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How to mod Stalker (most questions answered)

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  02:03:07  1 March 2008
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Sandfighter
(Novice)
 
On forum: 02/06/2008
Messages: 39
Weapon Addons

I've done some thinking. I would like to do some attachements to pistols like there are for rifles and stuff. Some weapons have the underbarrel rail to mount laser marker or flashlight. Since some mods have the flashlight to be bought separately for stalkers I'd like to try with this.

My question is: can we create such thing as addon for pistol? What software should I download to make such things and where to look for them. How to mount something to pistol, and finally how to make dynamic light like it is done with our "stalker's eye-light"?

Is there anyone interested in this?
  05:51:18  1 March 2008
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Nightwatch
Senior Resident
 

 
On forum: 08/13/2007
 

Message edited by:
Nightwatch
03/01/2008 6:03:34
Messages: 952
Only a few handguns have silencer attachments in vanilla STALKER, and none has either scope or any other attachments like under-barrel-laser pointers and lights as you suggest.
In order to enable them to accept such attachments, firstly you must create their visuals, pictures, as those parts attached to them. And if the parts are not already in the game files, for example if you want to introduce a new part such as laser pointer/lights/new scopes, then you'll need to create their visuals, textures, meshes as well. But they are not like those jpeg or bitmap types. You will need to be able to work with DDS and OGF files, 3-dimensional highly technical work.

If you feel that you're up to it, then I can offer a few pointers on type of software you need to work with:

(edit: link to my post for a similar question on the forum did not work, so I am copying it here) :

"-- There are DDS files for each weapon in gamedata>textures>wpn, (colt & magnum in gamedata>textures), icons are in gamedata>ui, again in DDS format; and also there are OGF files in gamedata>meshes>weapons.

DDS files can be edited by Adobe Photoshop, but you need to get a DDS plug-in from Nvidia, it's free. I don't have the link right now. But it's easy, just go to Nvidia site, then look for drivers, software and plug-ins. But beware, you need to save and transfer the alpha channel with your work, for end-saving as well as during the cut and paste operations, or the icons or any others will not be seen on screen, end up invisible. And from my own experience, I can say that photoshop is not quite willing to carry the alpha channel so easily. You may need to use other Adobe Suit programs to make it work. So too much trouble. This system, though it creates the best end result, is expensive (unless you own these software for/in your business already.
The general best program is [b]free /b]and it's called DDS Converter. Enter it Google, you'll get the link in a second. A note of caution: It does not work properly under Vista; at least, I'm one those who couldn't use it in Vista (Vista Ultimate 32-bit, US edition)

OGF files in meshes folder are even more difficult and complicated to edit. Software is quite expensive and rare, but I believe Autodesk 3D Studio Max 6,7, 8 & Maya are the ones most recommended. There must be free and/or trial editions of them as well."
  15:12:05  1 March 2008
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Sandfighter
(Novice)
 
On forum: 02/06/2008
 

Message edited by:
Sandfighter
03/01/2008 15:15:29
Messages: 39
USP SOCOM MOD

Ok, I found out, that without SP SDK the easier way to add laser markers and flashlight to pistols will be to create a completely new model of a weapon. I've got all the tutorial I needed how to make a new weapon, but I have no idea how to create a good source of light for my USP SOCOM which I'm working on. I will do three versions of that pistol:

1) USP SOCOM with LAM (Laser Aiming Module),
2) USP SOCOM with LAM & KAC SOCOM Silencer (Special Design Silencer),
3) USP SOCOM TAC (with underbarrel tactical flashlight).

I just need to be pointed at good direction for operating lights in the game (just like it is with our stalker's eyelight). Anyone?
  03:25:24  3 March 2008
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Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
 

Message edited by:
Spaceghost
03/03/2008 17:00:07
Messages: 419
LUA Help

Could someone please point me for a way to spawn a vehicle by the location? Am I doing it right so far?



function trader_spawn_niva
	if db.actor:money() <= ven_niva:cost() and
		(level.name() == "l01_escape" )
	then alife():create(ven_niva)

;dialogs.relocate_money(actor, ven_niva:cost(), "out" ) -- not sure where to put this either



Not sure what to put in the alife:create part. I have the locations so far for escape. (-125.02, -8.36, -150.09) Then my next problem would be to make a separate function for each vehicle and location. My spawns are escape, yantar, and just outside of the freedom base, so it would seem that I would have to make three functions for each vehicle per level -- quite a lot of functions.
  17:23:21  3 March 2008
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527
you should add the X Y Z coordinates, level vertex ID and game vertex ID
  23:41:35  4 March 2008
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Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
 

Message edited by:
Spaceghost
03/05/2008 0:16:07
Messages: 419
Getting there...

Well I think there is some progress being made. The .xml files aren't causing any errors, but Sidrovich keeps crashing when I try to start a dialog.


local esc_spawnloc = vector():set(-125.02, -8.36, -150.09)

function trader_spawn_niva(trader, actor)
	if db.actor:money() <= ven_niva:cost() and
		level.name() == "l01_escape"
	then alife():create("ven_niva", esc_spawnloc, db.actor:level_vertex_id(), db.actor:game_vertex_id())
		dialogs.relocate_money(actor, ven_niva:cost(), "out" )
		db.actor:give_info_portion("esc_answer_car_request" )
	elseif db.actor:money() >= ven_niva:cost() then
		db.actor:give_info_portion("answer_car_request_esc" )
end



Am I doing this right? Man... I feel dumb. Will posting my xml files help? Just feeling a little discouraged as my attempt to log vertex id's failed, and now Sidrovich is crashing.
  00:10:42  5 March 2008
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pgeek
(Senior)
 
On forum: 02/21/2008
Messages: 75

---QUOTATION---


local esc_spawnloc = vector():set(-125.02, -8.36, -150.09)

function trader_spawn_niva(trader, actor)
	if db.actor:money() <= ven_niva:cost() and
		level.name() == "l01_escape"
	then alife():create("ven_niva", esc_spawnloc, db.actor:level_vertex_id(), db.actor:game_vertex_id())
		dialogs.relocate_money(actor, ven_niva:cost(), "out" )
		db.actor:give_info_portion("esc_answer_car_request" )
	elseif db.actor:money() >= ven_niva:cost() then
		db.actor:give_info_portion("answer_car_request_esc" )
end



---END QUOTATION---


i'm not very good at this, but i think you forgot an end to close the function. maybe this helps?
  00:22:46  5 March 2008
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Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
 

Message edited by:
Spaceghost
03/05/2008 0:23:59
Messages: 419
Should there be more then one "end"? Also, when I add the m_cars.ltx I keep getting some duplicate error, but even when I change the [car_name] to something else, I still get the dup error.


[ven_niva_00]
GroupControlSection	= spawn_group
discovery_dependency = 
$spawn 			= "vehicles\ven_niva"
;$prefetch 		= 32
class			= SCRPTCAR
cform           = skeleton
visual          = physicsvehiclesnivaveh_niva_u_01.ogf
actor_visual	= physicsvehiclesnivaveh_niva_u_01.ogf
ph_mass 		     = 1050
cost				= 5800
wallmark_section		= explosion_marks



Is it because of the vehicle_ph.script cause that is the [car_names] I use?
  01:40:14  5 March 2008
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pgeek
(Senior)
 
On forum: 02/21/2008
 

Message edited by:
pgeek
03/05/2008 1:40:51
Messages: 75

---QUOTATION---
Should there be more then one "end"?

---END QUOTATION---



   function foo()
      if foo then
         foo
      end
   end


first end to close if. second end to close the function.
  04:35:42  5 March 2008
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Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
 

Message edited by:
Spaceghost
03/05/2008 6:41:08
Messages: 419
Ahhh... I really need to go read up on coding. Thanks.

It doesn't crash now, just the dialog doesn't appear. Slowly but surely!

Edit: Okay! I fixed the dialogs... sort of. Only problem really is when I try to spawn the car this happens.

Line : 73
Description : <no expression>
Arguments : LUA error: ... of chernobylgamedatascriptsvehicle.dialog.script:4: attempt to index global 'ven_niva' (a nil value)

This is what I get when I try to add the m_cars.ltx to the system.ltx.

Expression : fatal error
Function : CInifile::Load
File : E:stalkersourcestrunkxrCoreXr_ini.cpp
Line : 175
Description : <no expression>
Arguments : Duplicate section 'ven_niva_00' found.

Uggh...
 
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