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FN FAL For stalker ie: I can die happy now.

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  09:00:38  11 January 2011
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reaver2
Senior Resident
 

 
On forum: 08/20/2007
 

Message edited by:
reaver2
01/11/2011 9:01:01
Messages: 214

---QUOTATION---
But, anyway, back on topic. Are all these new weapons using the clear sky arms? also, does anyone know of a proper MP5SD mod? with normal SHOC arms and not a massive double drum mag? that would be awesome.
---END QUOTATION---



You're in luck.

MP5SD3

Pics: http://img844.imageshack.us/gal.php?g=xr3da2011011101430939.png

Download: http://www.megaupload.com/?d=7GQ97ODY

Also there was another pack for the mp5sd that i never checked out, here give this a look:

http://www.gamebanana.com/skins/83229
  10:08:50  11 January 2011
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reaver2
Senior Resident
 

 
On forum: 08/20/2007
Messages: 214
One last drop for the night before i sleep, a nice pack of assorted guns for anyone who wants them, the pic is the ui equipment file showing all the guns' inventory icons (explanation for the newbies, no disrespect to the stalker vets).

Pic: http://img38.imageshack.us/i/uiiconequipment.jpg/

Download: http://www.megaupload.com/?d=KV76V9H5
  22:20:50  11 January 2011
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marakrat
Senior Resident
 

 
On forum: 08/30/2010
Messages: 189

---QUOTATION---
One last drop for the night before i sleep, a nice pack of assorted guns for anyone who wants them, the pic is the ui equipment file showing all the guns' inventory icons (explanation for the newbies, no disrespect to the stalker vets).

Pic: http://img38.imageshack.us/i/uiiconequipment.jpg/

Download: http://www.megaupload.com/?d=KV76V9H5
---END QUOTATION---



Is this sort of ripped from other mod or all this is included in the download file.
  00:41:46  12 January 2011
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Calle_SWEDEN
(Senior)
 
On forum: 06/04/2010
Messages: 55
Im having problems installing these weapons, this is compatible with stalker complete right?

If so, please tell me where the files go, the ones in the Arsenal_Mod folder and so on.

Im sorry for the bad english
  04:43:45  12 January 2011
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Kocayine
Senior Resident
 

 
On forum: 07/15/2010
Messages: 918

---QUOTATION---
One last drop for the night before i sleep, a nice pack of assorted guns for anyone who wants them, the pic is the ui equipment file showing all the guns' inventory icons (explanation for the newbies, no disrespect to the stalker vets).

Pic: http://img38.imageshack.us/i/uiiconequipment.jpg/

Download: http://www.megaupload.com/?d=KV76V9H5
---END QUOTATION---



What mod are you playing? I like them guns.
  09:26:23  12 January 2011
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reaver2
Senior Resident
 

 
On forum: 08/20/2007
 

Message edited by:
reaver2
01/12/2011 10:00:48
Messages: 214

---QUOTATION---
Im having problems installing these weapons, this is compatible with stalker complete right?

If so, please tell me where the files go, the ones in the Arsenal_Mod folder and so on.

Im sorry for the bad english
---END QUOTATION---



The problem with that last file is it is not quite straightforward in their installation, i yanked guns from that file out at my leisure & placed them into my gamedata file ( normally i'd already have a tweaked version of amk or sc2009 in there ).

I'll do my best to give you a series of steps to import your own guns.

1. You need to copy the desired gun's .ltx (ie: w_ak74.ltx ) file over from the mod's config file and place it into the weapons folder in your gamedata's config file.

2. Then you need to go into the weapons.ltx file and add in the line (ie: #include "w_ak74.ltx" ). Replacing w_ak74 with whatever the file name is.

3. Open the copied gun's .ltx file and look for the weapon entry at the top in brackets (ie: [wpn_ak74] ). Copy what's in the brackets and go to the mp folder in your config file.

4. Open up mp_ranks.ltx , go down to the first entry that says available_items. You will see a long list of guns to the right of that entry, add yours to it. Do not forget to put a comma after you add the new gun to the list.

5. Open the copied gun's .ltx file again, look for an entry called visual. It should have an address beside it ( ie: weapons\ak74\wpn_ak74 ).

Go into the mod's meshes folder and follow the address from there, it should lead you to 2 files. A world model (ie: wpn_ak74.ogf) and a hud model (wpn_ak74_hud.ogf). Copy the whole folder and paste it into the appropriate spot in your mesh folder to coincide with the address.

Go back into your copied gun's .ltx file and look for an entries involving addons( ie. wpn_addon_scope, wpn_addon_silencer).

Figure out if the weapon came with a new addon or not.


If it is not using existing addons (ie. not using a susat scope, but an acog.), you will need to find the addon's text entry.

The addon itself should have it's own text entry like the gun, it may be in the guns's .ltx, it may be in the mod's weapons.ltx ( if so, copy & paste it into your weapons.ltx.), it may have it's own .ltx ( You'll have to add an entry in your weapons.ltx for the specific addon, like you did with your gun.).

Look for the visual entry for the addon in question, take a look at the address to the right of it and go look for the corresponding folder in the mod's meshes folder. Take this folder( or individual .ogf files, copy it (or them) and paste them in the appropriate location in your gamedata's meshes folder.


6. Bring up the gun's .ltx file again, this time scroll down until you come across an entry like these

snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\ak74_shot_0
snd_shoot1 = weapons\ak74_shot_1
snd_shoot2 = weapons\ak74_shot_2
snd_shoot3 = weapons\ak74_shot_3
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\ak74_reload, 0.7, 0.35
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5

These are sound file entries, they show the weapon's animation and the coinciding address to each one of the sound files that plays with it.

Take a look at the folder address and go find these files within the mod's sounds file (gamedata\sounds\). Once you've found that folder with the sounds ( or individual sound files), copy it (or them) and put it in the coinciding spot in your sound folder so it matches the address.

7. Now here is the fun part, there is no address in the .ltx files for textures, so you have to go into the mod's textures folder and look for either a folder with the weapon's name on it or a bunch of textures that bear the weapon's name or a seriously close match to it.

Once you find the weapon's textures you MUST recreate the EXACT location within your gamedata folder. The folder location has to match perfectly. Then add them into the location you created.

Once the weapon's textures have been added, look for an act folder in the mod's textures file, if there is one open it up and look at the file names of the textures within.

Go back to your gamedata folder and see if you have an act folder. If you don't, copy the mod's folder over.

If you do, compare the texture names, the act textures that have the same names as your old ones should not be overwritten unless you know what you are doing (compare the textures in a viewer to make sure they are for the same model of arms, soc's arms and clearsky's arm models vary & are incompatible with each other's textures).

Any ones that are differently named, paste in your act folder from the mod's.

Now, take a look at any textures that pertain to new addons (if any new addons were included in the mod), once again as with weapon's textures, look for either a folder or bunch of textures bearing the addon's name or a seriously close match. Then recreate the EXACT folder/file location for the textures in your gamedata textures folder and add them in.

8.(You don't have to do this part to get a gun working ingame, but you'll have to use an existing weapon's icons to represent it.)

Now for this next part you will need photoshop. If you want to have the icons for your weapons file in your game, you must copy the specific icon from the mod's ui_icon_equipment.dds texture (located in gamedata/textures/ui folder). Both the RGB and Alpha channel Layer parts of your icon have to be copied over into your ui_icon_equipment.dds texture.

Line your icon up in an empty space beside a weapon's icon that is already there. Make sure you layer the rgb part of the icon & the alpha part perfectly over top each other.

Then save your work as a .dds file.

Go back into the gun's .ltx file and look for these entries:
inv_grid_x = 5
inv_grid_y = 5

You change the numbers in order to move the location of what you see on the ui_icon_equipment file ( kinda like battleship.).

X is horizontal, Y is Vertical. add and subtract from the numbers until you get the weapon's icon in view ( i suggest copying in the x,y co ordinates of a gun closest to your imported icon to start to make it easier to get your bearings & find your gun's icon.). Then use photoshop to make the final adjustments.

9. Go back into the gun's .ltx and find this entry:
shell_particles = weapons\generic_shells

Unless you have a mod as a base that has arsenal in keep it as generic_shells.

10. Save all your work, run stalker, see if it crashes, if not start a new game, if it crashes at any point read the crash logs. It's normally an address issue that you need to fix or a missing texture that you need to hunt down and copy over, so go and fix it and retry.

If you get stumped, post your crash log to this thread. Either me or someone more knowledgeable will help you, And don't get discouraged if the bastard crashes like crazy, it happens.




Eventually the bugs get worked out & you have a shiny new toy to make bandits wish they were never born & bloodsuckers run for the hills, trust me it's worth the trouble & easy once you get it.

This little guide is pretty rough, so feel free to ask questions or correct me.
  09:30:06  12 January 2011
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reaver2
Senior Resident
 

 
On forum: 08/20/2007
Messages: 214

---QUOTATION---
One last drop for the night before i sleep, a nice pack of assorted guns for anyone who wants them, the pic is the ui equipment file showing all the guns' inventory icons (explanation for the newbies, no disrespect to the stalker vets).

Pic: http://img38.imageshack.us/i/uiiconequipment.jpg/

Download: http://www.megaupload.com/?d=KV76V9H5

What mod are you playing? I like them guns.
---END QUOTATION---



That's just a compilation mod that i grabbed from the russian side of the amk site.

I normally just grab something like stalker complete or zrp or amk & add in whatever guns i think will work well in the stalker universe.
  22:18:23  12 January 2011
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bamah
Senior Resident
 

 
On forum: 02/10/2008
 

Message edited by:
bamah
01/12/2011 23:13:54
Messages: 911
"Шкура для ВСС 1ПН51"

Reaver or anyone got this weapon by Storyteller.
basically a BCC with a different scope than SHoC scope.
Can't find an active link...thanks
  23:25:22  12 January 2011
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Calle_SWEDEN
(Senior)
 
On forum: 06/04/2010
Messages: 55

---QUOTATION---
Im having problems installing these weapons, this is compatible with stalker complete right?

If so, please tell me where the files go, the ones in the Arsenal_Mod folder and so on.

Im sorry for the bad english

The problem with that last file is it is not quite straightforward in their installation, i yanked guns from that file out at my leisure & placed them into my gamedata file ( normally i'd already have a tweaked version of amk or sc2009 in there ).

I'll do my best to give you a series of steps to import your own guns.

1. You need to copy the desired gun's .ltx (ie: w_ak74.ltx ) file over from the mod's config file and place it into the weapons folder in your gamedata's config file.

2. Then you need to go into the weapons.ltx file and add in the line (ie: #include "w_ak74.ltx" ). Replacing w_ak74 with whatever the file name is.

3. Open the copied gun's .ltx file and look for the weapon entry at the top in brackets (ie: [wpn_ak74] ). Copy what's in the brackets and go to the mp folder in your config file.

4. Open up mp_ranks.ltx , go down to the first entry that says available_items. You will see a long list of guns to the right of that entry, add yours to it. Do not forget to put a comma after you add the new gun to the list.

5. Open the copied gun's .ltx file again, look for an entry called visual. It should have an address beside it ( ie: weapons\ak74\wpn_ak74 ).

Go into the mod's meshes folder and follow the address from there, it should lead you to 2 files. A world model (ie: wpn_ak74.ogf) and a hud model (wpn_ak74_hud.ogf). Copy the whole folder and paste it into the appropriate spot in your mesh folder to coincide with the address.

Go back into your copied gun's .ltx file and look for an entries involving addons( ie. wpn_addon_scope, wpn_addon_silencer).

Figure out if the weapon came with a new addon or not.


If it is not using existing addons (ie. not using a susat scope, but an acog.), you will need to find the addon's text entry.

The addon itself should have it's own text entry like the gun, it may be in the guns's .ltx, it may be in the mod's weapons.ltx ( if so, copy & paste it into your weapons.ltx.), it may have it's own .ltx ( You'll have to add an entry in your weapons.ltx for the specific addon, like you did with your gun.).

Look for the visual entry for the addon in question, take a look at the address to the right of it and go look for the corresponding folder in the mod's meshes folder. Take this folder( or individual .ogf files, copy it (or them) and paste them in the appropriate location in your gamedata's meshes folder.


6. Bring up the gun's .ltx file again, this time scroll down until you come across an entry like these

snd_draw = weapons\ak74_draw
snd_holster = weapons\generic_holster
snd_shoot = weapons\ak74_shot_0
snd_shoot1 = weapons\ak74_shot_1
snd_shoot2 = weapons\ak74_shot_2
snd_shoot3 = weapons\ak74_shot_3
snd_empty = weapons\gen_empty, 0.5
snd_reload = weapons\ak74_reload, 0.7, 0.35
snd_shoot_grenade = weapons\gen_grenshoot
snd_reload_grenade = weapons\gen_grenload, 1.0, 0.8
snd_switch = weapons\groza_switch, 1.0, 0.5

These are sound file entries, they show the weapon's animation and the coinciding address to each one of the sound files that plays with it.

Take a look at the folder address and go find these files within the mod's sounds file (gamedata\sounds\). Once you've found that folder with the sounds ( or individual sound files), copy it (or them) and put it in the coinciding spot in your sound folder so it matches the address.

7. Now here is the fun part, there is no address in the .ltx files for textures, so you have to go into the mod's textures folder and look for either a folder with the weapon's name on it or a bunch of textures that bear the weapon's name or a seriously close match to it.

Once you find the weapon's textures you MUST recreate the EXACT location within your gamedata folder. The folder location has to match perfectly. Then add them into the location you created.

Once the weapon's textures have been added, look for an act folder in the mod's textures file, if there is one open it up and look at the file names of the textures within.

Go back to your gamedata folder and see if you have an act folder. If you don't, copy the mod's folder over.

If you do, compare the texture names, the act textures that have the same names as your old ones should not be overwritten unless you know what you are doing (compare the textures in a viewer to make sure they are for the same model of arms, soc's arms and clearsky's arm models vary & are incompatible with each other's textures).

Any ones that are differently named, paste in your act folder from the mod's.

Now, take a look at any textures that pertain to new addons (if any new addons were included in the mod), once again as with weapon's textures, look for either a folder or bunch of textures bearing the addon's name or a seriously close match. Then recreate the EXACT folder/file location for the textures in your gamedata textures folder and add them in.

8.(You don't have to do this part to get a gun working ingame, but you'll have to use an existing weapon's icons to represent it.)

Now for this next part you will need photoshop. If you want to have the icons for your weapons file in your game, you must copy the specific icon from the mod's ui_icon_equipment.dds texture (located in gamedata/textures/ui folder). Both the RGB and Alpha channel Layer parts of your icon have to be copied over into your ui_icon_equipment.dds texture.

Line your icon up in an empty space beside a weapon's icon that is already there. Make sure you layer the rgb part of the icon & the alpha part perfectly over top each other.

Then save your work as a .dds file.

Go back into the gun's .ltx file and look for these entries:
inv_grid_x = 5
inv_grid_y = 5

You change the numbers in order to move the location of what you see on the ui_icon_equipment file ( kinda like battleship.).

X is horizontal, Y is Vertical. add and subtract from the numbers until you get the weapon's icon in view ( i suggest copying in the x,y co ordinates of a gun closest to your imported icon to start to make it easier to get your bearings & find your gun's icon.). Then use photoshop to make the final adjustments.

9. Go back into the gun's .ltx and find this entry:
shell_particles = weapons\generic_shells

Unless you have a mod as a base that has arsenal in keep it as generic_shells.

10. Save all your work, run stalker, see if it crashes, if not start a new game, if it crashes at any point read the crash logs. It's normally an address issue that you need to fix or a missing texture that you need to hunt down and copy over, so go and fix it and retry.

If you get stumped, post your crash log to this thread. Either me or someone more knowledgeable will help you, And don't get discouraged if the bastard crashes like crazy, it happens.




Eventually the bugs get worked out & you have a shiny new toy to make bandits wish they were never born & bloodsuckers run for the hills, trust me it's worth the trouble & easy once you get it.

This little guide is pretty rough, so feel free to ask questions or correct me.
---END QUOTATION---



Thanks for the help, couldnt get this working really, gonna give it another shot tomorrow but i think i've messed something up big time, since the game wont start now, the bug thing dosen't even appear
  14:44:00  13 January 2011
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marakrat
Senior Resident
 

 
On forum: 08/30/2010
Messages: 189

---QUOTATION---
7. Now here is the fun part, there is no address in the .ltx files for textures, so you have to go into the mod's textures folder and look for either a folder with the weapon's name on it or a bunch of textures that bear the weapon's name or a seriously close match to it.

Once you find the weapon's textures you MUST recreate the EXACT location within your gamedata folder. The folder location has to match perfectly. Then add them into the location you created.

Once the weapon's textures have been added, look for an act folder in the mod's textures file, if there is one open it up and look at the file names of the textures within.
---END QUOTATION---



I couldnt get the part of this text like how should i add the line in the .ltx file
 
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