Description

Allows you to change red dot mark on the fly, for those reflex sights which support such feature in real life

Preview
Mark Switch (upd. 8)
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viking896
viking896 - - 202 comments

OMG this save my life bro, now i can play with shader nvgs, yes! 20/10

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TomasaurusREKT
TomasaurusREKT - - 336 comments

bro.... great work

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Kuez
Kuez - - 171 comments

My jaw dropped... 😂 Great work!

Question: Say, I would want to make a pool of 6 reticles to choose from.
As you described I would need 1536 by 1536 pixels ogg file.
The question is, where do I place the additional 2 reticles on the 9x9 matrix, if that even matters?
Additionally, do I have to input something within the script to "tell it", not to use the empty data within said matrix? 🤔

Also, new optimized PiP scopes are on the horizon, but do you know if the same functionality would be possible for 2D reticles - as in the flat texture overlay that is used with scopes?

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party_50 Author
party_50 - - 181 comments

To make 6 dynamic reticles, you need to specify this count in config file mark_switch.ltx ([sights] section for detachable reflex sights, "eot" for example, or [integrated] for weapons with integrated sights). This will be enough to "tell" the shader which texture segments to use.

Your new reticles are to be placed in texture in such order:

1 2 3
4 5 6
_ _ _

Just leave empty segments with transparency

And yeah, it's possible to implement something similar with 2D shader scopes. But if there will be optimized PiP scopes, I am going to make something more advanced myself

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Kuez
Kuez - - 171 comments

I see, thank you! 😇

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Private_Pirate
Private_Pirate - - 178 comments

Nice one! Good work!

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dimonoman
dimonoman - - 49 comments

The question is off topic, but maybe someone can help. Drtx 10-11 does not display red dot sights on BAS weapons.

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OperatorRice
OperatorRice - - 40 comments

Open your user.ltx and change the value of texture_lod to 1

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dimonoman
dimonoman - - 49 comments

Thank you very much. Helped out

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OperatorRice
OperatorRice - - 40 comments

No problem. Good hunting stalker

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hoasd1
hoasd1 - - 86 comments

That will fix the issue but such command is the Texture Detail setting and with that number it get set to the maximum which is not preferred to low end PCs.

If the user still want to use the sights then I recommend mod "[DLTX] BAS 4X3 SCREEN PATCH", Just the textures folder

Actually I got to fix the issue by recompressing the affected sight textures to "BC3 (Linear, DXT5)" through Paint.net , I'm not sure how much the quality is affected but it wouldn't matter much if the user already lowered his "Texture Detail" setting.

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Guest
Guest - - 690,793 comments

Author, will you planning made conflict-free version of addon?

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party_50 Author
party_50 - - 181 comments

I think this version is already as conflict-free as it can be, if some addon uses shader_param_6 this conflict should be resolved manually

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ZeD_MnizD
ZeD_MnizD - - 275 comments

Can I use your addon with this addon ( Moddb.com )?

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party_50 Author
party_50 - - 181 comments

You can, install the addon you linked with lower priority. Keep in mind that sights from Dots and reticles extravaganza are not going to become dynamic, this addon will only overwrite it for some sights

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Coremanite
Coremanite - - 82 comments

doesn't cycle, unsure what could be breaking it. only conflict is BaS

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party_50 Author
party_50 - - 181 comments

Delete shader cache. What gun do you use?

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Coremanite
Coremanite - - 82 comments

shader cache fixed it, though i have found an incompatibility with this (https://www.moddb.com/mods/stalker-anomaly/addons/dots-and-reticles-extravaganza) mod - the barska dot isn't overwritten.

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Mr.FlashMode
Mr.FlashMode - - 38 comments

Отличный мод, спасибо за него, но есть проблемы

1) В ванильной игре (и в других модах) присутствуют виды вооружения с уже предустановленными прицелами и на них не распространяется смена "марки"

Либо добавь в уже существующий массив/таблицу:
["zulus"] = 4, -- ПКМ Зулуса
["bull"] = 4, -- ТОЗ-34 Bull
["sr2_upkit"] = 4, -- СР-2М Модернизированный (BaS)
["snag"] = 4 -- АКС-74У Скряги

Либо создай ещё один массив/таблицу (чтобы не путаться), куда можно будет вписать прям секции оружия (wpn_toz34_bull, wpn_pkm_zulus, wpn_ak74u_snag, wpn_sr2_veresk_sr2_upkit и т.д., ты понял). Тем самым одна таблица будет для прицелов, а другая для оружия с предустановленными прицелами. Как сделать уже решать тебе

2) В массиве/таблице отсутствует прицел на СР-2М, хотя он использует "марку" от Кобры, добавь пожалуйста:
["kp_sr2"] = 4, -- Кобра для СР-2М

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Mr.FlashMode
Mr.FlashMode - - 38 comments

Ещё небольшое дополнение.

Решил добавить возможность смены "марки" на ОКП-7, уж очень люблю этот прицел.

В общем делюсь с тобой, если надо можешь использовать:

1) Текстуры в архиве (путь структуризован как надо)

2) В массив необходимо добавить
["okp"] = 2, -- ОКП-7 на ласточке
["0kp2"] = 2, -- ОКП-7 на пикаттини/вивере
["okep77"] = 2 -- ОКП-77, это компактная версия ОКП-7 для Кипарисов/Vz'ешек из BaS'а

Текстуры: Drive.google.com

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Mr.FlashMode
Mr.FlashMode - - 38 comments

Ну и небольшой совет на будущее (да, ты не просил, за это извиняюсь, но всё же скажу).

Используй пожалуйста нормальную компрессию текстур, которая считывается всеми рендерами - DXT 5 (BC3_UNORM), а не BC3_UNORM_SRGB. Я как минимум 3 твоих мода встречал с подобной компрессией и она не работает на DX8-9

1) Minimalistic NVG Overlays (все 3 оверлея)
2) Better red dots for default weapons (там к счастью лишь 1 текстура от EOTech с такой компрессией)
3) И этот Mark Switch, текстуры тоже в "неправильной для игры" компрессии, хотя для DX10-11 не особо важна компрессия отчего текстуры нормально отображается, но на будущее, если Mark Switch получится на DX8-9 перенести, то с текущей компрессией текстуры не будут вовсе отображаться

Спасибо за внимание, и извини за навязчивость/духоту. Мод понравился, хотелось помочь сделать его ещё лучше

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party_50 Author
party_50 - - 181 comments

Спасибо за замечания, поправил

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Simbrave
Simbrave - - 225 comments

Thank you

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Coremanite
Coremanite - - 82 comments

will eotechs be added?

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party_50 Author
party_50 - - 181 comments

Not sure yet. I wanted to add NV mode (same reticle but much less bright) but it turns out reticles I drawn are already ok with NVGs so it's just unnecessary

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Coremanite
Coremanite - - 82 comments

could do it for beef's nvgs, maybe? regardless, there are a few eotech reticle available other than the default one in game, such as the two dot, and the grenadier reticle

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FeldW
FeldW - - 54 comments

Имба

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Guest
Guest - - 690,793 comments

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Guest
Guest - - 690,793 comments

Сам добавить пробовал, ничего не получилось. Невероятно крутой мод. Спасибо большое.

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party_50 Author
party_50 - - 181 comments

Почему не получилось?

Краткий гайд как добавить прицел - взять пример оружия с этим прицелом, найти его секцию (например wpn_hk416_eot), в конфиг добавить в раздел [sights] например "eot=2". Далее надо найти текстуру этого эотека, сделать текстуру размером 1024х512 и справа вставить вторую марку. Готово

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лапух
лапух - - 36 comments

Афигенский аддон,жду когда сделаешь для дх 8-9,если делать будешь конечно

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TheEmeraldAxolotl
TheEmeraldAxolotl - - 7 comments

Dude this is beautiful, only question, what should i do if the reticle is showing all 4 instead of just one at a time?

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party_50 Author
party_50 - - 181 comments

Which gun? Try deleting shader cache

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Bamah
Bamah - - 247 comments

Change texture lod to 1

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Mr.FlashMode
Mr.FlashMode - - 38 comments

Упс, когда писал прошлые сообщения, пропустил 1 пушку из BaS'а

Добавь пожалуйста в [intergrated] строку "wpn_ppsh_bas_uptacppsh = 4" (это "тюнингованный" ППШ с предустановленным прицелом Кобра)

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TheEmeraldAxolotl
TheEmeraldAxolotl - - 7 comments

Just as a PSA for everyone using this with parallax reflex sights and BaS, if you load PRS after BaS, it'll glitch all the BaS reticles. Can be solved by using this load order:
PRS
BaS
Mark Switch

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party_50 Author
party_50 - - 181 comments

I looked into BaS files, it has its own collimator shaders (which are equal to vanilla I guess). It means that loading order PRS -> BaS -> Mark Switch is equal to just BaS -> Mark Switch, because PRS here is overwrited

Unfortunately there is no easy fix for BaS & PRS compatibility, because it requies mesh fixes in BaS for all lenses

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MoreLove1
MoreLove1 - - 126 comments

shader_param_6 is used in the Enhanced Shaders mod
Will everything work correctly if, for example, I enter the number 11 in your mark_adjust shader there?
Or is the number 6 critically necessary?

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party_50 Author
party_50 - - 181 comments

There are only shader_param 1-8.

1-4 are used by ES
5 is used by laser sights in BaS
7-8 are used by Beefs NVG

In ES there is "simple controls" patch or something, it frees shader param 5-7, use it

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OG_Grinskin91
OG_Grinskin91 - - 118 comments

Great mod, one of my favourites this year so far, I do have one request though, would it be possible in the mcm to have the typical hold-alt-shift-ctrl key options to change dots? and a press-hold-doubletap?

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Mr.Zbot
Mr.Zbot - - 2 comments

Is it applied to sniper scopes ?

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Simbrave
Simbrave - - 225 comments

Somehow doesn't work with new GAMMA update anymore. When I click I can hear the changes sound but the sight did not change.

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party_50 Author
party_50 - - 181 comments

Try updating the engine (modded exes). Latest version is required

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Simbrave
Simbrave - - 225 comments

thanks

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Motorolª
Motorolª - - 23 comments

Is it possible to make a version which uses Kuez's DARE reticles for the OKP-7?

Asking bc I've been using both addons together and although i love getting to choose between green or red, i prefer the clean and sharp look from DARE's sights (Particularly when using the picatinny version).

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Guest
Guest - - 690,793 comments

А как прицелы менять на какую кнопку

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party_50 Author
party_50 - - 181 comments

По умолчанию "="

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Felix-san
Felix-san - - 14 comments

Hello, can i somehow connect this wonderful addon with this :HEATVISION V1.3 [DLTX] Moddb.com
It overwrites "models_lfo_light_dot_weapons.ps" which is extremely sad
Thanks for your attention. I’m looking forward to your reply!

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Iront_Mesdents
Iront_Mesdents - - 199 comments

Looking at the issue with the bug regarding the AC10632 sight, wouldn't simply changing the texture the weapons are referencing fix the issue? That, or changing all BaS weapons to use a different file? It's probably a ton of work, but it should fix it. There might be something else I forgot about so perhaps it's not as straightforward.

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party_50 Author
party_50 - - 181 comments

Changing texture path in ogfs would indeed fix the issue. Though, there is a problem with BaS lenses so it can't be used with PRS, even without Mark Switch

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