The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.
A quick tutorial that shows you how I make weapons for LURK.
Posted by Millenia on Jun 19th, 2012
Hey guys, some people wanted some more insight on how I make weapons for LURK etc, so I figured I might as well share it here!
It's 4 hours, 25 minutes long, and shows how to make a high poly model, low poly model, unwrap the low poly model, render normal maps from the high poly model and texture it with specular/gloss/diffuse maps. (STALKER doesn't unfortunately support gloss maps, and it uses normal maps differently, though. For STALKER normal maps you have to move the blue channel to the green channel, red channel to alpha 1, green channel to blue channel and specular from alpha 1 to red channel)