I don't speak russian
yes this implementaiton will be faster
with my ssao shader you do not want SSAO in reshade as my ssao shader runs faster and you will get twice the same effect
There are a few tutorials for blender but it took me some trial and error to get a workflow working
Not sure what you mean by this. My ammo_check.script looks like this:
```
local magSection = magData[wuut_mags.iWEP_MSEC]
local boxSize = wuut_mags.GetMagSizeInWeapon(weapon)
if(currentState == 0) then
if(defaultMagSectionExists) then
local currentAmmo = weapon:get_ammo_in_magazine()
--local maxAmmo = system_ini():r_u32(magSection, "max_mag_size")
local maxAmmo = boxSize
```
Customized prosperity reshade as well as my ssao shader
Don't think you need to forward declare anything in lua so you can put it anywhere you want. its just a function you can call from the base script. the function by itself doesn't do anything. you have to add the logic to the script added by this mod as well.
this has to be added to the original wuut_mags.script and called with wuut.GetMagSizeInWeapon(). there is some lua **** that causes state to be contained in one script so I don't know how to change it to work inside the script added by this mod
any way to modify detector position? its way too far left for me
It seems unlikely that my shader would not cause this issue. The only reason I can think of is so specific that it's probably not the case. Your GPU isn't overclocked right? That failure is a general GPU failure that can result from many things.
Good to see that the optimizations are working for you. I'm not sure about the flare, I've never seen it before for me. Could you post a screenshot? It could be because I tried to pack two numbers into one number to get more memory to store something and that is not working on your setup.
This is the best I got.
Imgur.com
there is a giant hole in the mesh that I don't know how to fill. it needs a picatinny rail but there are no iron sights.
If you're looking specifically for a g36C, you're outta luck
So the main issue with this is that something like this modifies mesh topology and texture mapping and I am not an artist. Its probably pretty easy to just delete the carrying handle, but filling in the hole with good looking art would take me some time. Additionally, creating the picatinny rails would be hard. I could rip those from tarkov, but there are other issues with that (some tarkov assets look really bad because they are designed to work with specific shaders that stalker does not have). It would be relatively simple to kitbash some stuff together but making it look decent would take a lot of time. I have been doing some experimentation with tarkov assets and rewriting some shaders but it has not been going well.
Are you adding it as a new weapon or replacing the xm8? Make sure you are merging the base.ltx file if you have other mods
Might be good to have closest faction location rather than one fixed point. Dying in zaton might bring you to skadovsk as a loner, for example
Drop in the sr15_required folder, then copy in either the sr15_replace_xm8 or sr15_new_weapon.
It would be good to have this work with different magazine sizes.
Instead of
```
local defaultMagSection = wuut_mags.WeaponGetDefaulMagSection(weapon)
```
You should grab the current mag inside the weapon. That way this mod would work with mods that add extended magazines or magazines of different sizes
I got this to work by adding this function to the original wuut_mags script. I am completely unfamiliar with scripting for STALKER so you might be able to find a solution that fits in your script.
```
function GetMagSizeInWeapon(weapon)
local magData = WeaponGetMagData(weapon)
local magSection = magData[iWEP_MSEC]
-- make sure we have a valid mag string here
if(magSection ~= nil and system_ini():section_exist(magSection)) then
print_f("GetMagInWeapon " .. magSection )
local maxAmmo = system_ini():r_u32(magSection, "max_mag_size")
return maxAmmo
end
return 0
end
```
You need to modify the weapon .ltx file. There are a number of hands_positions options that adjust your weapon positioning on the screen.
This is a huge pain if you have 3D sights. Adjusting the hands_position throws off the aim_position. With 2d scopes it is very simple.
Spear infantry keep putting their weapons away, can you give pike infantry only polearms?
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