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  17:51:47  11 February 2013
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Bigboss1984
(Novice)
 
On forum: 02/11/2013
Messages: 3
visibility

How does one go about fixing the enemies seeing through bushes and walls up to like 100 meters I was gonna add this to my sound mod to make it more realistic.
I read somewhere that transparency_factor has something to do with it
plz enlighten me
  02:03:49  20 February 2013
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
 

Message edited by:
chuppa
02/20/2013 5:33:54
Messages: 409
Hi there - yes it's the transparency value in the visions section of gamedata/configs/creatures/m_stalker.ltx

I did a mod a couple of years ago called "Chuppa Clear Sky" (which is still on Filefront) which is basically SRP with addons like pistol ironsights, AMK Sleeping Bag, Rulix AI stuff, extra inventory items, and various weapons and config tweaks as well as changes to the swamp level factions war so that CS takes the WHOLE swamp. I also did a lot of work on weapon sounds - ie. matching up existing sounds from various mods to appropriate weapons - as well as adjusting timings in various weapon configs - ie. matching shotgun cocking sounds properly to the animation - as well as same thing for various pistols.


Anyhoo - it's all hazy in my memory now but I also messed with the npc visions settings to do with vision thru objects and bushes and in low light conditions. What I found was that the red dots appearing relate to npc's awareness of player - so i was adjusting the visions and then using what was happening with the red dots on the map to see the results - ie. I tweaked things so they weren't able to see me before I was definitely able to see them - both thru shrubbery AND with regard to darkness (twilight). Makes a big improvement to gameplay!

I was thinking CS had separate sections for army and bandits in the main stalker config but it doesn't - that must be something they do in CoP.

Pretty sure there are also npc overhaul mods which might bring back the individual fully customisable files too - tho that might be CoP I'm thinking of there.
  02:35:04  20 February 2013
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8139
chuppa, It sounds like you should of seperated the files you tweaked for sight and offered them seperately as a tweak for modders to use in compilations. I'm gonna go and check your mod out as it sounds good for a base to add some tweaks to for a personal use project, the pistol iron sights is another biggy, I hate that in CS as I like to play with no marker.
  04:59:18  20 February 2013
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
 

Message edited by:
chuppa
02/20/2013 5:05:37
Messages: 409
No worries - do take a peek at Chuppa Clear Sky - and feel free to make use of whatever you want - it's essentially a compilation of other people's stuff anyway.

I've found my fixed and improved update of that mod - fixed the crosshair issue and definitely has artifact activation (equip artifacts to pistol slot and use them to produce their anomaly) - as well as extra Rulix/Bak AI stuff like grenade throwing ( which isn't deadly accurate so not frustrating like it can be in some mods ).

Only problem is it has a lot of my own textures and other junk - so I'll go thru and try and trim it down to pretty much essential stuff - might also remove No More Fences so people can decide whether to add that themselves and I'll also try to separate out and make optional my meds system - which makes healing a much more tactical and difficult process which might annoy some people.
  05:15:22  20 February 2013
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
 

Message edited by:
chuppa
02/20/2013 5:37:37
Messages: 409
I'm a little confused here - was definitely mixed up with CoP about the various other sections being in m_stalker.ltx - also I was looking at my copy of Chuppa CS and the values didn't look to be what I remembered being my final set - so I've unpacked vanilla CS and the Chuppa CS values are really only altered with regard to transparency and luminosity, but I'm sure my final work included ALL the settings - perhaps i deleted instead of pasting or something.
  18:46:00  2 March 2013
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Jketiynu
Swartz
(Resident)

 

 
On forum: 04/05/2007
Messages: 867
transparency_threshold is what you want to change. Lower values allows NPC's to see through bushes and stuff easier. However, keep in mind that this also affects anything that has transparency in the objects, so don't set it TOO high.
I like to use 0.75 personally. That gives the AI a 25% chance of seeing you if hidden behind a bush or something.

As for luminocity_factor it's sort of the same deal: lower values make it easier for the enemy to see (at night). Jack up the values a bit more than default and you'll be able to sneak around at night a little easier.
  00:00:52  5 March 2013
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
Messages: 409

---QUOTATION---
transparency_threshold is what you want to change. Lower values allows NPC's to see through bushes and stuff easier. However, keep in mind that this also affects anything that has transparency in the objects, so don't set it TOO high.
I like to use 0.75 personally. That gives the AI a 25% chance of seeing you if hidden behind a bush or something.

As for luminocity_factor it's sort of the same deal: lower values make it easier for the enemy to see (at night). Jack up the values a bit more than default and you'll be able to sneak around at night a little easier.
---END QUOTATION---



Yep - that's the story on visibility thru bushes and in low light. All I can add is that you can use the red enemy markers on the minimap for adjustment purposes - ie. i tweak my values according to the result with those red markers appearing (which equates to them detecting me) to make it more even between npc's seeing me and vice versa. In practice, when setting light level, that value will need to suit your particular game's brighness characterisitics - ie. you're wanting to make npc's detect you at similar time to when you can just see them - on your screen - which directly relates to the real world brightness of your image.

Other way is to not touch the default luminocity values and instead adjust your ingame brightness or monitor brightness so you can see npc's roughly same as they detect you - but from memoey that makes the game a tad too bright - ie. night isn't really very dark like that.
 
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