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  16:04:18  25 July 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Bump!

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?
---END QUOTATION---



Ofc. there are!

http://sdk.stalker-game.com/en/index.php/S.T.A.L.K.E.R.:_Shadow_of_Chernobyl_MOD_portal

SDK:
http://sdk.stalker-game.com/en/index.php?title=SDK_on_Windows_7
  00:44:24  28 July 2012
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
If you would like to learn SDK, the Bible is in russian and it's here:

[link]http://stalkerin.gameru.net/wiki/index.php[/link]

I'm french, i don't speak or read russian language, but googletranslate (or Chrome) is your friend.
English wiki doesn't contains all about modding or mapping, just the basic informations to start your project.

Ofc you could find a lot of very interesting threads here.
But this way need much time.
  18:50:30  20 April 2013
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
04/20/2013 18:52:56
Messages: 1890
Basic Tweaking / Advanced Tweaking

So, I've been searching my posts lately and I found something quite useful! Some links don't work anymore tho, so I'll patch them up and replace the screens, as I know what effect does what etc.

--


---QUOTATION---
Who knows what the bloom settings do? - Meltac

Hello everyone,

I'm sure somebody can tell me the meaning / effect of the different bloom settings (yes I checked mod wiki but the descriptions on these values are fairly vague if not missing at all):

r2_ls_bloom_fast [0, 1]
r2_ls_bloom_kernel_b [0.010, 1.000]
r2_ls_bloom_kernel_g [1.000, 7.000]
r2_ls_bloom_kernel_scale [0.500, 2.000]
r2_ls_bloom_speed [0.000, 100.000]
r2_ls_bloom_threshold [0.000, 1.000]

Specifically I'm interested in increasing the bloom quality, i.e. the resolution of the bloom overlay effect.
---END QUOTATION---



Haha, easy

The texture is called: fx/fx_lightning-glow IF I'm not mistaking... idk for sure. Can be in the PFX folder, too.

Okey, first things first...

Let me explain this to you.

First step in learning messing with the user.ltx is, what are your values meanings ofcourse! And, what are the limits?

Well, here is a list of max. and min. values for each and every line, with the explanation:

r2_ls_bloom_fast [on,off] - This option controls whether an enhanced form of Bloom lighting effect is used in the game. If this option is enabled the enhanced bloom effect will be turned on and will appear quite exaggerated - everything will appear much brighter and hazier. Performance is not greatly affected by this setting. The game already uses HDR lighting by default when the DX9 renderer is enabled, this setting merely enhances the existing bloom effect of the HDR, it doesn't replace HDR with Bloom. Note however that you don't need to turn this option on to use the various r2_ls_bloom_ settings below. See below as well as the In-Game Settings section for more details.

r2_ls_bloom_kernel_b [0.010 - 1.000] - Most noticeable if fast bloom is enabled (though fast bloom is not required for it to work), this option appears to control the level of blurring associated with the bloom effect. The higher the value, the more blurring/haziness will be used in the game world's lighting and coning of the light texture.

r2_ls_bloom_kernel_g [1.000 - 7.000] - As above, the size of the "cone" of the light, BUT with ls_bloom_fast = 0 (off). With a small size you get this effect: http://www.moddb.com/mods/stalker-particle-paradise/images/reported-shader-bug#imagebox which is not nice, like you see. With 7 you get an effect like in the screenshots below.

r2_ls_bloom_kernel_scale [0.500 - 2.000] - The minimum and maximum amount of bloom. Default is 0.7, while 1.1 in combination with most weather mods will give you a semi-realistic fog like effect, like shown in these screenshots: http://www.moddb.com/mods/stalker-particle-paradise/images/the-dead-of-the-zone#imagebox

and: http://www.moddb.com/mods/stalker-particle-paradise/images/mystery2#imagebox

r2_ls_bloom_speed [0.000 - 100.000] - I believe that this is the speed that the bloom adapts itself. So, if the Actor is far away, and comes closer this is how fast the bloom will "morph" into the right coning shape.

r2_ls_bloom_threshold [0.000 - 1.000] - This setting controls the level of the lighting effect used throughout the game by default, whether or not you have the r2_ls_bloom_fast option enabled. Higher values reduce the brightness of the bloom effect used along with the HDR, such that at 1.000 the game appears similar to the DX8 lighting (but with dynamic lights). You can experiment with altering this value, both with and without fast bloom to achieve a desirable result. For example try Fast Bloom on and a value of 0.350 for this setting to arrive at a slightly more atmospheric look in the game world. 0.000 is needed to achieve the effect on the screenshots below as you assign bloom to the whole gameworld. If you set it to 0.1 it will effect light sources / clouds / textures etc.

Hope i cleared some things up

P.S.

You need to mess with some values yourself, as some shaders already implant bloom, AA etc. Like your shaders implant DDOF, these values above break that effect. Same goes for r2_aa = off. You will have to experiment with your values to get the right effect. Dont forget that "r2_gloss_factor = 0" will also affect your bloom as it will have less impact when there is no gloss in-game.

Same if you turn bloom all the way up, but have r2_sun_lumniscale = 0 your bloom won't show as the "sun"(global lightning) is turned "off".

Another thing to keep in mind is the DX mode you are in, ofcourse. R2 wont work in R1, but R1 will in R2. Like shown on these screenshots, if you manage to enable Global Illumination in combination with R1_allow_r1_lights_in_r2 and my bloom values:

With R1 in R2 lightning: (Hard light, tweak-able with the sun values)
http://www.moddb.com/mods/k10-vision/images/various107#imagebox
http://www.moddb.com/mods/k10-vision/images/various102#imagebox
http://www.moddb.com/mods/k10-vision/images/various105#imagebox

Without: (vanilla soft light)
http://www.moddb.com/mods/k10-vision/images/lol3#imagebox

As you can see, the light can be tweaked and expanded to the needs of the user. (If I'm not mistaking, I even have an animation file for the light laying around on my HDD that makes the light flicker, so it won't be static all the time)

Try and experiment a bit. See what suits you.

Hint: You can switch trough lines in the console with "tab".

If you manage to tweak it to your likings, you can get GREAT screenshots:

Dark and eerie:
http://www.moddb.com/mods/k10-vision/images/fixed-pt22#imagebox
http://www.moddb.com/mods/k10-vision/images/fixed-pt1#imagebox
http://www.moddb.com/mods/k10-vision/images/my-weapon-textures1#imagebox

especially these shots, with the bloom, lens flare and your shaders:
http://www.moddb.com/mods/k10-vision/images/crosshairs-optionable-weather3#imagebox
http://www.moddb.com/mods/k10-vision/images/crosshairs-optionable-weather7#imagebox

And, here is some more info about this subject with some other values:

If any of you say TL;DR I'm going to rage ... a lot

r1_dlights [on,off] - Controls whether dynamic lighting is enabled using the Static Lighting renderer. Since Static Lighting already removes all dynamic lights, the only effect disabling this option has is to remove your torchlight, so it is not recommended.

r1_dlights_clip [10.000 - 150.000] - Determines the distance before dynamic lights have no impact on the environment. Since the Static Lighting renderer already removes dynamic lights, this option has little to no impact except perhaps on the distance of your torchlight, as stated above.

r1_glows_per_frame [2 - 32] - Appears to control the maximum number of light sources, but in practice I've found little performance or visual impact when changing this setting, so i recommend you to keep it vanilla

r1_lmodel_lerp [0.000 - 0.333] - This setting controls the Linear Interpolation (Lerp) of the lighting model. As the value is increased, it brightens some textures (e.g. look at your own gun while changing this setting), but the change is otherwise not significant. Its highly noticeable with a strong gloss value, like i stated in the last post

r1_ssa_lod_a [16.000 - 96.000] - Controls the general Level of Detail (LOD) for the game world, with the higher the value, the greater the detail and visibility of objects in the distance, but at a cost of a slight drop in FPS.

r1_ssa_lod_b [16.000 - 64.000] - This option is similar to the one above, however it appears to control the LOD for certain types of objects within the game world. Once again the higher the value the greater the detail at the cost of some FPS.

r1_tf_mipbias [-0.500 - 0.500] - Controls the mipmap LOD bias, which in effect determines how clear textures are in the distance. Greater negative values make distant textures far crisper and clearer, but at the cost of reduced FPS and also an increased shimmering effect. Greater positive values make things blurrier and reduce detail, but may improve FPS. Given the Anisotropic Filtering slider in the in-game settings is non-functional, this setting is the main way to control texture filtering and hence the clarity of distant textures in STALKER.

Note: As of the 1.0004 patch the range for r1_tf_mipbias has been changed from -3.000 - 3.000 to -0.500 - 0.500.

r2_gi [on,off] - Disabled by default, this setting appears to control whether Global Illumination is used, a form of lighting which is more realistic, in that lit surfaces then indirectly reflect on and light up other surfaces. There are a range of global illumination parameters starting with r2_gi_ you can use to alter the effect if it is enabled, such as r2_gi_refl which controls the reflectivity of lit surfaces. However enabling global illumination severely reduces FPS, so it is best left disabled on most systems. Ket might know more about this subject as i dont really messed much with this value due to the poor implantation of it in the engine

r2_aa [on,off] - This setting controls whether a blur-shader form of "Fake Anti-aliasing" is enabled in the game or not. It is not the same as the Anti-aliasing slider in the game, and is not a real form of Anti-aliasing. It does not reduce the actual jaggedness of outlines; it masks them by blurring the screen at the cost of some FPS - you can get much the same effect (without the FPS drop) by running an LCD monitor in a non-native resolution for example. Given the in-game Anti-aliasing slider is essentially non-functional, and AA cannot be forced by using your graphics card's control panel either (since the game uses Deferred Shading - see the In-Game Settings section), this is the only form of AA possible for the game. You can control the level of blur used with the r2_aa_ parameters below. Do mind that mods like yours have dynamic values, so if you type r2_aa off it will not have any effect as its immediately turned on again.

Another Note: You can use forced Anti-Aliasing trough the graphics card drivers control panel.

r2_aa_kernel [0.300 - 0.700] - This setting controls the overall blur effect used for the fake Anti-aliasing if the r2_aa option is enabled. The higher the value, the greater the blur effect used. Enabling fake AA and setting this option to 0.3 provides a reasonable fake AA effect without too much blur. To have the best balance i'd recommend you to set it to 0.475 as i tested the settings and this looks reasonable.

r2_aa_break [0.000000 - 1.000000,0.000000 - 1.000000,0.000000 -1.000000] - This setting controls the distance at which the fake AA effect operates. The higher the values used, the further away the effect will be implemented. However because the values are vector-based, setting them all to maximum doesn't necessarily ensure the best result. Experiment to see which values suit your needs (e.g. r2_aa_break 0.000000,1.000000,0.000000 gives sharp close imagery and blurred distance imagery)

r2_aa_weight [0.000000 - 1.000000,0.000000 - 1.000000,0.000000 - 1.000000] - This setting provides more precise control over the strength of the blurring effect. The higher the values used, the more blurring will be implemented, but again note the values are vector-based.

r2_allow_r1_lights [on,off] - Enabling this option will turn ON the use of DX8 lightning in DX9, what will cause a slight drop in FPS. Some say its unrealistic, but when you tweak it you can get a better result than the vanilla lightning.

r2_gloss_factor [0.000 - 10.000] - This setting controls the specularity of objects, that is how much they shine and reflect light. The higher the value used, the greater the general gloss on surfaces, at the cost of some FPS. For the most part the default value provides a good level of realistic gloss, though you may wish to fine-tune it if you want to use my fog values

r2_ls_depth_bias [-0.500 - 0.500] - This setting determines how far the visible light from light sources shines. Lower values increase the depth/boundary of the light cast, any values above 0 essentially clip (remove) the light cast totally. Best left at its default setting if you know what you are doing

r2_ls_depth_scale [0.500 - 1.500] - Similar to the setting above, the practical impact of changing this setting is alter the amount of light cast from light sources, and the resulting impact on shadows. Lower values reduce the light cast and make shadows disappear - this is also best kept at its default, as messing with this value will improve the clipping and bugging of shadows.

r2_mblur [0.000 - 1.000] - This option controls motion blurring in the game. However to have it function, you will first need to use the -mblur command line switch on your STALKER launch icon OR you will need to have a shader mod installed that adds it in-game. Tthen you can see the effects of changing this variable. A value of 1.0 (which I personally use) shows noticeable blurring as you turn around, while a value of around 0.1 provides a minor amount of blurring with no real drop in FPS. Experiment to see what suits you best.

r2_parallax_h [0.000 - 0.500] - This setting appears to control Parallax Mapping, a technique used to further improve the appearance of depth on surfaces. However in my experimentation changing this setting had no visual or performance impact. People claim that raising this setting to a value of 0.04 has helped them improve performance, so you may wish to try this as it should cause no harm or discernible image quality loss. Some graphic and shader mods do implement parallax mapping as standard, so setting it to .5 might be a good addition to the overall look of the game.

r2_slight_fade [0.020 - 2.000] - I am unsure as to what exactly this setting controls, and testing reveals no real image quality or performance impact. However others claim that raising this setting can improve performance, so give it a try.

r2_ssa_lod_a [16.000 - 96.000] - Controls the Level of Detail (LOD) for the game world, with the higher the value, the greater the detail and visibility of objects in the distance, but at a cost of a slight drop in FPS.

r2_ssa_lod_b [32.000 - 64.000] - This option is similar to the one above, however it appears to control the LOD for certain objects. Once again the higher the value the greater the detail at the cost of some FPS.

r2_sun [on,off] - This setting controls whether the Sun is enabled as a light source or not, hence it is the same as the 'Sun Shadows' in-game setting (See In-Game Settings section). However if the Sun is enabled, there are also a range of settings starting with r2_sun_ you can use to control various aspects of the Sun's lighting and appearance. Only the more practical of these is covered below.

r2_sun_depth_far_bias [-0.500 - 0.500]

r2_sun_depth_far_scale [0.500 - 1.500]

r2_sun_depth_near_bias [-0.500 - 0.500]

r2_sun_depth_near_scale [0.500 - 1.500]

These settings essentially control the level of detail of the shadows cast by the sun, and the boundary of the sun's light and shadow areas. Higher values result in more areas of shadow, negative values result in less shadow. The defaults are generally recommended as best.

r2_sun_details [on,off] - It is worth mentioning that this setting is actually the same as the Grass Shadows in-game option.

r2_sun_lumscale [-1.000 - 3.000] - Determines the level of luminosity (brightness) of the sun's light, with values of zero or below essentially turning off the Sun.

r2_sun_lumscale_amb [0.000 - 3.000] - This setting controls the ambient (indirect) lighting caused by the Sun. Lower values result in darker overall visuals, higher values brighten up the surrounding area without increasing the direct light from the Sun.

r2_sun_near_border [0.500 - 1.000] - This setting affects sun shadows, however importantly altering this setting can fix a shadow glitch which some people see, especially at widescreen resolutions. Setting this to a value of 0.8 or 1.0 can be a workaround to resolving the shadow glitch.

r2_tf_mipbias [-0.500 - 0.500] - Controls the mipmap LOD bias, which in effect determines how clear textures are in the distance. Greater negative values make distant textures far crisper and clearer, but at the cost of reduced FPS and also an increased shimmering effect. Greater positive values make things blurrier and reduce detail, but may improve FPS. Given the Anisotropic Filtering slider in the In-Game Settings is non-functional, this setting is the main way to control texture filtering and hence the clarity of distant textures in STALKER.

Note: As of the 1.0004 patch the range for r2_tf_mipbias has been changed from -3.000 - 3.000 to -0.500 - 0.500.

r2_tonemap [on,off] - This option controls whether Tone Mapping is used in STALKER. Tone Mapping will help improve the appearance of the HDR used in the game, reducing contrasts and highlighting details as necessary to keep the image more realistic. It is recommended that you keep this option enabled, as disabling it gives no real boost to FPS. With tone mapping enabled, you can alter the appearance of the HDR in the game by using the settings further below. The

r2_tonemap_middlegray [0.000 - 2.000] - setting in particular has the most noticeable impact on the HDR effect.

r2_tonemap_lowlum [0.000 - 1.000] - This setting controls the effect of tone mapping on darker areas. The higher this setting, the darker the overall appearance of HDR will be. In general it is best left at its default.

r2_tonemap_middlegray [0.000 - 2.000] - This setting has the most discernable impact on HDR, and as its value is raised, the HDR effect because more prominent and rich. For example try a value of 1.2 to see the HDR in STALKER look more like that used in games like Oblivion.

r__supersample [1 - 4] - Anti aliasing samples multiplier.

r__tf_aniso [1 - 16] - Anisotropic Filtering multiplier.

Just a note regarding the above two settings - they are associated with the Antialiasing and Anisotropic Filtering sliders in the in-game settings, however neither appear to have any real impact on image quality or performance in the game. The r2_aa and r2_tf_mipbias settings further above are the ones which actually have practical control over AA and AF in STALKER.

Non graphic Related Settings:

snd_cache_size [4 - 32] - This setting controls the size of the sound cache, a portion of memory used to hold sound effects for quicker loading. A setting of 4 equates to an 8MB cache, while the maximum value of 32 is equal to a cache of 64MB in size. In general you should set this to the highest value possible (32), so that more sounds are cached and there is less in-game loading/stuttering.

snd_targets [4 - 32] - This setting appears to determines the number of audio channels used, with the greater the channels specified, the more distinct sounds you can hear, but the lower your overall performance.

vid_mode [WxH] - Controls the Resolution used for the game, as set under the Resolution option in the in-game settings. Here however you can try setting a custom resolution by entering it in the correct WxH format (e.g. 1280x960 or 640x480) - as long as your monitor supports it. Note that you will have to use the vid_restart console command to implement the change if using this command in the console.

souce: tweakers.net

Last list of Info to add to the shortcut:

-batch_benchmark - Self explanatory

-build - same lol?

-center_screen - Centers the game window when running STALKER in windowed mode.

-demomode [name]

-dsound - Uses the DirectSound audio renderer instead of OpenAL.

-file_activity - Records file activity in the console during the game.

-gpu_nopure - Switches the GPU state from Pure Hardware to simply Hardware mode.

-gpu_ref - Switches the GPU state to Reference mode.

-gpu_sw - Switches the GPU state to Software Renderer.

-load [savegame] - Loads specified saved game on startup.

-ltx [filename.ltx] - Loads and executes specified filename.ltx configuration file.

-mblur - Allows the r2_mblur command to function correctly if used.

-nodistort - Removes distortion effects, e.g heat haze around fires and warping near anomalies.

-nointro - Skips all introductory movies/logos and goes straight to the main menu.

-nolog - Disables logging.

-noprefetch - Disables prefetching. Games load faster, in-game stuttering may increase or drop.

-noshadows - Disables shadows from dynamic light sources (excluding the Sun). May improve FPS.

-nosound - Disables all sound in the game.

-overlay [directory path] - Forces a different directory for saved games/profiles/config file.

-psp - Enables third person view mode, but has bugs.

-r2 - Forces STALKER to start with Full Dynamic Lighting DX9 Renderer.

-r2a - Forces STALKER to start with Objects Dynamic Lighting DX9 Renderer.

-r4xx - Forces STALKER to start with Static Lighting DX8 Renderer.

-silent_error_mode

-sjitter

-skinw

-smap1536

-smap2048

-smap2560

-smap3072

-smap4096

The above switches set the Shadow Map size, which affects all shadow quality, similar to the in-game Shadows Quality setting. Here you can specify even higher quality shadow map resolutions (i.e. smap2048, smap3072 and smap4096) which improve image quality but reduce FPS.

-ss_tga - Forces all in-game screenshots to be taken in both .JPG and high quality .TGA format.

That's it! Cheers everyone! Also, you might want to save this to a file or something

Lol...

I'm starting too look like NatVac
  20:39:02  20 April 2013
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Jketiynu
04/20/2013 23:00:34
Messages: 867
Nice post Loner1, but just two notes:

1) Most of these console commands can be seen in detail over at tweakguides.com so I hope you didn't spend too much time writing them from scratch

2) Any links you posted for images from "k-10" do not work.

I'm interested in that fog effect though, sounds like I could find a use for it in specific situations.
So based on what you were saying, something like the following should create that fog effect?

r2_ls_bloom_threshold_g  7
r2_ls_bloom_kernel_scale 1.1
r2_ls_bloom_threshold 0


Is that correct?

*Edit*
The fog effect must not work that well in CoP (it worked, but it didn't look as pronounced as what you've posted lately for PZR2). I messed around with the values though and found an effect I think would look nice if the actor is sleep-deprived (as prolonged sleep deprivation can make lights look brighter and hazier, for me anyways).
  22:59:00  20 April 2013
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Nice post Loner1, but just two notes:

1) Most of these console commands can be seen in detail over at tweakguides.com so I hope you didn't spend too much time writing them from scratch

2) Any links you posted for images from "k-10" do not work.

I'm interested in that fog effect though, sounds like I could find a use for it in specific situations.
So based on what you were saying, something like the following should create that fog effect?

r2_ls_bloom_threshold_g  7
r2_ls_bloom_kernel_scale 1.1
r2_ls_bloom_threshold 0


Is that correct?
---END QUOTATION---



Exactly.

And I noted that with the links in the top of the reply I also improved upon the values of tweakguides because that's 5 years old now
  22:51:02  22 June 2013
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Another Tutorial on Advanced textures in STALKER is up!

Link:
http://www.moddb.com/mods/photo-realistic-zone-2/tutorials/texture-advice-for-stalker
  01:57:26  23 June 2013
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Stalkerstein
Senior Resident
 

 
On forum: 04/24/2010
Messages: 1975

---QUOTATION---
If you would like to learn SDK, the Bible is in russian and it's here:

[link]http://stalkerin.gameru.net/wiki/index.php[/link]

I'm french, i don't speak or read russian language, but googletranslate (or Chrome) is your friend.
English wiki doesn't contains all about modding or mapping, just the basic informations to start your project.

Ofc you could find a lot of very interesting threads here.
But this way need much time.
---END QUOTATION---




Thanks for that link!!
  22:21:48  20 October 2013
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
If you would like to learn SDK, the Bible is in russian and it's here:

[link]http://stalkerin.gameru.net/wiki/index.php[/link]

I'm french, i don't speak or read russian language, but googletranslate (or Chrome) is your friend.
English wiki doesn't contains all about modding or mapping, just the basic informations to start your project.

Ofc you could find a lot of very interesting threads here.
But this way need much time.


Thanks for that link!!
---END QUOTATION---



You're welcome bro
 
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