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.
Allows you to change red dot mark on the fly, for those reflex sights which support such feature in real life
Despite I saw this feature in Tarkov first time, I wanted this level of details back in Shadow of Chernobyl times. So... here it is
Now Barska AC10632 and Kobra reflex sights support dynamic marks. By pressing specific key ("=" by default, configurable via MCM) you will iterate through 4 different marks.
I also wanted to add "NV" mode for EOTech (so that it doesn't wash out in Beefs nvg) but during tests it turned out even on the brightest setting all marks are clear on my setup :) so I didn't change EOTech in this addon, for now.
You can add new sights which support dynamic marks simply by specifying marks count in scopes or weapons sections (see gamedata/configs/mod_system_markswitch_weapons_default.ltx as an example). Dynamic marks are textures with size like 2x2, 3x3 etc, with 512 pixels for each mark. So if you want to add new sight with 6 different marks, you are going to make 1536x1536 texture with top 6 "segments" filled with reticles.
Only DX10/11 supported for now. The addon is compatible with BaS.
Modded Exes are required. MCM is required for access to keybind change. If you use Parallax Reflex Sights addon, install Mark Switch BEFORE PRS addon.
Don't forget to delete shader cache.
Better upgrades support (technical, needed for latest Shader 3D Scopes)
Major refactoring of my sight-related addons. Now all settings are stored in weapon and sights sections, not in different files.
Also, now each weapon will "remember" its own state of current mark. So you can have your Vepr 12 with Kobra and T-dot and AEK with Kobra and Chevron-dot in your loadout.
Added new feature: mark will change its appearance depending on the brightness around player. Only vanilla Kobra and AC10632 support this feature now. Optional.
Thanks to Mr.FlashMode for nice notices in the comments section
Added Barska AC10632 support for BaS
Added version for BaS. Features switch for all Kobra sights in this addon
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9.972 votes submitted.
OMG this save my life bro, now i can play with shader nvgs, yes! 20/10
bro.... great work
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?
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
I see, thank you! 😇
Nice one! Good work!
The question is off topic, but maybe someone can help. Drtx 10-11 does not display red dot sights on BAS weapons.
Open your user.ltx and change the value of texture_lod to 1
Thank you very much. Helped out
No problem. Good hunting stalker
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.
Author, will you planning made conflict-free version of addon?
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
Can I use your addon with this addon ( Moddb.com )?
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
doesn't cycle, unsure what could be breaking it. only conflict is BaS
Delete shader cache. What gun do you use?
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.
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
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
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
Спасибо за замечания, поправил
Thank you
will eotechs be added?
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
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
Имба
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Сам добавить пробовал, ничего не получилось. Невероятно крутой мод. Спасибо большое.
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
Афигенский аддон,жду когда сделаешь для дх 8-9,если делать будешь конечно
Dude this is beautiful, only question, what should i do if the reticle is showing all 4 instead of just one at a time?
Which gun? Try deleting shader cache
Change texture lod to 1
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)
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
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
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?
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
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?
Is it applied to sniper scopes ?
Somehow doesn't work with new GAMMA update anymore. When I click I can hear the changes sound but the sight did not change.
Try updating the engine (modded exes). Latest version is required
thanks
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).
А как прицелы менять на какую кнопку
По умолчанию "="
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!
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.
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