The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

Introduces a shader based NVG effect to Stalker Anomaly, instead of the more limited .ppe effect. Currently replaces Gen1 thru Gen3 head mounted NVG effects. Can be expanded by modders to create additional effects, such as non-fullscreen NVG scopes and other possibilities.

Preview
Beef's Shader Based NVGs v0.9 for 1.5.1
Post comment Comments  (150 - 185 of 185)
SirDoggyJvla
SirDoggyJvla - - 4 comments

Hello,
I just want to point out that the config file is extremely wrong and so many things are not clear or bad.

The best example I can give is the blur part:

// NVG BLUR OPTIONS: (DEPTH INFLUENCED, CLOSE OBJECTS ARE AT MAX BLUR, FAR OBJECTS ARE AT MIN BLUR)
#define gen_1_min_blur_factor float (0.25) // Gen 1 - minimum blur applied to image (at far distance), 1 is no blur, higher is more
#define gen_1_max_blur_factor float (0.95) // maximum blur applied to image (at camera)
#define gen_2_min_blur_factor float (0.2) // Gen 1 - minimum blur applied to image (at far distance), 1 is no blur, higher is more
#define gen_2_max_blur_factor float (0.8) // maximum blur applied to image (at camera)
#define gen_3_min_blur_factor float (0.1) // Gen 1 - minimum blur applied to image (at far distance), 1 is no blur, higher is more
#define gen_3_max_blur_factor float (0.6) // maximum blur applied to image (at camera)

Here you say that 1 is no blur and higher is more. So first off that means gen 1 have less blur than gen 3, which feels off.
Next, it's written Gen 1 on the desc after // but it's fine.
And finally, 1 is FULL blur not NO blur, I have tested it by setting it to 1 and it's more blury than the original settings.

And there is so many things like that, considering it's already a pain to restart the game and load to test new settings, making the whole document false doesn't make things easier, it's very frustrating.

There's also a lot of settings that I personally do not understand at all, and I'm probably not the only one because effects of changing this or this setting isn't always easy to understand (the mistakes not helping that of course).

I would suggest a total rewrite of the config file, just go in, read everything, you must know what every settings do since you're the creator so that shouldn't take years to rewrite. At least doing that until you do some correct in-game settings like you planned.

Thank you for reading,
Have a nice day

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manzmnl
manzmnl - - 485 comments

You've got a few things wrong. For example:

You say: "Here you say that 1 is no blur and higher is more. So first off that means gen 1 have less blur than gen 3, which feels off."

If you pay close attention to the file, you will see that the variables differ in min and max.

See here:

gen_1_min_blur_factor float (0.25)
--> Gen 1 has applied far distance blur value of 0.25.

Now see this:

gen_2_min_blur_factor float (0.2)
--> Gen 2 has applied a lower far distance blur value than Gen 1.

The variables in between are defining the max blur values.

And now you can see that Gen 1 has the highest blur values while higher Gens have lower blur values. Keep in mind that every Gen has 2 configuration lines for each blur definition: min blur factor and max blur factor. After these come the next Gen.

So the file is absolutely right. You just didn't pay enough attention to it :)

Shader development is a tricky thing. So you can be certain that this guy knows what he is doing.

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theRealBeef Author
theRealBeef - - 271 comments

Thanks, but it's also not very intuitive currently - it will be much easier to use an in-game settings menu, or at least be able to tune fewer options in order to achieve more specific results without them interacting with each other and requiring hours of guess and check, as they currently do.

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theRealBeef Author
theRealBeef - - 271 comments

Thanks - and yes, the comments in the config aren't 100% correct anymore unfortunately, as it's on its third rewrite and therefore some things aren't clear and/or are now incorrect.

That's why I'm working on the new version that uses an entirely new rendering method to avoid all the troubles we're currently having with brightness varying between machines and the fact I can't implement an autoexposure feature with the current way.

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Snp435
Snp435 - - 24 comments

pls help XD

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supra107
supra107 - - 78 comments

I know it's against the mod's idea, but is there a way to edit the new nightvision shader to be applied fullscreen just like in vanilla, so that I'll have the vanilla nightvision format with better visuals?

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theRealBeef Author
theRealBeef - - 271 comments

yes - current version if you do so the bloom still shows up, but in the new version it will be configurable

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L3d
L3d - - 752 comments

Can this be used with agressor too ?

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ZJ-B312
ZJ-B312 - - 56 comments

Would the future 1.0 release allow you to edit the Gen3+ Oracle to look like white-hot FLIR or full-color like in here: Moddb.com ? It would be more fitting than the current blue-hue version

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StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

There is no way to change the offset for the gen 1 yet right, that's coming soon?. I'd love to run the gen1 on the right like a PVS-14 setup lol

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theRealBeef Author
theRealBeef - - 271 comments

Damn I just removed that from the version I'm working on, I guess I'll make sure to keep that in if someone will use it

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axibyte
axibyte - - 5 comments

Great mod! Good job! Stay'n tuned for fruther updates =) Ingame impression from a good shader one NVG's is really awesome, great approach!

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Guest
Guest - - 694,016 comments

Any idea why the turn on animation doesn't play when I turn on the NVGs? I'm already using the animation pack and the animation plays if I turn on my headlamp.

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theRealBeef Author
theRealBeef - - 271 comments

feel fried's doesn't include animation for headlamp and he wasn't interested in adding one unfortunately

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WissenDev
WissenDev - - 1 comments

I installed Provak's mod and then I found out my NV turned off when im aiming with scope
I installed this addon and my problem goes away but another problem came:
when I aim multi night visions became active (one on my face, another on the scope)
and then I can't see anything. (sorry for English)
Can you help me??

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theRealBeef Author
theRealBeef - - 271 comments

probably there is some conflict with the provak pack and the nvg script, unfortunately fixing that would require some reworking of scripting

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Jivixfromwc3
Jivixfromwc3 - - 39 comments

I was having big issues with the NVG's being way too bright like Snp435 is experiencing. However, I was able to tone down the brightness without changing the effects too much by applying a .75 multiplier to the NVG COLOR OPTIONS section (I just edited the values to be 3/4 of their original value). It could probably be brought down even more if you have a very high contrast monitor (I'm using a VA HDR monitor for reference).

With that change I can now wear NVG in twilight and it's not excessively blown out, and it is also easier on my eyes playing in a dark room with NVG on.

Edit: I stand corrected, it's still waaaay too damn bright. I can only use the NVG's after 10PM and before 4AM. Keybinds to adjust gain would be really, really useful here.

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theRealBeef Author
theRealBeef - - 271 comments

absolutely, but there's no easy way to adjust the 'gain' in the current version without have to rebalance a hundred other settings. new version i'm working on is still WIP but fixes most of the frustrations i have with the current implementation

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Jivixfromwc3
Jivixfromwc3 - - 39 comments

I figured that was the case. I still use your NVG's because they are awesome, if only it was possible to add a filter over the top of the nvg viewport which applied a multiplier to the RGB values...

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Moery
Moery - - 3 comments

hey bro you should add an infrared flashlight when you turn on nightvision that would be pretty cool

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theRealBeef Author
theRealBeef - - 271 comments

its on the nice to do list, likewise it would be nice to add ir pointers so that you can't use nvg and look down some optic at the same time, but that's long-term goals

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theRealBeef Author
theRealBeef - - 271 comments

As an update, I've got some solid progress on the new pipeline, I'll be done shadering sometime in the next couple of weeks and then it'll be adjusting to get some good presets. After that, it's time to work on my mortal enemy - LUA scripting.

I won't hit all my original goals for v1.0, since when I made them I didn't really plan on doing a third ground-up rewrite of the entire pipeline. However, it'll keep all the current capabilities of the NVGs and improve the visuals a bit more and make it actually adjustable.

Some things that will likely get pushed back to v1.1
-glitch effect when NVGs are in low condition, when you take a hit, and during blowouts
- a turn on / turn off effect (think how old tube tv turns on /off)
- IR illuminator / pointer
- light glare/washout that takes into account whether an enemy headlamp is pointed directly at you or just
- options menu / mcm integration

Edit: forgot to mention, probably mid-December for v1.0

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Guest
Guest - - 694,016 comments

Oh hey, youre still alive! Ive been sitting on the current (rather broken) for a good few months now, but i can only limit myself to using it during pitch darkness outside. Theres a mod that automatically changes light setting depending on the weather - perhaps you can look into that when it comes to the NVG setting in different environs?

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theRealBeef Author
theRealBeef - - 271 comments

Thanks for the idea, but it won't take into account changing brightness depending on whether you're in a well lit area or in the woods. Manual brightness control is preferable, although better would be autogating that mimics how newer NVGs do autoexposure. I haven't gotten a working autogating setup yet, so manual will suffice.

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Guest
Guest - - 694,016 comments

Hey, I've installed the mod, but I have a problem that my NVG's are too bright when I use them. I have tried lowering the brightness and tweaking the settings and deleting the shader cache but nothing seems to work. I cannot provide screenshots since I am a guest, but I am happy to send screenshots through a diffirent way.

Am I doing something wrong? I have the prosperity reshade installed, I'm not sure if that would affect the NVG shader.

Would you be able to help me solve this issue?

Thank you

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aszz
aszz - - 1 comments

Nevermind I just made an account here are some screenshots of my game:

Pasteboard.co
Pasteboard.co
Pasteboard.co

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theRealBeef Author
theRealBeef - - 271 comments

The whole overbright / overbloom issues are why I'm rewriting NVG shader from scractch for v1.0. _OPFOR did some changes to my NVG shader that may help in the meantime.

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blahlalala545
blahlalala545 - - 17 comments

How do I set the monocle offset to the right? I see a preset thing in the shader file but have no idea how to activate it

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theRealBeef Author
theRealBeef - - 271 comments

It wasn't ever really implemented yet as most people disliked it, look for it in v1.0.

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TooMuchSascha
TooMuchSascha - - 87 comments

I don't seem to have animations for turning on the NVGs, do i have to enable them somewhere?

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theRealBeef Author
theRealBeef - - 271 comments

Animations for NVG stopped working in 1.5.1 because of updates to the base lua scripts and I'm too much of a shitcoder in LUA to get it working just yet

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theRealBeef Author
theRealBeef - - 271 comments

Archived, no future updates to this page.

v1.0 is released

Moddb.com

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Guest
Guest - - 694,016 comments

This comment is currently awaiting admin approval, join now to view.

Yzaha
Yzaha - - 4 comments

when i use it i get like 30fps drop :(
+ when i use it the game renders more objects in far distance

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Rocky.SRogers
Rocky.SRogers - - 155 comments

how do i vignette effect applied on the border of NVGs

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Guest
Guest - - 694,016 comments

How do you change how bright lights are in this mod ?

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Veritos
Veritos - - 1 comments

did a clean install of anomaly 1.5.1, installed only this mod through MO2 and deleted shader cache, tried giving myself an NVG device via debug and didn't work
ok i did another clean reinstall this time not adjusting resolution or anything but now instead of not applying the nvg effect it crashes

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.Micropoint.
.Micropoint. - - 26 comments

Hello is it possible to remove the blur on the weapons plz ?

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