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New levels - bullets passing straight through solid objects

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  16:06:56  26 December 2013
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rkr5
(Novice)
 
On forum: 09/05/2009
Messages: 41
New levels - bullets passing straight through solid objects

...Or at least what should be solid objects.
As a test I copied over the gamemtl.xr from SOUP to see if that solved it - this fixed the problem with trees, vehicles, the terrain and random metal objects, but not buildings.
How can I fix it?
I've never used ShaderEditor before, so I'm not exactly sure what I'm looking for, or what to do when I find it, for that matter.
I haven't tested every level I've added yet, but I've noticed it in Dead City and CoP's Pripyat.
  20:37:11  26 December 2013
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Jketiynu
12/26/2013 20:39:35
Messages: 867
It's pretty easy to fix. I've only used the COP SDK but I'm sure the SOC is set up similarly:

1) Open Shader editor
2) Under Tools navigate to Materials
3) Each material will have a bunch of values. You want to modify "Shooting" which is under "Factors"
4) SOC and COP differ in how they handle bullet piercing but for COP anyways a value of 1.0 in Shooting means it will pass through any solid object. I'm assuming it's similar in SOC (it may tell you what the high value is for the "Shooting MP" value). With this in mind modify material types to what you think would be good values.
The values between SOC and COP will be different but I know in COP a value of say 0.65 means that only ammo with a k_ap of 0.65 will pierce (SOC only has k_pierce which is the same thing only it uses higher values like 2.5, etc.)
5) Save when done.

It's worth noting that in all the Stalker games it does NOT seem to matter how thick a material is. If for example trees are set to be shot through it doesn't matter if the tree is as thick as a building: it will go right through.
It also only seems to keep track of the first material it passes through. An example of this would be a building wooden on the outside that you shoot at but is solid concrete on the inside. The bullet will only take the wood into account and go straight through the concrete wall.

Basically GSC did a half-ass job with bullet piercing.
  23:22:32  26 December 2013
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rkr5
(Novice)
 
On forum: 09/05/2009
Messages: 41

---QUOTATION---
It's pretty easy to fix. I've only used the COP SDK but I'm sure the SOC is set up similarly:

1) Open Shader editor
2) Under Tools navigate to Materials
3) Each material will have a bunch of values. You want to modify "Shooting" which is under "Factors"
4) SOC and COP differ in how they handle bullet piercing but for COP anyways a value of 1.0 in Shooting means it will pass through any solid object. I'm assuming it's similar in SOC (it may tell you what the high value is for the "Shooting MP" value). With this in mind modify material types to what you think would be good values.
The values between SOC and COP will be different but I know in COP a value of say 0.65 means that only ammo with a k_ap of 0.65 will pierce (SOC only has k_pierce which is the same thing only it uses higher values like 2.5, etc.)
5) Save when done.

---END QUOTATION---



Everything seemed normal enough in my gamemtl.xr, so on a whim I changed the Default material Shooting value to 0, and that fixed the problem. Thanks for the help, hopefully editing the base material won't case any issues down the line.

I did get the following errors when trying to save though:

[error]Expression    : assertion failed
[error]Function      : I:\xray-svn\editors\ShaderEditor\GameMtlLib_Editor.cpp
[error]File          : I:\xray-svn\editors\ShaderEditor\GameMtlLib_Editor.cpp
[error]Line          : 58
[error]Description   : p_it==material_pairs.end()
 

stack trace:

 
FATAL ERROR
 
[error]Expression    : assertion failed
[error]Function      : I:\xray-svn\editors\ShaderEditor\GameMtlLib_Editor.cpp
[error]File          : I:\xray-svn\editors\ShaderEditor\GameMtlLib_Editor.cpp
[error]Line          : 540
[error]Description   : FALSE==UpdateMtlPairs()
 

stack trace:



Hitting continue or cancel closed the error window down, but a new gamemtl.xr was still output. Is this anything to worry about, or is it just X-ray being X-ray?
 
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