Modder Resources

This is a discussion on Modder Resources within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; WinMerge This is a great tool for those of us who want to test mods with other mods for compatibility ...

S.T.A.L.K.E.R. SoC Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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  #1  
Old April 12th, 2007
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Default Re: Modder Resources

WinMerge

This is a great tool for those of us who want to test mods with other mods for compatibility issues and the like.

-- Griffinhart

PS. I have Photoshop 7.0.something, but I have absolutely no Photoshop skills (my brother-in-law uses it, though).

EDIT: Whoa, WTS?! This post is supposed to go below ZanderArch's...
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Old April 12th, 2007
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Default Modder Resources

I think that we, as a community, should band together and assemble some basic knowledge, files, and programs that will help us as a whole.

So, first off, I'll post the image of the ui_icon_equipment. This is for anyone that wants to know what the inv_grid_x and inv_grid_y values go to. I've converted and edited it so it has the grid lines to help people find the right inventory image. To find what you're looking for, go to the block at the top left of the image and count to that. Look at the attached image for this. IE: The Gauss Rifle is (10, 6) (X, Y)

.dds Converter: http://www.dsabstraction.com/ddsconverter.rar
This is useful for skinning if you don't have any of the special programs (ie: Photoshop )Though transparency is impossible as far as I'm aware, it is usful for solid things. The second attached image is an example of this, I edited a joke image I had on my computer onto the TV screen in the game only using MSPaint, this DDS Converter, and alot of time.

For those who have Photoshop, you can download a plugin for it to allow .dds editing here: http://farcry.filefront.com/file/gof...QyMzcxMzYxNTEx

This is all I can think of that I have for now, but if anyone can find any of the following, please post it:
1. Location of the file and location in the file for Starting Equipment. If we found the file that says "You start a new game with a Novice Stalker Suit", we can save each other ALOT of time by simply adding our modified equipment into that so we can spawn with it, not having to mess with money or getting the trader to sell it.
2. Someone to offer their service to use their Photoshop to edit in Transparency. If you'd be so kind as to accept requests and then the image file to add in any transparency, us cheap-modders will be able to get a professional look without us buying photoshop

Thank you, if anyone can think of anything useful, please share!
Attached Thumbnails
Modder Resources-ui_icon_equipment-grid.jpg   Modder Resources-lol.jpg  
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Old April 12th, 2007
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Default Re: Modder Resources

Quote:
Originally Posted by ZanderArch View Post
This is all I can think of that I have for now, but if anyone can find any of the following, please post it:
1. Location of the file and location in the file for Starting Equipment. If we found the file that says "You start a new game with a Novice Stalker Suit", we can save each other ALOT of time by simply adding our modified equipment into that so we can spawn with it, not having to mess with money or getting the trader to sell it.
Will this thread here do?

Thread on official forums

Also check out the Mod Manager v1.3 here....
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Old May 15th, 2007
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Quote:
Originally Posted by ZanderArch View Post
2. Someone to offer their service to use their Photoshop to edit in Transparency. If you'd be so kind as to accept requests and then the image file to add in any transparency, us cheap-modders will be able to get a professional look without us buying photoshop
I'd be happy to edit people's .dds files for alpha transparency. I can't guarantee an exact timescale, since I work full-time and go to school, (for game design!) but if anyone would like me to try messing with their textures, I'd love the challenge.
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Old May 15th, 2007
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The thing preventing me from doing modding is generally that the whole thing seems very impenetrable. First I have to figure out how to make a texture map, then I have to figure out how to map it, then I gotta do this that and the other... and it just seems like so much impossible to figure out work, that I get burned out before I even try to do it. A modding resource, making things streamlined and simple without too much technical language, would be good for me. I'm a very intelligent guy, but... learning technical things for the first time without a mentor is really difficult for me. I learn a lot better with things I can touch and examine, which is why I always wanted to go into forensics ;P
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Old May 15th, 2007
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yeah i agree with Aewyn, you dont really get your head around modding unless you get to, see and touch and interact with the programs, you just dont understand what your doing. Ill tell ya what would be really great, if a modder such as giv_em_hell or the such could put up a video that could show how you make, and input the files into STALKER, with step-by-step instructions i reckon youd get atleast 10 more modders into the scene just by showing us what to do, i have decent knowledge of photoshop, fireworks and graphic design programs so youd get atleast 1 more modder to the ever growing STALKER community
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Old May 15th, 2007
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Yeah... I've got a lot of photoshop experience under my belt, so I'm sure I could help in some way. :P Then, maybe someday I will figure out how to add some extra dialogue maybe, spice up the game a bit.
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Old May 15th, 2007
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Right now the best way to learn any type of game modding is to take apart someone elses mod and see what you can change in that; for personnal use only of course. Until such time as we get the SDK for the game all we can do is change properties of items, retexture items, and basically just "tweak" the game. Once we have the SDK we will be able to add new weapons, maps, armor, and otherwise "change" the game to our likeing.
Also remember there are 2 different styles of modding:
A "Modder"; someone who uses the content already in the game and creates a new experience with those assets.
A "Moddler"; someone who creates new assets (Armor, weapons, etc) and adds them to the game for others to enjoy.

It can be difficult to be both at once, though many can do it quite well. The best communities have many of both types of modders who work closely together to enhance the enjoyment of the players. Hopefully this community will continue to grow and expand, creating lots of new content for all who enjoy this great game. Once the SDK is finalized and we get a good grasp on it, there will be tons of new "stuff" to play with...

Last edited by KoGar; May 15th, 2007 at 05:37 AM..
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Old May 15th, 2007
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I have been looking forward to working with just about any aspect of the STALKER environment in both 2d and 3d contributions... I am in no way proficient in coding but have considerable experience with both texturing, modeling and (from Valve's HLSDK) mapping with BSP environments. There are so many areas that are rich with possibility in the STALKER environment and I can only hope that a few of the basic formats can be revealed soon -- specifically how to render OGF data without completely destroying the mesh. I would contribute however possible to such a community insofar as I am able to devote the time. I'd much rather be working on new additions than simply scouring the zone for possibilities.
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Old May 16th, 2007
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I'd love to see new sprawling residential areas mapped out. Something made up of course since there really isn't anything like that in the zone, but it'd be really amazing to just explore little nichés of peoples' lives, uncovering journals from bedrooms, magazines, etc... I'd be willing to type up lots of material for this, as words are my real strength. Any color text I can add would just be fuel for the stalking fires.
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