that would be very helpful
ok nevermind there is already a fucking suppressor model on the gun

the code is just not there
thank you teivaz
what were the statuses again
1 is integral and 0 is not there
what is 2
ok
its default 2
but the fucking details page on the gun
HAS NO 9MM SUPPRESSOR
i need to do magic

but yeah that would be pretty good if you would do it by yourself
you will learn some stuff about it
who cares
dltx is pretty funky
What do you need help with?
i already did it a couple times

anyone can uuh
a modder
just forgot after every time
(me)
thread a barrel
i made the Mjolnir suppressed mod ffs 💔
good for you
too bad it used the old deleted one
put a silencer on a slamfire shotugn
man ill just wait when i get my karambit
no
like
whats the shotgun you gotta move the barrel backward for the shot to hit the pin
name it and i might
if we could make a shot delay on anomaly, it would be feasible
nah i was not born for coding
i kinda want to do it tho, double action animations suffer with immediate fire
you can just lower the rpm 
its not that
its mostly that we can only use 1 or 2 frames of animations to any kind of pre-fire action, hammer dropping, cylinder turning and what not
its pretty imperceptible
Does anybody know how link a right texture for a legs in swm_visual_body?
Because if i remove a hud_hands file, legs texture does not appear... 
i'd like to at least show some part of the gun moving
I mean yeah I get that
but it's still not worth it since the gun fires the moment you click
without any sort of delay input it's useless and sort of bad
yeah, thats the point
i will however see if i could inject a hud animation for empty clicks
colorant
just need to paint color on the character... digital warhammer painting XD
i cant decide. if i want a border around. or its cooler just clean.
ooh, interesting
Does anyone know why my weapon positions keep resetting even after I change them?
Probably not enough zs
do I have to rename it into mod_system_zzzzzzz_mosin?
Does anyone know if fakedeath is limited to zombies or would it function for other mutants? & if not is there some other way I could force a mutant into death/ragdoll animation without actually dying?
Z's are in front
Wait, so not like this?
I stuck it into another small DLTX I had that was working and it still didn't change 
Mooooore z, i guess, since gamma have a mod that also change npc wp position by frosty
That finally fixed it 😭

Looks reminiscent of early 2000 hud
yeah, i dont really like the detail on the icon. i like silluhette more..
its all very preferencial... i made a many different types.
probably just gonna upload a archive. so theres something for everyone
ooh, can you show?
Also, may i suggest something?
#1137162280816099450 uses same BHS textures, but needs one more bar
yes please suggest away i would like that
a bar for surgery.
so just add one more bar texture to all your .dds
unless this is not a standard bhs .dds format
actually i did write you about BHSRO. because i cant use it properly.. i get a blur render error.
i would love to use BHSRO.. actually i tried this anomaly build to be all around your mod.
in the comments, i wrote 3 mods. that uses r_blur.
to figure out a fix... but its okay. i also miss my comments in moddb all the time.
Regardless. i would love to make this BHS to be a BHSRO hud.
it would be a honor to work "with" or contribute to yours ^^
ill install BHSRO again. and get the error for you.
🙂
Yeah, chuck in #1137162280816099450
it works for anomaly and gamma without issues
first time i am hearing of the blur error ngl
i must hate myself. now wanting to make my own large mod combination. and make mods for it.
but its a fun challenge..
ill find the error, and put it in there.
when i get BHSRO working for me (im stupid)
ill try and make it work with it.
but im very beginner at this whole thing. 🙂
this one i was aiming at codec kinda MGS1 for ps1
Oh this looks familiar even
yes i used another BHS as a template to learn how to do it.
its the same kek
here you can see what i mean by another bar
the blue one
kekyea, i had to learn from somewhere.
just understanding how sidHUD works with BHS.
to show radiation. was a headache for my beginner state.
that one you jsut posted and removed is good
yeah im looking for the updated one 2 sec.. and thank you
i want to try and see if i can figure out to make a callback function. so the icon is "animated"
im considering buying like a qulity toy soldier figurine.
so i can set it up in different poses. like wrapping a bandage, moving etc.
taking picture of it.
and draw on top of em on my ipad.
this is all still just a concept.
i have to learn each step to actually create it
Oh, yeah it should be possible
well, not just should. it is
But the entire hud would swap
at least, in the current way how BHS makes the hud
Ngl make a couple that are exactly the same format
meaning the same dimensions and everything. Just different poses
Swapping the hud based on item use is not hard at all
You can retrieve the item used and match the name or functionality and swap the hud to the one that matches
would need an upgrade to the BHS UI - but i assume reworked has exactly that
hmmm, yeah is sounds realtive straight forward... ill have to look into it somemore. so i can make it a reality.
maybe ill focus first on making all the BHS icos in same format.
and possibly also try and make something thats a little different in placement. as BHS.
just to not copy others work too much.
but the template is just so damn good
then when i have a solid design. ill look into the coding stuff
Hey guys, just wondering
how can I change the amount of health that NPCs have?
I'm getting a crash upon attempting create an extended mag for some of Frosty's Tokarevs. Dunno why since I just did the exact same thing I did for the Steppe Eagle extended mag I did and there were no issues
It also didn't create a new mag entity
Turns out I needed to name my LTX "mag_" instead of "mags"
huh
what format do I need to save textures in?
It depends
❓
just use R8G8B8A8
If you don't really care about size
But i use DXT3 or even DXT1 for not important textures

No
Don't do that
Use dxt3
It's the proper format
Rgba format is not compressed at all and will impact performance
It's terrible
I use DXT1a for solid textures or ones that don't need semi-transparent alpha, like grass and trees, DXT5 for bump, bump# and things that need semi-transparent alpha, like glass imo it's reasonable mix. 
UI elements are also not massive, but even they result in over 1mb textures
Just for simple things
You can't really see the difference between them
You need professional software to spot
yeah imo uncompressed is only good for lut atlas from sss, rest could stay in bc1/bc3
@weary root Can you send me terrane textures?
sorry but nope
they are same ones as in aydin
and somewhere above i posted yantar that was missing in aydin
Mine reduces the screen shake by half in the G.A.M.M.A. Enhanced Recoil\gamedata\configs\plugins\grok_bo_enhanced_recoil.ltx
My mod does not change the recoil of the weapon itself. It only changes the shaking of the screen itself.
prichina tryaski
опа
None of those gifs.

одним можно, другие идут нахуй. как всегда
Надо сдавать своих
Всех
Не будь мной 
How do you guys get this menu to show up in blender?
Looks like it'd make things 10x easier lmao

is there a library for all the animations and textures i can access?
Question for anyone who knows anything about .thm files. I edited the 12k_mount.dds file for Frosty's Saiga Duo mod, and there's still a slight halo. I'm not very versed in .thm files vs. .dds, so if anyone could give me some advice on how to fix it, that would be great. Also, texturing for gimp. I'd like to make where I edited more smooth and uniform with the rest of the body.
THM files makes the DDS files use the bump they were written for.
If you want to make it less shiny :
Put OrenNayar Blin and material weight on 0.
And set the flags for bump file like this.
It won't shine like a bitch.
Plus will look better. 
That's what I'm aiming for.
But you have one problem :





