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  18:44:26  26 January 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
01/28/2012 17:44:24
Messages: 1890
[ADV.] - Tutorials

Hey guys, [PPx]L☢Ner1™ here,

I was shocked by the amount of tutorials i put on this forum, and thought all the info in them should be centred to one thread. So, you can go trough the pages of this thread and see if you need something from here. No use to make thousands of pages with the same questions every year!


---QUOTATION---

*if there is anything wrong, misspelled, false or something else in a tutorial, please PM me and ill change it this thread is for TUTORIAL POSTING only, please dont post off topic stuff here please try to keep this thread as objective as possible, we have the obligation as S.T.A.L.K.E.R. modders to welcome and help the newcomers and help them in keeping the S.T.A.L.K.E.R. modding generation alive

The articles/tutorials are rated in several ways, Rook, Advanced, Hardened. Simple names that indicate the difficulty of a tutorial. If you need any 3rd party programs, it will be written at the bottom of a tutorial.

---END QUOTATION---



And guys, links to other tutorials can be placed here too just put the name and difficulty in your post like i did.

Well, here it goes:

Artefact Birth probability Tutorial:
Difficulty: Rook


Original thread: https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=175&thm_id=21171&sec_id=16&page=1

------------------------------------
EXAMPLE:


[zone_gravi_zone]
GroupControlSection	= spawn_group_zone
$spawn 			= "zones\gravi zone"
$prefetch 		= 16
class			= ZS_GALAN

ef_anomaly_type			= 5
ef_weapon_type			= 17

sound			= zone_mosquito_bald
postprocess		= postprocess_gravi

artefacts		= af_vyvert,0.8, af_gravi, 0.2, af_gold_fish, 0.04
BirthProbability = 0.65;0.1

;----------- Anomaly settings -----------------------
min_start_power		= 0.99
max_start_power		= 1.00
attenuation			= 1
period				= 1
min_artefact_count	= 0
max_artefact_count	= 0

idle_particles		= anomaly2\gravity_idle
blowout_particles	= anomaly2\gravity_blast_final00 ;gravity_blast_03
tearing_particles	=anomaly2\body_tear_00
torn_particles      =anomaly2\body_tear_01

hit_small_particles			= hit_fx\hit_metal_02
hit_big_particles			= anomaly2\gravity_damage_02_blood2
idle_small_particles		= anomaly2\gravity_damage_01_smoke
idle_big_particles			= anomaly2\gravity_damage_02_smoke
entrance_small_particles	= anomaly2\gravi_anomaly_shield_00
entrance_big_particles		= anomaly2\gravi_anomaly_00;

tele_particles_small		= anomaly2\gravity_damage_01_smoke	;anomaly2\gravity_damage_01_smoke
tele_particles_big			= anomaly2\gravity_damage_02_smoke	

ignore_nonalive		= false
ignore_small		= true
ignore_artefacts	= true

blowout_light		= on
light_color		    = 1.4,1.6,1.3
light_range		    = 30.0
light_time 		    = 0.8;0.35
light_height		= 1.5	

awaking_time		= 300;1000
accamulate_time		= 1000
actor_blowout_radius_percent=		0.5
blowout_time		= 2500	
blowout_light_time		= 2100
blowout_explosion_time	= 2100
blowout_radius_percent		= 		0.8
blowout_wind		= on
blowout_wind_time_start     = 0
blowout_wind_time_peak      = 1500
blowout_wind_time_end		= 2501; 2499
blowout_wind_power			= 0.5

spawn_blowout_artefacts = on   ;on
artefact_spawn_probability = 0.33
artefact_spawn_particles = anomaly2\gravi_anomaly_shield_00
artefact_born_sound =  anomaly\anomaly_gravy_hit1
throw_out_power = 40
artefact_spawn_height = 1




Thats a cut out piece of the Gravi-Anomaly, as you know it in game, the one that sucks in people and makes them explode.

For the artefact birth probability you need these values:


artefacts		= af_vyvert,0.8, af_gravi, 0.2, af_gold_fish, 0.04
BirthProbability = 0.65;0.1

;----------- Anomaly settings -----------------------
min_start_power		= 0.99
max_start_power		= 1.00
attenuation			= 1
period				= 1
min_artefact_count	= 0
max_artefact_count	= 0

ignore_nonalive		= false
ignore_small		= true
ignore_artefacts	= true

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
spawn_blowout_artefacts = on   ;on

artefact_spawn_probability = 0.33
artefact_spawn_particles = anomaly2\gravi_anomaly_shield_00
artefact_born_sound =  anomaly\anomaly_gravy_hit1
throw_out_power = 40
artefact_spawn_height = 1



Now, i dont know if you know all the tags out of your head, like what the line "artefacts = xx, 0.6, xx, 0.5, xx. 0.3" does etc. But, ill explain why they are in connection with each other

First, the artefacts tag is used to specify the artefacts who will be spawned in the spawn period. If its empty, you can set min_artefact_count and max_artefact_count to 1000, but no artefacts will be spawned. So, you have to put the artefacts you want to spawn in that area. And the numbers behind the artefacts are the values of spawn-ability. So, 0 = no artefact spawning for that type, and 1 = always spawn.

After that, you will, like you said, encounter the tag BirthProbability, this is the overall probability of spawning for that anomaly. If its on 0.10, there is a 10% chance of spawning. I always use 65% as its for me, the most stable. you can use 50% too, but i like my artefacts all over the level

Next in line are the tags min_artefact_count and max_artefact_count, these are self explainable i think. if you always want artefact spawning, put the min_artefact_count on 1, and the max_artefact_count on something like 2 or 3. never go above 5! especially not with the Gravi and Blast (bold) anomaly's as there are quiet some of those in most levels. It will make your game lag like hell!

as you may have seen, i left in these three:


ignore_nonalive		= false
ignore_small		= true
ignore_artefacts	= true



the reason why is, if you enable blowout artefact spawning, you might want to turn on or off some of these. F.E.

ignore_nonalive = false
ignore_small = false;true
ignore_artefacts = false;true

mean, always spawn artefacts on blowout, and

ignore_nonalive = false
ignore_small = false;true
ignore_artefacts = true

only spawn artefacts when or a small object (your bolt) or a NPC walks into the anomaly, as these tags trigger its blowout. if all are on true, the anomaly will be disabled. Well, it will still be there but you can walk trough it and it wont blowout.

Next ones, a whole list:



awaking_time		= 300;1000
accamulate_time		= 1000
actor_blowout_radius_percent=		0.5
blowout_time		= 2500	
blowout_light_time		= 2100
blowout_explosion_time	= 2100
blowout_radius_percent		= 		0.8
blowout_wind		= on
blowout_wind_time_start     = 0
blowout_wind_time_peak      = 1500
blowout_wind_time_end		= 2501; 2499
blowout_wind_power			= 0.5




fast explanation of each line(PLEASE CORRECT ME IF I AM WRONG):

awaking_time - Time until the anomaly "detects" you and what triggers the blowout

accamulate_time - ???

actor_blowout_radius_percent - % of the blowout radius which will affect the actors health

blowout_time - self explanatory

blowout_light_time - self explanatory

blowout_explosion_time - self explanatory

blowout_radius_percent - % of the total range of the anomaly which will effect its surroundings and the Alive in it.

blowout_wind - on/off will make the grass move or not.

blowout_wind_time_start - self explanatory

blowout_wind_time_peak - self explanatory

blowout_wind_time_end - self explanatory

blowout_wind_power - self explanatory

Fiddle a bit with these tags to find the numbers who suit your style i left them vanilla, as i didnt want to mess around with them

and lastly,


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
spawn_blowout_artefacts = on   ;on

artefact_spawn_probability = 0.33
artefact_spawn_particles = anomaly2\gravi_anomaly_shield_00
artefact_born_sound =  anomaly\anomaly_gravy_hit1
throw_out_power = 40
artefact_spawn_height = 1




---QUOTATION---

LoNer1:
Well, most of this seems to be pretty easy to understand, i hope you now know a bit more, mostly because i wanted to do it for you, but i live by the rule:"Give a man a fish, and he can eat for 1 day, learn a man to fish, and he can eat for the rest of his life." So, why not learn you, so next time you know how-to do it by yourself?

hope i helped if you have any more Q's, ask away or pm me

Kind regards,

Loner1


---END QUOTATION---

  20:05:19  26 January 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Merging Arsenal Weapons (RC3 Reality Addon)

In this post we will be handling the simple merging of Weapons from another mod into a vanilla game and or other mod.

Merging Arsenal Weapons (RC3 + Reality Addon):
Difficulty: Rook

So, the first thing you do this:

get the w_wpn_xxx.ltx file

(w_wpn_xxx is the name for the weapon(s), like "w_m16_elcan.ltx")



Than you open the file, and search for the meshes. From the meshes you can get the textures for that weapon ONLY, so you don't need the whole mods (in this case arsenal) texture files.

This step is simple, take any editor like Notepad++, a Hex editor or just Notepad, and open up the mesh.

Than search for a folder. The best thing to do is to first check which folders there are in the "Gamedata\textures" folder. After you looked up the textures folder, go back to your mesh and search for the correspondent texture folder (vanilla weapons have "wpn\wpn_xxx.dds"

Here are some common weapon addon/texture mod folders:



arsenal\
Arsenal_Mod\
aaz\
amk\
death_mod\




if you have found the folder, make an exact copy of the directory!

so if you have:


aaz\m16elcan\body1.dds



make "Gamedata\textures\aaz\m16elcan\body1.dds"


if you dont do it then the game will not find the texture.

---

After you have the meshes, copy the sounds too (stated in the weapon config)

After that you have actually a working weapon in-game. Now you need to make sure it is compatible with your mod, and if you already have a particles.xr, you need to change this line, into the line under it:

shell_particles             = weapons\arsenal_shells1


into

shell_particles                 = weapons\generic_shells    ; name of the particles for shells


so you have the right particle.

Now you can test it, to make sure it works well and you added it to mp_ranks (into rank 0 ofcourse)

like this:

[rank_0]
rank_name						= st_rank_novice		; çâàíèå
rank_exp						= 0, 0          ; îïûò, àðòåôàêòû
rank_diff_exp_bonus				= 1, 1.5, 2, 3, 4
;----------------- new items -------------------------
available_items					= wpn_m16_elcan, *other stuff*



Now your weapon is working, you need to make new icons for it and you are ready!

And, if you want to quickly test the weapons, use this method to do so:

in escape_dialog.script in the map

gamedata\scripts\

you can add this line:

dialogs.relocate_item_section(trader, "wpn_your_name", "in")



so if you have the elcan-m16 it should look like this:

dialogs.relocate_item_section(trader, "wpn_m16_elcan", "in")

  16:20:40  27 January 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
01/28/2012 17:09:38
Messages: 1890
Particle Enhancements 1.0

We are going to handle particle enhancements trough the SDK in this post

Particle Enhancements 1.0:
Difficulty: Advanced


Here are some sdk instructions from how i made STALKER Particle Paradise 2.1.1.x:

Tools needed:


S.T.A.L.K.E.R. SDK 0.4 + 0.1 and 0.5 Updates
S.T.A.L.K.E.R. Database unpacker



(First make sure you are under an administrative account, or you will get several errors with the SDK because it writes logs, and if you dont have the permission to modify the maps, you will get a hard time searching for errors)

Install or patch 10004 or patch 10005. Than follow these steps:

1. Step 1,

Use the database unpacker to unpack all the gamedata.dbx files, located in your stalker dir(installation map) into a map called gamedata.

2. Step 2,

When done, copy the unpacked content into your SDK dir, in the map called gamedata and overwrite everything! This is to make sure your files match the patched new gamedata files.

3. Step 3,

Once done, you now are ready to go. Go into your Gamedata\ map and copy these files and folders:


gamedata\particles.xr
gamedata\textures\pfx
gamedata\textures\fx



Put them somewhere outside the gamedata map, so you wont touch them. These are the backup files you need, if you screw up

4. Step 4,

Run the particle editor trough the .bat file, called "ParticleEditor.bat"

Its a wise thing to make a short cut on your desktop, because you will be needing it often

5. Step 5,

Once the particle editor has started, make sure you put it in Real Time mode. Go to the left bottom of your screen, and open up the tab that's called "Options". Now if you select a folder on the right side of the screen, for example:"anomaly2\" and click on a particle effect, and press F5, it will automatically play. When Real Time is turned off, it will play when pressed on the "space" on your keyboard.

6. Step 6,

Before editing, study this: http://www.hoogin.com/stut/particlebasics.html

when you’re done reading it its like you always have known that. Now (in the particle editor) click on a map called anomaly2. in that map there's another map called artifacts. if you click on it you will see a list of options to choose from. I will give you some advice how to use the "right" (most suiting) particle for the right artifact. for example take:

 
(*)[pg] artifact_gravi 


Now if you read the Hoogin article you know how to give it a new effect right? well I’ll give you a nice particle effect. scroll down in the third and last box right below. you'll see play and 2 times stop.

*PG= particle group
*PE= particle effect



First click on "append effect".

Scroll all the way down and you'll see some things IN WHITE. that means the particle effects aren't activated.

Click on the button enabledn so you enable it. Under the button "preview" the are 3 dots. click on it until a screen pops up. now you'll see the same list as right above. go to the folder

anomaly2/group_items


and search for

artifact_idle


Double click on that. Now that particle effect is merged with the original particle.

if you now click on F5 or play you’ll see the animation. Now save your files and if you want to test it grab this file:

particles.xr 


and put it in you gamedata map. In the map gamedata self, not config, meshes or all the others! Now start the game(a new game is not needed) and if you find or already have an artifact like gravi or jellyfish you'll see the new particle when you drop them!

Hope i was of help, and i hope to improve the SDK modders out there, we needs some more imho!

Sites That will help a lot:

- https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&sec_id=16

- http://sdk.stalker-game.com/en/index.php?title=Category:Articles

- http://forums.filefront.com/s-t-l-k-e-r-shadow-chernobyl-1530/

- http://stalker.filefront.com/

- Youtube.com

and for skinning instructions: http://stalker.filefront.com/file/Guide_to_Retexturing;93308

and for my mod instructions: http://stalker.filefront.com/file/How_to_mod_20;96095

if you have any questions contact me at my mail, in my profile (click on my name) and I will answer ASAP.
  16:44:57  27 January 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Why do you always post your tuts twice???
  17:25:04  27 January 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Why do you always post your tuts twice???
---END QUOTATION---



i dont ... when i try to edit them, it quotes my reply, and i cant delete them!? or edit them!
  05:47:38  28 January 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4255

---QUOTATION---
when i try to edit them, it quotes my reply, and i cant delete them!? or edit them!
---END QUOTATION---



It might be related to the square brackets surrounding the PPx prefix on your name. This forum does funky stuff with brackets. Maybe it is not recognizing you as the same person because of that.

The only other thing I'd consider is that you are logging in as a different user, but that's not likely.
  12:05:02  28 January 2012
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Steelhawk92
Average Joe - Used to be Jamie1992
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On forum: 03/16/2008
Messages: 5051
Good idea to post your tutorials in one specific place. Also nice Tuts are that. Keep it up.
  17:08:30  28 January 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
01/28/2012 17:10:20
Messages: 1890

---QUOTATION---
when i try to edit them, it quotes my reply, and i cant delete them!? or edit them!

It might be related to the square brackets surrounding the PPx prefix on your name. This forum does funky stuff with brackets. Maybe it is not recognizing you as the same person because of that.

The only other thing I'd consider is that you are logging in as a different user, but that's not likely.
---END QUOTATION---



Thanks man you were right


---QUOTATION---
Good idea to post your tutorials in one specific place. Also nice Tuts are that. Keep it up.
---END QUOTATION---



Yeah, i thought so too Thats why im doing this
  11:42:51  25 July 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Bump!
  15:45:06  25 July 2012
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ddraig
Senior Resident
 

 
On forum: 06/19/2012
Messages: 158

---QUOTATION---
Bump!
---END QUOTATION---



Thanks for the good tuts!

I've been a little bit intimidated by the SDK because I hear it can be quite challenging to set it up on Windows 7. I have Windows 7 64bit so I imagine it would be even worse... are there any articles out there to get it working properly in Windows 7?
 
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