#╙🖇mods-making-discussion
1 messages · Page 127 of 1
Anyone know if the Reputation Editor mod is updated? Wanted to use it to adjust my goodwill since when I do it via debug mode; the game takes a shit.
Is there such mod?
I'm fixing to test the old one and see if it works, apparently it does.
Just plop it at the bottom of the 'End of list' seperator in MO2.
Hm, interesting, thanks
There an ImGui feature available nowadays in moddedexes, maybe it would be easier to use it for the UI instead of MCM.
Let me know if you need any references or API
@dreamy spindle is there a way to adjust the rotation of bullet travel?
I wish professor x was here 
These icons look awesome (LA EE)
Sweet graphics. Icons seems to jump around and firerate icon is confusing
It's actually interesting is there any noticeable difference in file size if we increased their quality by this degree
Probably but not worth redoing the entire thing. Heck I'm too lazy to fix the name
It looks so good, god damn, I'm already downloading LA and hoping it's possible to rip these icons
Maybe a grid inv system in the future? 
gotta rotate the bone i think, unless one of the existing reposition editor params handles it
Wait, isn't it a grid already?
Not really, there only a grid texture, item size still bound to px afaik, what i mean is like tarkov inv thingy
Ah, there's no ltx config for that? I was trying to fix the bas fals but I guess 3db really just hates any bone position that's not parallel
And yes i like that inv, not because of tarkov, i just like playing tetris while getting shot at. I even write one in godot 
I got iron sights aligned but scopes just don't work
aye, trying to work with a wonky model will yield wonky results at some level
Though I wonder if that's a 3db thing or s3ds thing
it's not a 3DSS thing; i designed around it
still need to go back and finish applying all the hud_to_world magic in shader land at some point...
but for center-screen stuff, it's accurate
my tinkering was primarily around introducing GoldenEye-style free aim
Now write one in lua 
'lo! What's going on with FOMOD Creation Kit? This is my first time using this software, and it's not working. Am I missing something?
278 (Kar 98 Remodel and Reanimation - JadeyMoyaison) - all the .ogg sound are classified as weapons_shooting . even inspect and reload animations.
is this intentional?
Link?\
Last Alpha Enhance Edition, that should be it, I saw it only on russian ap-pro
So it's stand alone lost alpha as the ones couple years ago right?
Yea
Let's see what we can unpack from that 
without a proper ui setup, gonna be hard 
difference in gamma
wtf is the difference
gamma isnt rebuild anomaly script you know 
I do something wrong then, For me
task_manager.tasks db.actor:get_active_task()
- do not work
dont follow ai for stalker coding
read the anomaly book, or the lua_help.script thingy
search up task and you will find some function for it
i would say these
function set_active_task(CGameTask*)
function give_task(CGameTask*, number, boolean, number)
function get_task_state(string)
function get_task(string, boolean)
db.actor:[function you like]
and also lua_help_ex.script inside modded exe repo
Or this chat bot https://deepwiki.com/Tosox/STALKER-Anomaly-gamedata
This document provides an overview of the S.T.A.L.K.E.R. Anomaly gamedata repository, which contains the unpacked game asset files for version 1.5.2 of the standalone mod. The repository serves as a c
if the name is right then its only contain func from 1.5.2 and not 1.5.3 (it add a few things) and no custom modded func
maybe someone will make one repo for that
damn, thank you so much, it really helped me.
You can add grok repo there
One message removed from a suspended account.
Hey everyone!
Does anyone know the name of the animation string for the easy throw? There's an animation called "anm_throw, anm_throw_idle, anm_throw_begin," but they're specific to the left-click throw. Is there a similar animation for the right-click throw?
it's not a different animation
it's the same left click animation
that just pauses at a certain point
The mod for the bolt from Stalker II specifically implements a light right-click throw animation. It's in the preview and in the OMF file's animation list, but it's not specified in the config
Here's a preview of that mod; at the end, you can see that they somehow implemented it, but it's not in the published version
https://www.youtube.com/watch?v=VLsVDnGhrzs
you need to showcase both left and right click anims
what am i seeing
it is a scripted system then if it is different
so no config, naturally
I thought so too, but there is no script folder in the mod)😅
uuuh
I'll try to reimplement this somehow, since the author is offline
If it works, I'll definitely let you know, in case it helps someone else
does anyone know how I can see which mods overwrite the OKP-7 reticle, since it just doesnt have a reticle on any gun that I use and every other sight works fine
sorry if its a stupid question, but i truly have no idea
Having the same issue
which lines should I modify to make mercs friendly and freedom enemies for cs?
pretty sure you have to put all of those number in a grid
Through a different app?
from what i saw its just left to right same as the ingame one
The thing is that this is less than half of the numbers
so if you were to match those to the values in PDA it would be the same
I tried that and it didn't work
there are more faction like actor or trader
which line did you try it on?
csky or csky_actor?
cs and cs actor
hmm
interesting
do you try to make a new save to test it
yep
yeah i mean, this mod would be better if it was structured better in the ltx
easier to read/decipher
I guess Ill just grind -2000 rep with mercs
if i have to guess then line for csky is 4 and freedom is 11, so you change the number in the coordinate 4,11 and 11,4
yeah that checks out
use this, https://www.moddb.com/mods/stalker-anomaly/addons/reputation-editor for personal use
i thought you were making a mod 
Fair enough, I probably used the wrong thread
Thank you for this
theres no right thread from what im seeing
also what mod?
did you use
yea thats true, if someone get slightly technical (edit file and stuff) they will send to here 
there is a mod thread, but even then since its not a mod thats modular/meant to be edited its not the best place either
because like, the creator just made it for an express purpose
does anyone know how I can see which mods overwrite the OKP-7 reticle, since it just doesnt have a reticle on any gun that I use and every other sight works fine
what mods have you added?
actually, im too tired for helping people, sorry man, its late

all good
how do i change the camera recoil for a gun?
Dispersion
cam dispersion, fac or inc or all
theres also fire dispersion
im just gonna half fire_dispersion_base on this hk from fwp
see what that does
Yea tried changing all the different dispersion values, no difference
All of them contribute. But maybe gamma is overriding that. I don't play gamma and I figured you wouldn't have asked if there was an obvious recoil mod in gamma
guys is there a way to change the model of your legs in first person
or rather the textures
yes
do you know how
reverse engineering or well uhh

you look into SWM
or the GAMMA Legs and Hands Swap
they decide the models for em
you look at the way it uses
then go down that path and change it
Does anyone know how to edit quest rewards?
Random bonus rewards like Items, or Stash Cordinates
alter the quest config reward switch conditions
Hello, mates!
Are there any options for changing LTX parameters directly from the game, like if I connect MCM? Or is that impossible? Right now, even with the LTX loader, it won't change until I restart the game
Здравствуйте, товарищи!
Есть ли возможность менять параметры LTX прямо из игры, например если я это в МСМ подключу? Или это невозможно? Сейчас, даже с загрузчиком LTX, они не меняются до перезапуска
I looked into some files from mod GAMMA quests rebalance,
I saw quest reward sections and reward_stash things I guess this is the one giving you Stash Cordinates upon completing quests
I thought at first random stash cords given is related with some random chance but it seems its just binary of true of false
thanks for the answer
the functions for where the stash generates are in a completely different place and altering them affects EVERY action that gives you stash coordinates
and yes, it means if you want to make a task that has a "50%" chance of giving you stash coords, you make two identical copies of it, one that gives you a stash and one that doesn't
you have to refresh the game for it to reread from configs anyway, there's no "live" changing. turn on debug mode, f7 -> f5
or just reload a save
all that does is drop a save and instantly load it
Yes, I was thinking about setting this action after applying the settings in MСM. I hope this will be feasible
Thanks for the reply!
hey anyone made the mp7 custom kit already?
thanks , I got one more question if okay, I am looking into on_complete section of quests but I dont seem to find about part giving you random items upon completing , do I have to look into other files/mods?
unpack the base game files using Anomaly/tools/db_unpacker.bat and look at the quest configs for some vanilla quests to get an idea for how it works
thanks for the guidance
Depends on the mod
Coding mod.
if its shaders - send me a dm
Probably the modding book server
That's were most of knowledgeable coders for Anomaly are
Although most of them don't take comms
is it hard to make the outfit remember the equiped mags? i mean everytime i switch outfits, i've to add every mag again to the outfit slot
i have an idea for a mod that would be cool, i wanna make it myself as im a programmer for profession and have experience modding other games, never touched the modding in this game, whats the process? any good guides?
anomaly modding book.
where can i find it
does anyone here know where the Eviction Notice task is scripted out? It's the one that gives you 3 companions to clear out the farmhouse in darkvalley. I want to adjust how many companions it hands you but I'm having a hard time actually finding the script. Is it just an assult task in disguise?
it's bandit quest?
yeah
trying to alleviate the camera recoil for the hk416 in FWP but it seems to be baked in to the animations
uses RWAP animations
so ive been told
tm_darkvalley.ltx
;-- Sultan (Bandit Honcho) Unwelcome in the Hood Lost to the Zone Task 1-
[zat_b7_bandit_boss_sultan_task_5]
is eviction notice quest
on_init = %=create_squad(boss_sultan_task_5_stalkers:val_smart_terrain_4_0) =setup_companion_task(boss_sultan_task_5_bandits:val_smart_terrain_7_4)%
dunno how to do with this part though
thank you!
ily
Is it better to only compress textures, mesh and audio files into a .db file while leaving configs and scripts untouched when adding mods?
no difference. i pack shit into .dbs because i don't use mo2
Would dltx-ified files work fine in db files, still?

hello, how can i find my mods in #1035807043933720576 that i was created back in the day?
i mean if i don't remember their names? it was kinda 2-3 years ago
from:x in:channel
hello, what's the basic difference between OGF editor and Blender?
Plus, it ain't that hard keeping the scroll at the bottom and just let it do its job 
I've tried everything. FOMOD Creation Tool 1.7-6821-1-7 just won't work! 🙁
Generally it is easier for ppl to deal with conflicts when mods do not put text files in db
That's what I was thinking
anyone made a mp7 custom kit
i finally got this fucking model to work in game....
i think you should adjust bump a bit
Finally a SR25 replacer
yuh, all i did was take the wpn_sr25new model and added the M98B bipod to it
ive been stressing out on why it wasn't working for 2 days so im just glad i found out why it wasn't working...
Parenting issue?
yep
i have never modded nor used blender before so ive have little to no experience in these kinds of things 
Makes sense. That's how I started
New levels mod, those new maps we can enter and roam without turning off brain scoarcher, but if fair fast travel (or fast travel over all) turned on whole maps are marked as not available, can it somehow be changed, I gues somewhere in the files its marked as an north map or smth
do the bump maps have to be specifically green-ish?
to explain it normally
you turn on alpha channel
and adjust red channel
it should have green and yellow spots
why?
green - not reflective
yellow - reflective
Bipod makes it extra cool lol
I wish there were working bipods on this game
But either its impossible or will requires a tremendous amount of working on the engine that will take like 5 years and theres probably someone trying to do this right now and shitting themselves in anger dealing with the engine
Pissing and shitting in anger
Well, there are no working bipods, but one mod makes it so you can use any solid object in front of you as a gun rest to minimize scope sway. I've no idea why Grok didn't add it to GAMMA.
https://www.moddb.com/addons/weapon-sway
Wow
Thats enough
Theres a even a coment from the green man himself at the post
@verbal siren have u tested weapon sway with the true pip ?
It works well
kitten
If anyome has the ability to make mods based off of some things from dayz, for example, the old school gun rattle sounds when running. Or really anything from guns, attachments… I am not a modder so I don’t know if it is even possible but could be something really cool if the right person knows how to do it.
ready x-ray bump map is green/yellow
Green parts are matte, yellow are reflective
but final outcome will not give you good bump map if you messed up something during process of putting togheter all channels
Just finished the getting started section of the anomaly modding book, whats next?
I wanna make a little addon that allows for easier attachment swapping, i have no clue how to properly setup my mod zip file, where to add or edit scripts (to my knowledge im supposed to add callbacks or function pointers but im not sure in which files to add them)
Anyone got any good tips to start?
Well, what do you mean by easier?
Find an addon that does something similar to what you want to do and start to learn how it does it's thing.
And ask meaningful questions here and in the anomaly discord to learn more details.
Idk what I did or even install to constantly get this random error message
yall know how to increase player protection? like just change it and stuff
i'd like to ask about which xml file responsible for the psy & rad bar that i could modify to adjust its position? 
oh also ammo count/firemode i forgot
try the 78th one i heard its pretty good
Actor Damage Balancer stuff, probably
I wanna make a sort of UI overlay that u can open that displays the attachments available for ur gun similar to games like unturned or bf 2042so you can hotswap attachments without opening ur inventory,
From what i understand (correct me if im wrong) mods are just a mixture of gamedata/\* edits and additions no? And i suppose i need to use the ImGUI thing for the ui?
This will be my first mod so i just wanna get accustomed to the workflow and such, or should i preferably go to the anomaly discord for this kinds of questions?
How well do you know LUA? Because this thing won't work without scripts.
Rn trying to create modular system like in tarkov, just wait several months or a year, maybe I could do it (or someone)
Redux already have it: https://youtu.be/T9F6lq1lNj0?t=669
📺 Для тех, у кого имеются сложности с воспроизведением видео на Ютубе:
- VK Видео - https://vk.com/video/@megaatiesto96
- Rutube - https://rutube.ru/channel/24772254
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Друзья, всем привет....
Professional programmer and gamedeveloper myself so any language is a go, used lua alot as a scripting language in my own projects and at work too
Dopeeee yeah i was hoping someone would make something like this (or ground branch) keep us posted man
But even with that i still wanna try my own attempt
Just at the simple ui part, without all the modular stuff
Also a good way to learn the modding
Whats the best approach to starting something like this? Do i just begin with latching keybinds in a script and trying to display an imgui ui or something?
ye, btw I'm not going to create similar animations like in redux or like on your posted image with selection view, I want to creat a interface window where you can view and rotate weapon (or any object) and put attachments there
Ah like the gunsmith, sick
Yeah for me i just wanna make a hotswapling system similar to unturned so u dont have to open ur UI or use quick wheel to swap ur attached
also want to add ability to paint guns, but, idk how to do it, maybe I won't do it, but I like the idea when you can put any image from pc on your gun without opening blender (like in forza horizon)
Decal system would be dope yeah
How did u start with it? Did u just compare other mods and figure shit out or is there aome good guideline on how to start a mod project
I came up with the modular system idea on my own, before seeing any videos about it in stalker games, then I saw redux's implementation of it
Yeah but i mean specifically the actual making of the mod
Or did u already have experience modding stalker
Cuz for me this will be a first on stalker and even with the anomaly modding book im struggling to find out how to start
ye, with lua, here you can find mods made by me in mods-positng
So when u wanna make a mod like this is it just adding .script files to gamedata/scripts or is there more steps?
If i want to do nothing more than check if a keybind (lets say V) is pressed do i just add a script to the scripts folder and go ham?
modular system requires engine modification and creating configs with lua for attachment placements, scripting for drawing and showing objects, etc.
Cuz i can figure out the scripting itself but the setup around that qirh configs is where im kinda stuck
And just the scripting? Do i just place extra scripts or do i modify ones already there?
I guess with this modular system you can attach anything to everything, just create a config for needed items, you can put vodka as a suppressor for example
there is scripted attachments in modded exes. don't try to reinvent the wheel.
write some fancy UI for allat.
idk how it will look like, But rn there's should be configs for attachment placements, which attachments you can attach, also what stats they will give for gun
Which modded exes? And where can i find them?
For my mod i need nothing else then making a uo when a button is pressed, showing the Attachments available for the gun and allowing u to hotswap em
scripted attachemnts should be described somewhere in anomaly modding book
I have been searching but im struggling to find my way around the book as theres random empty pages and not a (imo) clear flow to follow
Also i have modded exes for modular attachment system for gamma installed on my pc, does that clash with installing other ones?
Or should i just make a second install of gamma somewhere on my pc just for modding?
i dont know anything about gamma/modpacks/moddb addons
gonna try getting this baby into the game 
Uuuh lalaaaa
Hell yeah brother
Keep going
Bring more DMRs to us
Fuck what everyone else says
I would finally be able to make my autistic builds in game
alphalion new player arrow (green) stretches to look like a square on 21:9 even with DARTUI (because that one I think fixing it if its from player.dds not custom alphalion one)
I tried editing script to
local res = xml_obj:query("actor_level_spot_p")
if res[1] then
local el = res[1]
local aspect_fix = 21/16
xml_obj:setElementAttr(el, {width=14 / aspect_fix, height=14, location_level=-10})
end
local res = xml_obj:query("actor_level_spot_p > texture")
if res[1] then
local el = res[1]
xml_obj:setText(el, "ui_AlphaLion_PlayerPDAtip")
end
added aspect_fix into it, do u think it can be done like that or that potentially can cause some other problems?
You dont need scripted attachment, just make a ui, on click, the attachment is added to the gun
You can try to use base anomaly ui and preferably, the new imgui system
Can you update the anomaly modding book link: https://anomaly-modding-book.netlify.app/ 
2 mod you should look into for this is: Simple Task manager (for imgui implementation) and quick action wheel (for putting attachment, it has nearly the system like you, and for base anonaly ui)
@sudden inlet is on the track to make the most boring thumbnail ever (no offends, i like your work). Your add-on is good but come on man, you gonna make a good preview for it instead of that thing
. I know its kinda boring compare to coding, and its hard to make a good thumbnail.
https://www.moddb.com/mods/stalker-anomaly/addons/achievement-manager
idk if that was correct way but it worked arrow looks like an arrow, I checked this part of the code was identical in all files so he did not counted in stretched icons just made sure it works
You should have seen my Minecraft mods icons 
Jokes aside, isn't this a best thumbnail for a tool like this? It feels too abstract to me to have some specific image
Done , thanks 💚
a pretty picture of stalker and the title text slapped on it should be fine
veteran 
How did I fumble with that joke, lol )
Just really in love with wrenches 
I asked in the anomly dc and they told me that imgui is more for debuggign and to use the engine ui, and scan for attachments by checking if the weapon_attachment name format exists for that weapon
Havent attempted it yet but we will see
My endgoal is to replace the Y menu for ammo with my custom menu that allows swapping ammo, scopes and taking on/off supressor
Bare minimum
You can do all of that with qaw though
local res = xml_obj:query("actor_level_spot_p")
if res[1] then
local el = res[1]
local aspect_fix = 21/16
xml_obj:setElementAttr(el, {width=14 / aspect_fix, height=14, location_level=-10})
end
local res = xml_obj:query("actor_level_spot_p > texture")
if res[1] then
local el = res[1]
xml_obj:setText(el, "ui_AlphaLion_PlayerPDAtip")
end
still doesnt seem to work, idk how and why it worked for one time but next game launch arrow is again stretched on the pick its pointing to the left but I barely can notice difference
still a way to learn. and gives ppl options. how many UI reworks are ther now? 50? 100?
True
qaw?
Quick Action Wheel, mod that is already in GAMMA 0.9.4 by default, it's the thing that brings up the radial menu when you hold F
It's better if yo remove the grok balance mod too
the rf receiver mod gives packages, sometimes these packages gives repair tools, imo when they do this, they kinda break the economy for me, i tried to look for the table of in the file: TB_RF_Receiver_Packages.script
but i didn't find anything related to repair stuff or ammo
this function in itms_manager.script was the closest i've got into trying to find how the loop iterate in the creation of the itens in the content of the package, but still my rookie knowledge don't get it from wich array or object it's using to pick the items from
function use_package_random(obj)
local sec = obj:section()
local content = ini_manager:r_string_ex("package_content",sec)
if not content then return end
local t = str_explode(content,",")
local pick = {}
for i=1,#t do
if (#pick < 6) and (math.random(100) < 50) then
pick[#pick+1] = t[i]
end
end
pick = #pick > 1 and pick or {t[1],t[2],t[3],t[4]}
utils_item.delay_event(pick, {obj:id()}, "package_content", true, 5)
end
i suspect it's something here
local content = ini_manager:r_string_ex("package_content",sec)
hmm so it's something deep in stalker anomaly and not a mod on top of it, i forgot there was packages in stalker anomaly
well they're for the delivery tasks
Hey guys, I'll write here, since I was referred here from newbies chat, sorry if it doesn't fit.
In GAMMA, I encountered some very strange NPC behavior: they very rarely speak to each other using voice dialogue. In the regular Anomaly, everything seems to work as in the original, but in GAMMA, I often see lone stalkers by the campfire talking to themselves, while large groups of stalkers sit in silence. The bar is very quiet, with the exception of the newbie village, but even there it can be quite quiet. Does anyone know what exactly is responsible for the trigger? Grok's AI mods?
anyone might know anything I could look into for possible fix os stretched icon.
i should probably ask this now since i have no idea, but is giving a gun 3DSS support complicated?
For the first time, yeah, quite. But after that you turn into Athi or never try again.
I think Frosty made a video. Athi made another.
holy shit ty for this link i didnt even know this existed
No one has turned into me
I have a sickness
Yet

Pizza kind of did. I mean in the way of taking on a lot of tedious work.
Kinda, but I also had to show her a lot of my homework 
Must've caught the bug right then and there.
Tedious is the name of the game
You could say.. he is down with a sickness

slowly going insane
Do you have the models?
how many mods have been made so far that take advantage of IMGUI?
A couple for sure
3 so far i think?
Can someone do me a solid and send me the files that modify the ammo values for GAMMA?
recording 2 hours straight of droping a water bottle in the ground to make the sound for redux refillable canteen mod (this audio is when you rng and spill the water)
the older one, lmao the new one it's a lot better

now i'm making the gunshot hit the canteen ooh noo canteen is dead oooh noo no more water
question is there a way to know each exactly bone? i mean bip01_spine, bip01_spine1, bip01_spine2, etc?
i have no idea where exactly are those bones
for actor
@cursive charm I want to try out DLAA FSR features in Beta but paypal is banned in my country. Is there another way for me to make the payment?
Also I want to support your work
Hey how do I remove the gray boxes when I zoom in on a scope?
Never mind I know what the problem is, so how do I fix the scopes brightness, it’s to dark
is that radiation icon at the top is indicator for radaition field? if so can it be turned off? as idk why but I Stood in it without items equipped and no radiation/damage received
Show a screenshot.
Basically the gray the background when you zoom in on a scope, I want it translucent
These gray boxes, I want them to be translucent
Go to ur DMs
This is some weird resolution. Dx11 or lower? Anyway, go to https://discord.com/channels/912320241713958912/928715640968212582
Is anyone aware if there is a mod that adds more scope options to the default mosin? I looked around and only found something from 2022
None afaik
They are a texture that is named in scope.xml
Main_game_16.xml it is one of the indicators. Give it a negative x cord to put it off screen.
thanks, but kind of had to go bac kto using bhs again as was getting crash because of timer script on top of radiation icon (the one at the bottom near where bhs is), apparently timer placement or existence was only inside files of gamma HUD and we msut turn it off while removing bhs sooooo instructions not clear how to play without bhs xD
does anybody know how tweak 3d ballistics for specific weapons? want to make some patches for old weapon mods like uzi and beretta 70 so that i don't shoot into the floor
cuz on moddb there isn't really any info what needs and how stuff needs to be with weapon model
copy file from base game. unpacker in tools folder
hey guys
just wondering
how do I adjust the zoom levels for this gun?
I'm looking to make it go from 1x to 8x zoom since that's what the real one does
Scope zoom factor to 15
thanks
that's it?
Yeah. It already has dynamic zoom
ah alright
if you don't mind, what does each of the values mean?
or like
what scale are they on?
ah
alr then
so does increasing the scope zoom factor reduce or increase the zoom?
does it work like
15 = 8x zoom, 30 = 4x zoom, and so on?
huh
so 120 is the default value for minimum zoom?
ah
I'm just wondering why it was there
Hud fov is weird. But to get your gamma correct zoom you use 120/zoom to get your scope zoom factor number
alr
thanks
so now it works, but the zoom factor setting in MCM makes the 1x zoom into 1.5
but whenever I use the CQBSS scope with other guns, it only shows up as 1x
is there any way to fix that?
s3ds and 3ds -- both work the same?
wdym?
3DSS for GAMMA is an adaptation for GAMMA
S3DS is the original mod
Shader 3D Scopes
Open the mod_system_3dss_gamma_scopes.ltx
You have explanations there
ah
I'll check that out
s3ds_reticle_size
thanks
You have 3ds
But it's based on S3DS for Anomaly
s3ds_min_zoom_1x - at minimal FOV magnification, disable image scale up inside scope. Needed for 1x optic sights and 1-Nx LPVO scopes. Can be 0 or 1 (default 0)
you're saying that s3ds in the GAMMA scripts are the same as 3ds for this script right?
I mean that 3ds probably does nothing
It's not recognized by the scripts
i mean
it's doing something
when I adjusted the values, the scope did change
or rather
the zoom of the scope
That was zoom_factor, not 3ds or s3ds
ah
so I should just add the line then?
for s3ds_min_zoom_1x?
If you want the 3ds parameters to work, type s3ds instead
s3ds_min_zoom_1x = 1 is for LPVOs, so they won't be 1,5x at minimum zoom
This tool makes it all easier: https://www.moddb.com/mods/stalker-anomaly/addons/shader-3d-scopes-editor-v10-153
how can i add more weapons at the menu select choice?
huh
I'll definitely check that out then
Thanks
create a copy of and edit the new_game_loadouts.ltx file
I know, I had to edit all of them myself
Well? Don't keep me waiting.
Because gammas 3dss enables true zoom to gets real 1x hud fov, but if you have that enabled then the 1x lensing is in effect until hud fov reaches the original "1x" value
Meaning you have a larger dead zone between where the lensing starts than you would normally
Without the true zoom option enabled, all sights are closer to 2.5x at the minimum when ads
It's like between 2.5-3x
I installed it
but how do I open it?
I don't see anything on debug menu
Go to MCM to see the keybind or set one yourself
ah it's a keybind
alr I'll check it out, thanks
What can I do for you?
Is it possible to make crafting recipie require to have two diffrent recipe books 
Oh thanks mate
now that i have time to look: wpn_crosshair_add_r and wpn_crosshair_add_l
which are subsections of the texture file: wpn\wpn_crosshair_class as described here
gamma is messing with them slightly as in base anomaly they are actualy clear. so there is probably a mod that changes either the scopes xmls (there are three), the texture description i linked or the dds itself.
Do you know the file that changes the values of ammo in gamma?
I thought they are kept as regular configs and just overloaded by different dltxes?
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/v1.5.2/gamedata/configs/items/weapons/weapon_ammo.ltx
im not sure what file it is in gamma specifically, if its just a direct override or an ltx
i know grok's balistic overhaul does some stuff
Thank you
Does anyone know what controls the behavior of Npc's not looting? It's not the mod that stops Npc's from looting before you give me that suggestion, it actually only works for Stalkers not looting mutants and their equipped gun going into their inventory, i mean Stalkers looting Stalkers
!lootclaim maybe this
@tender scaffold
To make NPC's stop claiming loot from dead bodies, disable:
G.A.M.M.A. NPC Loot Claim Remade
If you want to make NPC's actually loot the dead bodies:
- Disable
311- NPC Stop Looting Dead Bodies - DTTheGunslinger - Go to the Mod Configuration Menu - Useful Idiots and disable
Only companions can loot or gather items_ _|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ https://cdn.discordapp.com/attachments/1036388023903989862/1416835825156489358/IMG_20250914_191912.png?ex=68c84ab0&is=68c6f930&hm=09b2c1f6206a9214506bb9b1acd0b171c2e77b23618920f54555013428c569f5&
Oh wow, it was an mcm option basically
Thanks
Don't sure how it works nowadays, but back then I was researching this as well and made a draft mod that transfers items from victim to the killer when you receive "too far" message (You found nothing useful on this dead body.).
In vanilla gamma it doesn't do that.
Maybe you would find it helpful too - https://github.com/SaloEater/NPC-Claim-Far-Actually-Loot-Corpse/tree/master
why'd i ever thought this would work
no
repositioning helped it a little, but i don think itll fly
so there comes messing with modifiers again
i believe revolver reload should be fiddly
but most reload disciplines doesnt show well on fps
ill keep it till the ejection then exhange hands for the speedloader
good news, the gun now appears in the debug menu
bad news, the moment i pull it out, it just ctds 
animations
you fucked up something with animations or paths to the model
hmm then i think i might know why
Hey is it possible to completely remove tinnitus sound effects when you get hit?
Yup. Check moddb
id just make it hang less in the slide realese
also why would you animate in 60 fps when 30 exists
nah i animated in 60
i mean
30
and then exproted in 60 later
cuz i wanted to see what it looks in 60
it still hangs for too long
is it possible to remove the hit red markers and replace them with something more subtle?
When the player is hit?
yeah man
just those big direction markers are helpful but not the prettiest things to look at. Id even give it a go just playing without it.
more like this?
waut
i didnt evenr ender it
fuck
Iirc it's one big texture. I'm pretty sure there are mods on moddb to make it smaller/more subtle
cheers man ill have another look for one!
i would still make it faster
you also need an in between pose for the hand to catch onto the slide
yes i know that

also when racking the slide it might looks better if the guy pushes the gun a bit further away
maybe
What gun is that?
Sig p220
Why not use the slide release instead of pulling the slide? Just an idea.
because i dont wanna
I have a silly idea. Does anyone know how the radiation sources in gamma work? I just found a github project with FOSS firmware for common geiger counters, they are cheap, around 60euros. if i could get sievert or anything out of stalker, i could pipe it into a custom firmware so that an IRL geiger counter displays the radiation. anyone knows where to look in the stalker files?
that's really cool, my problem with claim mod is that there is always possibility of not getting the last shot in, so other npc's can steal the kill and essentially the loot
does anyone know a mod that allows the ks23m to go into the melee slot?
yay i found it!
On other hand, npc can wound each other, and you can claim loot by finishing them 🙂
so there's the mod "G.A.M.M.A. NPCs cannot see through foliage - Tosox Version" that decreases NPC sight acuity through bushes. Is there a section like that for "small grass" rather than "bushes" which I imagine means the larger vegetation? I play with somewhat enlarged normal grass and if I fight an NPC on a downward slope they tend to see me before i see them through the grass.
content of the tosox mod:
Does not work for grass
do you mean that:
- this mod as shown on the screenshot does not work for "small grass"
- or that the general idea of achieving the same for the small grass using dltx will not work in general because there's no susch section for "small grass" or it's an engine limitation?
Even now the mod is wonky: NPCs treat bushes as solid walls; can't see through them, can't shoot through them, they even try to take cover behind them. If you apply that to grass (impossible BTW, until proven otherwise), you can get the picture.
i think you're mistaking the mods. I think you're talking about
G.A.M.M.A. NPCs cannot see through foliage- but I'm talking about
G.A.M.M.A. NPCs cannot see through foliage - Tosox Version
My understanding is that the first mod does in fact make foliage into solid walls while the second mod just decreases NPC sight acuity through bushes. I'd like to replicate the functionality of the second mod but for grass rather than only bushes as the original mod works right now.
i'm not sure if it's an engine limitation, but i would not be surprised if it was, grass is generalized and not partitioned like bushes, trees etc.
i figured since increasing the grass density puts a strain on CPU that at some point the grass is processed the same way other foliage/object in general is, and as such it's possible to achieve the same things for grass as for bushes, but i guess that was a naive hope.
For some reason I think this is it.
Only way to extract that data from the game is to constantly write it to a text file
https://github.com/Tosox/STALKER-Anomaly-gamedata/blob/32a985509b2d6abc652d1571fe50de5a84c52dd4/gamedata/scripts/actor_status.script#L64
@sudden inlet thanks
ts is great man keep it up 🥀
thahsks
how do you make several reload sounds like magin magout bolt sound into a single reload sound synced to the animations? I was trying to make reload sounds but found out that the reload uses only one sound file. do you just edit the sounds together based on the animation time or there is some other trick?
It's tricky
There's a few way to do that
Best way is to record with an old sound, then put that on a editing software, sync the old sound to get the starting point reference, then mute the old sound and sync up your new sounds to the recording and render the new audio with the starting reference of the old one
so sync based on the old reload sound?
makes sense
I'm sure there's other methods
But that's what I used myself
Later I just did the sound based on the raw render of the animations I made
But i'm guessing you're remaking sounds for an existing animation, so getting a raw render of it is probably not possible
yeah but I was also wondering how animators sync the sounds so thats helpful
anybody modded in the ability to turn looted enemy pdas into player pdas?
Hmmm...
You already can use them as player pda
Worked just fine for me. At some point spent an hour using it till i realised
How do I make a loadout injection script, I found a malyuk mod but I doubt theyve made it compatible with gamma
hey i wanna change the bullet hit factor for stalkers only but i cant anymore in the settings because of groks ballistic changes. is there any way to change them now?
Does anyone know which config file holds lua_gcstep value?
guys i have a problem everytime i go to a new zone the reload keybind keep changing back to f10 is there a way to fix it?
i do have mag enable
!support
@cerulean totem If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:
For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #🔨base-gamma-support
For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #🔨modded-gamma-support
If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065
Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.
@cerulean totem _ _|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/789624196615372815/1159979001989845002/slap_1.mp4?ex=66073f21&is=65f4ca21&hm=f62cbd201a0c93cc5e23f39d1721ad9c6ddb27dbaa8102469a7adf383056aaf1&
how do u add certain weapons to loadouts? theres a few high quality weapons that arent utilised in gamma that i'd like to see
Make a loadout ltx to dltx the into load outs
Any recent mod gun mod will have an example of how it should be set uo
Inb4 "this weapon doesn't have 3D Scopes/many attachments for it how fix"

What? Wrong mag?
oh nothings wrong dw
i just finally got the gun into the game properly sorry mb
sadly the animation i took has a 20 mag so i had to give it one so it looks right 
Just fix the icon, bro. (vertical grip is missing, too)
oh yeah im def still working on the icon
ikr thats my main reason of trying to get into modding lol
FUCK YEAH
I have one but I guess yours looks better lol
i stole the model off of sketchfab (im going to credit it promise frfr) 

will someone make famas? not that one from debug
lewd made one
lewd famas
if you want 3dss athi made one upon that
ty
What is the name for the original cossacks vodka's world model texture?
hey i was wondering how to edit stats for armor belt slots i used to be able in og games to use an fsgame config file to play with the modification tree
wondering if theres a file directory i cant find for a config file
for gamma
Change "artefact_count" under a specific outfit. Outfit stats are usually found at "configs\items\outfits"
would i find the config folder in gamedata like the old games or elsewhere?
gamma uses custom armor stats iirc so it should be in gamedata
i think the filename has changed, possibly the file format, from the first three games sadly not finding it
just went through gamedata configs nothing seems relevant to it oddly enough might be in a new format
are you finding these in gamedata configs for gamma or anomaly?
I think this is the file you're looking for
ah i see i was looking through file explorer originally, MO2 helped me find the right directory
i appreciate it a lot i like tinkering with my modpack a bit
does anyone know how draw order in icon layers work? what exactly determines order in which they will be drawn?
Someone should make a mod that makes dialogue have audible voices using ai if it's even possible.
Waiter more AI slop in my mods please

We should really just let AI make all our mods already. It would be so much better
Hey chatgpt make me a mod that adds a sex dungeon to rostock
And make it as good as those Skyrim gooner mods
have to start work on the arms
hey, im trying to port a gun into gamma, ive noticed free zoom works funny, works on iron sights but the gun fov is unaffected while ADS, and red dots dont zoom at all, any idea?
Remove forced hud fov from the gun
how do I do that, sorry im literally new to all of it
In the gun's config, remove hud_fov line
ok, ty appreciate it
ok so its fixed the iron sight issue, still unable to zoom with red dots
yeah hud_fov was only found in one line, the rest of the attachments dont use hud_fov
maybe scope status being set to 1 is causing it
turns out the mod creator made the red dot sights act like actual scopes, red dots disappeared the moment scope_status was set to 0
Good afternoon! Does anyone know if there is a mod for incendiary ammunition?
https://discord.com/channels/912320241713958912/1065168136577482753 this would be the closest thing, but this also isn't the place to ask
in m_stalker.ltx use_limping_state = off - does this make them limp when wounded or a zombie thing?
Because he patented all sights to wpn_scope bone
They should have been wpn_body
You need to go into blender to change it
https://www.moddb.com/mods/stalker-anomaly/addons/npc-wound-tweak
this mod tweaks the wounded state of NPCs, look around, see what it does, maybe will answer your questions.
thx - ive seen the second one. i seem to remb it didnt work during combat.
ill look or just test it :0
Damn. So we can't make sights no mo?
shame

Show this when you are asked why aren't you making more sights
i can't believe nintendo patented 3d shader based scopes for their brand new pokemon hunting game
they basically patented all of video games
cant summon anything to help you anymore
cant have anyone help you attack
cant use scopes on guns
cant wait for them to add an artefact system in pokemon so they can patent artifacts too
They already have the stones
Is there a way to change how fast certain weapon wear?
i think there is a mod in gamma that works like that with suppressors
you can try looking into it
but it's probably just written down in ltx file of the gun
there is a wear rate per shot in the ltx iirc
found it 
having real fun modding the unique characters lol
does anybody know which file i need to edit in order to increase the number of cigarretes per pack and make it more realistic?
I cant find the file for hours... its not Asnen's
And this thing is actually right too Check out this DeepWiki page https://deepwiki.com/search/which-file-i-need-to-edit-in-o_aced20a8-67ad-4301-b3e7-f46db77773ed
Here's a more generalized question: Is there a better way of calling a function on a regular interval than this? This is the best I've been able to come up with but obviously it's a little imprecise due to frames not always perfectly lining up with the interval...
`
local function actor_on_first_update()
old_tg = 0
interval = 1000
end
local function actor_on_update()
if(time_global() - old_tg >= interval) then
old_tg = time_global()
example.do_something()
end
end
`
Also I feel like I might be stupid, but the stamina calculations in this engine seem like they might just be fucked? Because:
The above implies the intention for the values in actor.ltx (like stand_power) is for them to be a function of time (ie. stand_power = 0.1 is 10% of your stamina bar per second), however when you actually test this in-game:
you actually are receiving exactly 6x that value. (in this example I set stand_power to 0.00175, sorry for the weird number)
super weird, I wonder why that is.
thanks so much, I actually found a mod that does exactly what I want + more, its sick
https://www.moddb.com/mods/stalker-anomaly/addons/dltx-pleasure-of-cigarettes-for-anomaly-152
I heard word that there was a mod to craft gunpowder at one point. Anyone got any ideas if that is still a thing?
@fair canopy Seems you're the one that made the OG mod
Though after a brief look the file no longer exists
Slim Shady in the zone????
lol used some head from kvma for strider
might actually start using hd stalker models mods now since i accidentally deleted my main save file
2 weeks of progress gone because my dumbahh didnt realize i deleted my whole game folder 
lol
I edited it hell a lot since Im not glad with it
they look good tho
idk if this one's from the original kvma mod but he gives me the
Spartan Ranger vibes
yeah but I hate how the unique character changed
close
glad you at least kept strelok's norwood 3 hairline
it's so iconic how can I remove that😭
dawg he ACTUALLY looks like one of the characters from Metro Exodus
yeah the armor and stuff
chubby face too lol
yeah zulu face is like that lol
makes me want to dream of putting the Metro series into Stalker
i feel like that is entirely possible since im pretty sure the devs of metro were also former GSC devs
maybe
it's from one of the duty model I just put zulu's face in lol
ok so I was annoyed with is how rogue, stitch, and major Degtyarev changed
we just need enough Aderall, then anything is possible (real)
time to start a new save + probably install INERVO
🔥
but only after i actually complete the SSR so i can be at peace knowing its done lol
a much organized look
I'd play with the right elbow a bit more
Make it a bit further in the entire thing and then bring it back in the back 2 idle
This arm should be more like this
its 3am i gotta go
but thats it for now
I don't what's next, maybe some rotation jittering
And lag the arms after wrist rotation
I'd fix that twitch down the right hand does after the cylinder opens
Zamn, that coat on Scar looks sick, wish I could use it for my own mod but I've only used DICK so far, where is it from?
kvma hd
I dunno if I should dip my toes into using KVMA for my mod now
idk but I edited the hell out of it to make it like this
yeah I like this hd version
same face but better coat
looked better than him in cs intro imo lol
Thanks for the tips, gonna go ahead and adjust it
this scope i found has some goofy ahh shading to it but thats ok ig
if u want I have some nightforce atacr models I got from sketch fab
they are free anyway
now I took a closer look on it, I think its the same model lol
i think i know which model ur talking abt lol
guys, question time, whats the next step after finishing editing an existent model
in blender?
I just a gun put a wrapped suppressor and a bipod on it on blender, I dont want change animations and anything just edited the model, what is the next step ?
yep
assign the model's armature to the gun model
how ?
here's a good video on the blender stuff: https://www.youtube.com/watch?v=HwTYYH5zLjo&t=0
We're modding a Sig Sauer P210 from purchase of the model to shooting it in-game. The guide is structured in 5 parts, covering the following topics:
00:27 intro
01:36 tools of the trade
03:30 content overview
Part 1: having a plan
04:01 intro to planning
Part 2: editing textures
06:57 intro to textures
29:27 thm files
Part 3: working on mesh...
I didnt know how to follow the tutorials for doing since they all talk about making a model from zero and thats not what Im doing
that vid might help
ok
so
I edited the world model
should I apply the armature to the OGF model ?
the hud model*
yeah
and for the bones, assign the suppressor to wpn_silencer
that way it'll only appear on the gun when you have a suppressor on it
^ What staring at blender models and errors do to a mf
also if u need help with some other stuff, check the channel pins
they might have what you're looking for already
The way he did it isn't "broken", it just doesnt work for gammas mods.
It's perfectly fine for vanilla
nvm, disregard my stupidity
so to correct myself, how do I change the vertex group to the wpn_body
you can try renaming it to "wpn_body"
Yeah i still have to smooth that transistion
I still have like the other 5 pistols to redo, but the colt should be the hardest one
Also have to remesh it and retexture since i fucked the UV up
I'm sorry don't have time making modular weapon system
Are there any good tutorials on converting EFT models and animations to Gamma? I would love to get some more healing items and the appropriate animations?

U talking about guns ?
In the best it was simple as dragging and dropping them into gamma folder
nope, healing items like the CMS for example
Oh
Its just a mod
All u have to do is identify the mod and install it on gamma
But deactivate the healing mod in gamma
Its all from BHS if I remenber correctly
There are no animations for a CMS for example, that's what I would like to build. I know that there are animations for the survival kit for example, but not for so many other healing items. Like same goes for e.g. a splint, the current mods all use the bandage animation for that.
import the animation from eft into blender and using the stalker rig make a retarget
Does the gamma mod manager work with stalker 2?
Not the right channel, but there's a rudimentary implementation of MO2 for the game. Vortex might work better
anyone knows what's this transparent blank texture for? I saw lot of them in rwap which takes a lot of spaces since they are 21mb each
the bump# is used to correct some of the mistakes made for default bump
we mostly dont use those and just put a small square as the texture so it wont lag out when you take the gun in hands
huh so can I just use a smaller resoluation transparent texture and replace it
basically yeah 
BUT
also bump# is used for parallax effect
like a height map
i never really tried using it myself
since tons of 21mb transparent texture are eating my hardrive😭
since it didnt make sense
ok then
just delete them and put small square
OR just scale it down
easy to do that tbh
there's like a tool
that will come out soon
which will make the best quality on bump
probably bump# too
like w/out the BC7 format
soon
I'll just remove them first and see if will brick my game lol
yeah it doesnt look broken or lag at all
idk why its there but lol
When we generate the bump map, the compression to a game format texture, the .dds, the DXT5, we compress the channels of R, G and B differently. Green is the least compressed channel, followed by Red and finally blue. Because we're storing part of the normal map in the bump and that contains the light information, if we lose part of that data (lets say you lose 10% of the correct value of your green and 20% of your other channel),the engine is able to check the difference with the source file in the SDK (where we generate the Bump# normally) and writes that difference to a texture so it can add it back when rendering the model. It might seem much of a change, but it can change the whole way light hits your weapon or the values you're putting for the specular values
so I should kept it?
Well empty ones dont give you much other than the fact that the engine doesn't have to throw a warning and fetch its default #bump
Ideally, if you're loading one, at least have something in there. Or do the lazy way and use a 4x4 empty
I see
I was annoyed that its a 4k empty texture
😭
21mb for each
You can just find a small one from any other mod and use that
Be careful, just because it visually appears empty, there might still be info encoded in the other 3 channels
You should inspect the other channels to be sure. You could also just reduce the texture resolution to 2k for ¼th the memory cost, or a 1k for a 16th of the cost
I checked them all gray

The values shifts will be barely perceivable, you'd have to check them through a histogram
I see lol
I'd save some space for my drive so that's helpful
Send one over and I'll show you if there's data in there
k
like this one
Empty:
I think the minimum size might be 16x16, but I haven't fucked with that in a while
I'll just edit around and figure it out
thanks for the info
i wonder how do you even make bump# without sdk
since i tried getting ix-ray SDK
and miserably failed
even though that SDK is the best we can use rn
It's a lost art and unused technique in modern game dev, so aside from the X-ray SDK, I don't believe there another piece of software out there that can micmicry this compression artifact offset texture
dang 
I mean most ''compressors'' of textures, like crunch bin, have built -in offset that are added back in the texture as it is finalized
Nowadays at least
me remembering compressor
as someone pointed out
the uh
worst thing that you can use for compression
I believe I did a full post about crunch compressor on here and how it managed to get rid of that awful green tint/purple splotches on very dark weapons
we love green tint
oh wait
you cant change the gloves ONLY
you need to modify the model itself
so it will actually have different kind of gloves
mw19 guns are using DDS too
well, all of the installments after that are using it
main problem?
they are using non-BC7 which resulted in actual hell
Machines pretty much only read DXT ready textures, so every engine uses the .dds format
so you mostly need to fix em via manual handling of colors or redoing the texture
I mean you can use BC1 to some pretty good results if you use the right compressor
they r probably down in the ltx file for non mod_system file
yes
that's what im talking about
a lot of stuff isnt up with third person model
no one tried to make it look right with it
why?
no idea
there's basically a group of people rn
who are trying to achieve best possible quality on BC3 AND BC1
making a whole new different system of compression
specially for this hell of an engine
i can see the gloves
but gamma uses mhp
not thap anymore
Hold the fucking phone, why are they trying to reinvent the wheel?
why?
yes
wym
mod_system? maybe
it didn't change anything so much in the system, probably keeping the mod system too
but its written down as
THAP Re-work
idk why
and as funny as it sounds
it all started because of my ass helping a clueless person with his small project of importing cyberpunk hands in stalker
which ended up in him
thinking about textures n other stuff
god help me
just call it a ltx file
it misses the names cuz they are written down in DIFFERENT ltx
that's deeper in the configs
Oh god what did you do
maybe thap has it, and MHP doesn't do anything about them
i have no idea
What's the main issue that they're trying to solve?
the compression itself
they are trying to make it less visible on the bump
while with that they are doing bump#
maybe
no idea if its right
They simply want to get rid of the bump# ?
basically you can find the right model
you can get ogf editor from pins here and look at em
then find the right one and then....
use blender, yeah sounds scary but you need to modify the gloves, or remove em and change to something else
trying to renew it
so people will move to something more innovational and more..idk to call it
better in some ways
sadly no
we dont have a system that could do such stuff
They want to use it to pack new data for shading?
it would require more bones for this
no idea
i ain't no god damn expert, you are

But you sparked the whole darn thing!
i never asked them why
but as they briefly explained
I guess I'm just trying to understand what visual thing they're trying to fix
they want to make the bump has less visual ERRORS, since they made a comparison tool where they compare the original AND compressed variant in DDS format
it's mostly used for bumps
no idea how it will work for albedo or etc
Oh if that's the thing they're trying to fix, I've already found a workaround 

what do you mean, smart guy
There's the ''Crunch'' library that was introduced in 2016 or 17 which is maintained by Binomial, it's been used by a whole slew of company. The catch is that there's no GUI for it and the flags are half documented. When I was trying to fix visual artifacts I fucked around plenty with the options and found a good set of flags.
The settings flag I found to work pretty darn well:
crunch_x64.exe -file T_Gun_BaseColor.png -fileformat dds -dxt5 -Quality 100 -mipmode Generate -mipfilter kaiser -blurriness 0.5 -uniformMetrics
-UniformMetrics removes those dark/green/purple splotches that you often see in black gun textures or models and also removes 98% of the need for bump# corrections, since the compressor doesn't try to prioritize a channel more than the rest
god fucking damn it
some smart nonsense
nurse give me my meds

but anyways yeah i get that
funny how they didnt implement any ui whatsoever
you know im curious
what kind of tool
does cod developers use to compress stuff
but it doesn't really matter since all of it is in BC7
so almost no compression can be seen
Engines typically introduce the UI, Unity makes uses of it
unity
Sure, but it has a shity memory footprint
hooray
It's no wonder games are now 100+gig
oh and yeah
about that
The locations are the problems.
textures aren't that bad
they are mostly in 1k or 2k
4k is almost never seen
cod basically just made itself that big via locations
textures are not the problem here
another problemo if you decided to pay me
my ahh is NOT american not european
so it will be hard to pay me 
Well it's not necessarily the size of the textures, but their usage and quantity.
See it like this, CoD uses a base color, a normal map, a specular/roughness/metallic, a mask map, etc. So for every material definition or weapon you're loading a hecking lot of textures.
Things like normal map, they're compressed in BC3, which is twice the size of a BC1. All those things add up really really fucking quick
well
only MW19 USES
that technique
why?
MW19 are basically made just like you said
AND THE NEW ONES
are just hell
first we have base color WITH alpha that has metallic
A fucking slew of blendmaps and whatever else nonesense
normal map? hell
red channel is roughness
rest is the same
but alpha is red channel
NOW
the funny part
fucking non sense map
Huh I thought for sure they'd have packed the roughness information into the alpha channel of the base color
Grunge and dirt maps
hell.
For environmental built ups like sand, snow, wet, etc
snow? in cod?

god damn that sounds silly
I haven't touched a CoD since the fucking wii era
MWIII had that
at least one snow mission
holy fucking shit i am not reading that
na im good 
there's price difference too
gamma players can read and other we wuz kangz posts
Hey they actual explain their texture packer, that's neat!
i ain't no shader nerd lvunter

yeah i can see that
I actually coded part of their light influence mesh for lights in unreal not long ago
what
based on one of their old sigraph paper
good
how old is it
Let me see if I can dig it up
aw hell nah
cod papers = gold mine
Preach
i literally have no idea how good it is
it's probably good for people who wants to know some of the stuff for engine n other things
but for the games they make
it doesn't really matter anymore
i just remember the time mw19 went live and people were glazing over realistic graphics 
then we got the piss filter cod
https://www.activision.com/cdn/research/2017_Sig_Improved_Culling_final.pdf
Here this one, from page 59
holy fucking shit its 2017
We implemented something similar, light proxy meshes
there's a lot of people who made stuff like that in here
you can even ask the creator of mhp about that
what the hell
is a light proxy mesh
drobot 
yea
#1241660171361718375
go on
could be nice to restore DBT in stalkuh. AMD has extensions for DX11 

can we just tell that to demonized or anyone else that works on the anomaly engine
Are we really GPU bound in most scenarios even?
so we can have some nice stuff
It quite hard to be GPU bound in vanilla 
ehhh
considering the engine that slightly lets your CPU breathe
especially in gamma
maybe? idk
tell them ig
