• S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
    999 replies, posted
LR-300. That pale furniture speaks to me, and it can mount any attachment and is really light. For a hoarder with a penchant for NATO firearms, it's the obvious pick.
If there's an AK-102 it's usually my go-to pick. I love me some Warsaw Pact firearms myself, but 5.56 is a nice round and I usually roleplay my character as more like myself: smaller build, not a large item hoarder, so carbines and light-weight armaments usually do the trick.
ak 103 gang
Groza for the boys.
Bulldog-6 or any other kind of grenade launchers. Down vodka while firing grenades off at random bandits
Any 9x39 weapon, LR-300, SPAS-12 or Protecta.
I have a boner for AS VAL. Never not going to use it.
the SPAS is a guilty pleasure, but always and forever ol reliable is #1: the over-and-under hunting shotgun. Light, reliable, powerful.
The hunting shotgun has to be my absolute favorite. It's the first weapon I aim to pick up and upgrade (if applicable), and if I can I stick with it throughout most of the game as a secondary. While I absolutely love the look and sound of the AK:s, my mid-game workhorse usually ends up being the LR300. Ammo availability, durability and attachments makes me come back to it. I wish I liked the AS VAL/Vintar more than I do, there's something about the design that reminds me of toilet rolls or pool noodles, and the integrated silencer makes mutant hunting less exciting.
Not sure if anyone has done this yet but I got the ported Escape From Tarkov AK-74 to work in CoC. https://youtu.be/2ZP5yzYB-nE The people who ported it made weird engine changes to CoP so the original weapon files will crash CoC with an empty stack trace (this usually happens when there are problem with animation bones) However, using the same trick I use to merge weapon packs with conflicting animations, I can essentially port the animations over in a way that lets it work on CoC without the engine edits.
It'd be cool if you could use the scripting you were working on to like, start the animation at the charging handle pull when you clear a jam, instead of having to reload it
Yeah, I actually had this idea as well. Guess great minds think alike. The problem is that with the reload animation, I'm playing it from the start and then interrupting it. For the animation to only charge the handle, I'd have to skip to a certain point in the animation and THEN interrupt it. There is no solution that results in a jam clear animation as smooth as the reload anim script above, and even then certain weapons with unusual/impractical reload animations don't work well with it at all and it'd be even worse for trying to get an anim to work with only charging the handle. However, one feature I am working on is that the reload animation after a weapon suffers a jam uses the full reload anim (with charging) instead of just the normal reload anim. It makes more sense and makes jamming just slightly more punishing (though I am buffing reliability across the board. no misery bullshit)
Asking in the hope that anyone knows. ( @Paranoia @Paranoia @Paranoia ) How exactly should I set up THMs for weapon hud models? I'm especially confused because while I do have the standard bump maps, the models also came with some of these. https://files.facepunch.com/forum/upload/180967/67b89b83-64c5-414e-97c1-22baa2031279/4da99ce83e80ac8cdb863fa3be67797a.jpg These are my values for the standard texture: https://files.facepunch.com/forum/upload/180967/3e2d6f9c-e134-4c8b-b551-5034771eb001/7d6d57fec6d02f1f3a067b701976e5b5.png And these are my values for the bump map: https://files.facepunch.com/forum/upload/180967/6145e2a5-f2d9-4ddb-a85e-2d3b459168c8/5912582e81fe4680e9ad3190586254ab.png And according to what I've read, bump# textures don't need THMs. Even though ARX toolset will complain about it "missing". I spent a considerable amount of time re-doing a lot of THMs for these Escape From Tarkov models, but I still feel pretty clueless.
Basically you just need to set resolution, type, material and some flags for textures, and of course proper path to bump if it use it. Colors options are useful really when you deal with world textures or natural stuff(leafs), when you want to correct colors in the distance, like when some texture look too bright in the distance, or when you want to fade it so it will not popup too much far away. All models need just diffuse texture, saved of course as dds, with DXT1 compression format(DXT5 if it have many layers of Alpha channel), type set to "Image", bump_height se to default 0.05, material to BlinPhong for default or PhongMetal for extra gloss and weight set to 0.85(default value). Flags can be set to standard "GenerateMipMaps, DitherColor" or no flags at all... Then famous stalker green bump map, that is responsible not only for "bump" but also for amount of gloss on surface(more yellow-ish color = more glossy texture). Here we set it to DXT5, type to "BumpMap", bump mode to "None", and here we can set different bump_high factor for extra "bumpiness" or to reduce it if its too sharp in game. Material should be set to "BlinPhong" and most important flag is "HasAlpha". Those two texture and their THM files are needed. Game dont use typical normal map(those violet texture) if you have them in folder you can remove them, they are used only for creating proper green bump and as far as I know, Level Editor can use them that why there is option for them and you can sometimes find them in extracted files.... but in actual game its useless. Bump# dont need thm file because its really just displacement mask(parallax). You could of course make thm file for it but for all those years I never noticed actual change in-game when it have it or not. Model use it only when you set "bump_mode" to "UseParalax" if you have just "Use" it will use only bumpmap. Also you need to be really delicate when adding parallax mask to guns and NPC models because it can mess up seams on texture(visible lines of model parts) also parallax look good only on big flat surfaces, on complex models that you are close to them, you will start seeing weird distortions and "staircase" effects of bumped parts. If you need help with those texture feel free to annoy me with them on Discord.
Any time I play stalker I must use the Fort-12 in some capacity.
Followed your tutorial on the modelling process - extremely helpful. Learning the tricks with stuff like this would involve me digging through old, archived forums for scraps of information so stuff like this is a lifesaver. I've got the model compiled and into the game - but the actor editor is removing random faces from the model after compiling. It is not blender, even after using Clear Sharp the model looks fine in blender and when I initially import it into the actor editor. It's only when I've either exported or switched into engine mode that the faces get removed. This is what it looks like. https://files.facepunch.com/forum/upload/180967/ffbdb3ee-7916-484a-9b50-653a528477d1/6f52952042e6c1bb0f2bc92181bfa9d5.jpg I also double checked and made sure it wasn't a texture problem in the game files - but I'm not good enough with THMs to know if it could potentially be a problem with the textures in the editor's files. Any ideas? Also, as a side note - you've said good things about me a few times, but you've been modding for way longer than I have and your knowledge and your willingness to share it are the values that every modder should aspire to. You've definitely inspired me to begin putting more effort into releasing more tutorials, resources, and actual mods of my own instead of jumping from project to project. https://files.facepunch.com/forum/upload/180967/f5a42628-e227-4e93-88d8-4cda3e04b562/5f520c6c95fcd6a1678bf87170d7bc59.png The reason I'm finally doing some model edits myself is because the Escape From Tarkov models come with several variations. However, they only set it up to work with Stalker's addons system that is limited to the scope, silencer, and grenade launcher (a foregrip here). Tarkov itself, however, supports individual components to be swapped such as the stock, receiver, grip, mag, etc. While these bones aren't supported by Stalker, the script that handles different models of scopes on the same weapon actually changes to a different weapon section entirely with each different scope to get past this limitation. However, the script is very old and was originally written for Call of Pripyat. The animations mess up, tons of new sections need to be made by hand, and adding attachments will often remove your ammo in both the gun and the grenade launcher if there is one. This script is even used in CoC's AO and STCOP, Anomaly, Misery, etc. My current idea, which I'm almost certain is possible, is to create a script that reads the possible attachments a weapon can have, and dynamically generate the new weapons through script automatically. Considering that I want attachments to effect the weapon's stats in some way - the script would apply multipliers automatically by multiplying the base weapon values with whatever the attachment changes. This removes a lot of clutter, and makes a lot more attachments possible with less work. I'd also polish and bug test thoroughly, and add some additional foley/effects as well. To do this however, I basically need to take the models into pieces and mix in match to create the variation I want. Once I get all the pieces seperated though, it's pretty easy to piece them together since the models were built to do that. Funny how I started out modding Stalker as a programmer, but I just finished teaching myself rigging, basic modelling, simple animation stuff, on top of everything I learned from the level and particle editor.
As for model loosing faces. You need to make sure that you have HQ export selected: In Actor Editor: https://i.imgur.com/ZImulpl.jpg And in blender(select object tab, then type to "custom" and select HQ Export): https://i.imgur.com/JafFdpp.jpg As for models and parts that you can remove/add. You can always create new bones and assign parts of gun to them, its actually easy and quick job and it will not mess gun it self because game will just bypass new bones because it will not use them. Then if its possible you could add/remove this part using scripts. Of course if parts is more complex or in very specific place, you would need also make new animation for it. Like for example vertical grip for rifle, you would need animation that put hand on it instead of main grip but for smaller things like different butt stock, mag, muzzle compensator it should be just a matter of assigning bone to that mesh part. As far as you dont change names of existing bones you can add any amount of new ones. In other news.... What is better than knife stab? Arrow in the head! https://i.imgur.com/lbnJXrD.png Also made new(or rather old) model of Psy bloodsucker. It was old project of new mutant "Long Leg" but I decided to just set it as version of Bloodsucker that instead of sucking blood would suck your stamina and it would be radiated as hell. https://media.moddb.com/images/members/5/4060/4059935/ss_paranoia_04-16-19_11-00-07_l03_agroprom.jpg Yes it have "double vision" effect, but I would like to add to him some particles or other effects.... anyone know how to make it? Like give him light green particles on hands and eyes....
I know how to make particles. Haven't done so in a while, though. But I made particles for practically all big mods (Gunslinger / Shoker / MISERY / RADIUM / Particle Paradise etc.) Are you on discord?
yes, @Akinaro#4788  Overall idea is to insert some fancy effects on his hand and eyes, so it would look like Archon from Starcraft: https://vignette.wikia.nocookie.net/starcraft/images/a/a1/Archon_SCR_HeadAnim.gif (of course I know I cant get exact effect but anything similar)
https://files.facepunch.com/forum/upload/180967/62fade36-98b2-438b-a799-dfdf194ddba3/334fc40157c53ce1d2e60f479ed664e5.png wtf....
https://youtu.be/13UndSFajM8 variance stuff
Finished basic gun animation tutorial... sadly I had to make really basic one with just simple tips, because I deleted folder with screenshots and tips that I prepared last week.... :/ Its probably not useful as it should but if you already know blender and saw previous tutorial on import/export MAYBE it could be helpful.... https://www.moddb.com/mods/stalker-two-k/tutorials/basic-animations-of-gun https://youtu.be/BsGrng3BHCw Previous tutorial on import/export: Basic of importing and exporting Stalker ogf files using Blender.. Sorry for nothing more advanced and informative but I did it last night and I dont have time to make one long tutorial that would explain all stuff, just because I work in very chaotic way :/
This is fantastic! Thank you
Would adding animations that set different attachments (IE different optical sights) outside of the camera's view be possible to create a "illusion" of an attachment system? If so, what do you think would be the best way to approach this?
Probably.... depend on how you can manage those attachments, and what exactly you mean by animations outside of camera view. Like if you can add or remove bones from models via script, you can create additional bones on model that would have assigned meshes, for examples two scopes: you can disable one bone, and that mean removing mesh of first scope, and enable second bone with would have second scope mesh. There are other ways, like duplicate animations with all attachment versions but I think size and performance would suffer from that.... and it would be lots of work. Also in the same time I have question... Its possible to force number and type of animations in ltx file of gun? Because right now number of animations for gun is set by class of gun. For example I had to save that crossbow as "WP_PM" because its only class that have animation for empty and loaded(idle, idle_empty, run, run_empty). Or it doesnt really affect actual gun setting(damages, speed, features like scope) and its just set class of gun for that purpose(anims and engine stuff)?
Add a different bone to the existing animations for each different optic sight. For example, let's say the weapon has the anim ak74_reload I would add a new bone to the armature and assign a optical mesh to it. For the default ak74_reload anim, where there is supposed to be no optic, I would theoretically offset the optic bone behind the viewmodel camera. So it never shows on the default animations Then, I would create new animations such ak74_eotech_reload where the optic bone is in the proper position (on the mount) and it would be visible and move with the anim with the main mesh as its parent. This is an idea of a solution to get around AO's and STCOP's attachment system where each optic is an entirely different wpn_hud model. Because unfortunately, despite my best efforts, you can not change a viewmodel's (ak74_hud vs ak74) bone visibility. If you call it on the main entity, it'll set the "thirdperson"/world model invisble. If you try and get the entities child or parent it doesn't reference the right object. Trying to get the weapon's hud section as a string and then looking for that object by section name just breaks things and is super hacky/inefficent. Unfortunately you can't add values to the default weapon classes but you can still play animations on a weapon even if the class doesn't call it by default. The system to do this would actually be incredibly similar to the animation smoothing I showed earlier - but in reality much simpler and convient. Here's a very hastily written example of how this would be done. You would need a 1 frame animation that is just the weapon at 0,0,0. This is to interrupt the default animation. https://files.facepunch.com/forum/upload/180967/ea6eaaef-d8b9-469a-9ceb-71af0133fe0f/1268015d832259bfac44981dfd4514d3.png
How do I view models / maps? I just want a clear image of the face of the prometheus statue in the movie theater in CoP. Thanks to the height of it and low angle of the usual images I see of it IRL, I'm curious as to how they modelled its face in game.
GitHub Set of tools made by Alundaio Features a OGF > object converter and a mesh viewer
You mean that? https://i.imgur.com/V999iV5.png https://i.imgur.com/YKZUCxc.png dae model: prom_stalker_01.dae Lots of work sadly... I forgot that Stcop work by having few models depending on configuration of its addon. I though that you can just have one model and add all those attachments to it and then just hide/show it depend on setting. Then you could have all stuff on one gun and rest would be set by bone script... Also thanks for info about anims. Sadly Im noob in terms of scripts related stuff and most important: Im just lazy to do anything for just one gun I didnt even bother to properly set aim in ltx....
holy shit dude thanks
Sorry, you need to Log In to post a reply to this thread.