Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!

Add addon Report Structures Redux 1.21
Filename
SR_CoC_1.21.7z
Category
Textures
Uploader
brainscorcher
Added
Updated
Size
356.98mb (374,317,788 bytes)
Downloads
7,528 (12 today)
MD5 Hash
217179742a996d189b5837ce3687cd1f
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Description

Structures Redux texture pack for S.T.A.L.K.E.R. - Call of Chernobyl

Preview
Structures Redux 1.21
Comments  (0 - 50 of 121)
Gustave_EB
Gustave_EB

Nice !

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Argoon
Argoon

Thank you. :)

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Fluncher
Fluncher

Awesome!

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son714
son714

Been waiting for this since the Absolute Structures is outdated!! THANK YOU BRAINSCORCHER, MUCH APPRECIATED!! :D

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Amoch
Amoch

BrainScorcher scores again! :) Thanks for your efforts, which are highly appreciated.

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Sperber0
Sperber0

Nice Thank you for this Texture Improvement!

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Guest
Guest

Winter Mod + Structures Redux = AMAZING!! Wasn't a fan of how winter mod made all the building and item textures grainy and grey. Wasn't realistic too me and was ugly to be honest. You are awesome Brainscorcher:)

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BassJunkieXL
BassJunkieXL

very nice ! been waiting for this , im running abaslute nature 4 texture pack , misery ground and tree textures ( hand picked ) and now this with the absalute nature 4 pack with sweet fx its beautiful . keep up the good work

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Amoch
Amoch

Have you been able to modify AN4 to work on all levels in CoC? If so, please share. :)

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Pepe_Silvia
Pepe_Silvia

Yes!! Thank you for this!

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KeronPL
KeronPL

It is compatibile on Absolute Nature Redux 1.1 ?

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Guest
Guest

It says so in the description, so it must be.

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TheRenegadist
TheRenegadist

Fantastic work here, anything to make the game look rustier and abandoned is greatly appreciated!

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smarch
smarch

Great work, especially with flora. This mod will stay in my game for sure.

I find that light reflects badly from walls/etc, and these darker textures make it.. well, darker.

Also mostly wood textures does not really fit soviet-post-soviet theme, but that is very minor thing. You see, soviets made furniture from chipboard, plywood and such things made from genuine wood were for "Elite" and important structures like town hall and such.

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Wasp660
Wasp660

I noticed that both Structures Redux and Absolute Structures contain two files ("prop_voda1.dds" and "prop_voda1.thm") that are also in the Outfit Addon. Does anyone know if they are intrinsically incompatible, or what the proper load order is?

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brainscorcher Author
brainscorcher

You can install Structures Redux over OA, SR has sharper vodka texture. Plus SR has a valid thm, so vodka will use its bump-map properly. Although the changes are probably not very noticeable, unless you're spending your gameplay time staring vodka bottles at close range.

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Pepe_Silvia
Pepe_Silvia

The textures look superb, thank you for this mod!

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stalker100
stalker100

Thank you brainscorcher :)

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Amoch
Amoch

You really did an outstanding service for all STALKER (and CoC) fans with your visual addons - Structures Redux, Nature Redux and Autumnal Winds. It took a bit of patches and this and that, but wow - the end result is great. I tip my hat to you!

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DonKnotts
DonKnotts

Today I decided to replace some of the textures that need it the most, so I threw together a quick retexture of one of the concrete fence/walls. I was expecting it to look at least close to this: Media.moddb.com

But instead it looks like this: Media.moddb.com I assume it has something to do with the .thm files and the detail textures, but figured I'd ask someone who actually knows. So this seems like a good place to ask. I'm guessing the detail textures are just like in old Unreal Engine where a small tileable texture is used to add additional fine detail on many different surfaces to save on memory and the .thm files says which texture and probably how to apply it.

If that's the case would I be better off spending my time on the detail textures instead? Thanks for any info you can give. Here's the textures I made just in case it was some simple screw up in those. Uploadfiles.io

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DonKnotts
DonKnotts

Okay, turns out there was a second copy of the diffuse in \ston\ and I had the Y channel inverted somehow. Media.moddb.com
It still looks pretty bad, but I think if I reduce the amount of small/fine detail in the bump and normal it will look a lot better.

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brainscorcher Author
brainscorcher

The plain surfaces are hard, they tend to look bland. Maybe you could rough it up a bit, add layers of detail to have less even appearance. Something to make it look like concrete/stone/whatever and old. And the bump map also to have more variation, smoother and rougher parts. Very quick mockup using your diffuse:

Imgur.com

But I know something that looks good in photoshop might look total garbage ingame, it's not exactly wysiwyg stuff.

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DonKnotts
DonKnotts

Generally I try to avoid really noticeable marks, decals, etc on surfaces that are repeated a lot because it takes so much time to find the right balance between detail and and not having a really recognizable repetition. Maybe more moss from below and drips and stains from above coupled with more general contrast would help age it a bit though.

I went ahead and made a new detail_beton_det4 set and it helped a lot. It's really close to the original Blender renders now. More of the fence/wall normal and bump show through and it looks okay even right up close. Media.moddb.com Media.moddb.com The diff and spec are both a bit bright, so I'll retouch those some time soon.

But on the down side I'm now noticing that detail texture all over and it's not noisy enough or bumpy enough for a lot of other surfaces.

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brainscorcher Author
brainscorcher

There are places that might not always be worth all the effort. But the fence def looks improved in your new screenies.

Reply Good karma+5 votes
Alundaio Creator
Alundaio

Yeah the *.thm not only tells the SDK how to convert the raw TGA to DDS but it's also used by the game engine. Properly configured thms are very important if you want good looking textures. AXRToolset I made is capable of dealing with thms quickly without the hassle of the slow LE: Github.com

See the wiki for THM Viewer: Github.com

Also it's capable of mass converting DDS files using the ImageMagick plugin.

Reply Good karma+3 votes
Amoch
Amoch

There is a lot of new detail in Structures Redux. Great job! However, I'm a bit ambivalent towards the grey-black-ish bricks (walls) from Autumn Aurora 2. They don't blend well in certain places, like the church and various buildings in Rostok. Some parts of the buildings have the original red bricks, and some parts the AA2 darker bricks. Maybe it's best to use the Abs. structures textures here? Just a thought..

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brainscorcher Author
brainscorcher

Those bricks are essential to the mood. And for example the 'church tower' brick is four times lower res in AS than in Redux and looks very mushy and imo does not blend any better. It is also worth noting all changes would be global. I can't just change bricks in Rostok, they will change everywhere. One has to consider if fixing few blending issues in Rostok is reason enough to sacrifice the textures everywhere else.

I'd rather take some red out of the stucco style brick.

But if it bothers you, copy everything starting ston_br, ston_brick or ston_brik from AS textures\ston.

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Amoch
Amoch

OK, makes sense. Thanks for advice regards to the textures. The bricks look great, my issue was the buildings where old and new textures are mixed together (e.g. church tower). Really enjoy all the small and big details added in Structures Redux - from traffic signs to buildings etc. Huge upgrade! :)

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brainscorcher Author
brainscorcher

Here's a redone aged version of the red stucco brick which is peeking in various places of Rostok.

Mega.nz

goes to textures\ston

Should help with the more striking blending issues

Imgur.com

I'm not including it in the main package at least yet, cause I don't know if the red one has a proper place somewhere around the Zone and the aged one will look off there.

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Amoch
Amoch

Thanks, this looks much better. Perfect! :)

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Amoch
Amoch

Hate to keep bugging you, but this addon has come so far (huge upgrade from vanilla) that it would be nice to fix the few remaining flaws.

There is flawed cement wall texture that doesn't fit properly. Here's a couple of screenshots of this specific texture, which pops up quite a lot. Fixing it, if possible, would be great. Screenshots:
Imgur.com

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brainscorcher Author
brainscorcher

Just a bit careless texture mapping on GSC's part. Seems that offending patch of texture is used in various structures in SoC maps where it actually looks the part, so I don't know if changing it would be improvement or not (in general).

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Amoch
Amoch

Just saw the new update, great stuff. Thanks!

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brainscorcher Author
brainscorcher

Hopefully it wont look too bright now in other places where it's used.

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DonKnotts
DonKnotts

I redid that texture and it looks better, but it really is used all over the game, so it's bound to not fit in someplace. Imgur.com That's all from just around Rostok and the Wild Territory.
This is a bit frustrating and I'm starting to lose steam, but I want to at least do some of the ground textures. The ground textures are the most confusing though. It looks like the textures in \grnd\ are barely used and almost everything comes from \detail\ so I'm not sure where to even begin.
Here's what I've finished so far, but they're all still WIPs, so use at your own discretion. Imgur.com Drive.google.com Anyone is free to do what ever with these.

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brainscorcher Author
brainscorcher

Very nice, I can put your texture link to the description, with a credit of course. You might want to link your new bump maps in cinder block thms though, they point to bump maps that don't align with diffuse.

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DonKnotts
DonKnotts

I done goofed. I left out the \briks\ folder when packing everything. Here's a corrected archive. Drive.google.com

Also, would you happen to know offhand what the name or location of this texture is? Media.moddb.com

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brainscorcher Author
brainscorcher

Looks like detail_grnd_grass from abs. nature. textures\detail

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bi0nicman
bi0nicman

Hey, brainscorcher, thanks for this add-on. I like the rusty-contrasty mix.
However, there's a faulty texture for windows (texture/wnd): I.imgur.com
This screenshot was made in front of the exit from the Jupiter factory.

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brainscorcher Author
brainscorcher

Fixed in 1.07, thanks for spotting it.

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☦BalkanB☢y☦
☦BalkanB☢y☦

I found a bug with a texture of metal plate laying on the floor in Bandit base in Dark Valley. When lit from certain side it goes black:
Sendvid.com

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brainscorcher Author
brainscorcher

Yeah that's heritage from original Absolute Structures, faulty gloss/bump map. Quick remedy is to delete

mtl_rja_green_bump.dds

from textures\mtl

I might do a new bump for it at some point if I deem it worth the effort. I think it'll look fine using vanilla bumps though.

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Al-Mansur
Al-Mansur

i started to play with version 1.05, can i continue with 1.07 or i need a new game?

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Anna_Maniac
Anna_Maniac

Install 1.07 on top. No need for new game - it is just textures.

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brainscorcher Author
brainscorcher

What she said^

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Krokx
Krokx

It would be good to add info that if anybody wants to play CoC with Winter Mod, that it is not compatible with SR. Winter mod changes the textures on the buildings as well.

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Bronolith
Bronolith

It makes everything look more decayed, as it should be. Awesome mod, its perfect for immersion.

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Amoch
Amoch

Excellent mod. I noticed a couple of things:

The barbed wire texture looks weird (hazy), can it be fixed?
Imgur.com

Do you know the name of the tile floor texture in Yantar? I would prefer to change it with the old one, the new dirty texture is a bit OTT.
Imgur.com

I noticed some walls have mismatched textures (e.g. Cooling Tower):
Imgur.com

Thanks for giving CoC a huge facelift. :)

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brainscorcher Author
brainscorcher

Yanov floor: floor\floor_tile_09.dds

to fix the tile wall delete tile_walls_pink_01_bump from textures\tile

Barbed wire does not look hazy in my game: Imgur.com

did you try how it looks in vanilla? Rename textures\prop folder, load up game and see if it's actually better with vanilla. Are you using fxaa?

Edit: comparison Vanilla top, SR bottom

Imgur.com

Vanilla looks blurry, SR looks sharp

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Amoch
Amoch

Thanks for the help, really appreciate it! Regarding the blurry barbed wire, I don't use any anti-aliasing (I also disabled SweetFX while I took the screenshots). It's probably just how the textures work in game. Thanks again.

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