Can someone, who has this knowledge make a list of the files and scripts that control the appearing outfit preview in the inventory in SoC?
I don't know if i understand well your question but anyway.
I will assume that you have your Stalker files extracted. The file that contains the items that appear in the inventory and the traders inventory is there: textures\ui\ui_icon_equipment.dds
I will assume that you're not friendly with textures editor
You will need a textures editor to open and edit it.
I personnally have "the gimp" with a .dds plugin and it's free. You also have Adobe Photoshop but it costs around 1000€.
I don't know if you have one of them but in order to save us some time if you don't, here are the link for the gimp and the .dds plugin:
Launch the gimp (take a little while) and the drag the file (ui_icon_equipment) on one of the window. you will be prompted to open it. You're good to go.
In order to save it (make a backup before editing), i personnally "save as" and choose "save", then a combo box pops up and i choose compression "BC3 / DXT5". the file are a litle bigger but not too much. DXT1 give me blurry textures and when i tried DXT5 it runs fine but you're free to experiment, i'm just telling you this so you can do what you wanna do quickly.
Good luck and tell me if you're stucked somewhere, i'll try to help you.
Hi,there! Thanks for Your reply. This isn't what I was looking for.What You described is the outfit icon texture location and not the full player preview(that I need iformation about), which is right above the lines that shows overall defense (fire protection, wound protection, etc...) values. Basically what I need is the script entries that tells the engine that that texture should be shown when the inventory is open, and only when a certain piece of outfit is equipped.(which outfit, is doesn't matter). In clear sky they elliminated this extra, and I like to readd it. Also I'd like to do the same with the fix item description box. Sorry I was missleading...
Well, then, i don't have a damn clue since i'm not very confortable with those scripts.
modify both outfit properties and icon
Those aren't the script files, that actually tell the engine to place the image onto the screen with a condition (in this case the opened status of the inventory). I was aware of this file as well. I don't look for an .ltx file, I rather need .script files.(unless this is somewre else hard encoded in some dll file or something.) I don't know.
Thanks anyway for the answers. I appreciated it. Still if anyone can help, please keep posting. THX! :)
only file i know that's similar to what you want is ui_wpn_param.script, it controls those things for the weapons, idk if there is a file like that for armors though
Sorry for not posting sooner...
Yea, I looked for a similar file, but apparently it didn't work out (I didn't find). ui_wpn_params only describes the aim and crosshair mechanism (as far as I can tell)...
Btw - different subject - does You guys know how to change a grenade (I choose: m203) values to have similar effects as a buck? You know buckshots, tracers...(idea came from clive barker's jericho - g36 assault rifles - underbarel in-built shotgun) I did manage to use it as an standard ammo, but it didn't work as a grenade ammunition... Maybe I'll open a new post with it...
Never tried the under-barrel-shotgun thing, but I remember that it was asked before. Im very curious, this could be very helpful without destroying any atmosphere. I would say its the weapons.ltx
[ammo_m209]:ammo_base class = A_M209 ; this could be important, remember the LR300 auto-fire class fake_grenade_name = wpn_fake_missile2 ; this too
buck_shot = 0
Okay, I believe it will crash the game if you set this higher then 0 since all ammo-sections have atleast a 1 there. But this string is essential for the shotgun-part so try it out ^^
I tried that. With the rg6, its working flawlessly(I turned the rg6 into the striker for a test.:)). But as an alternate, like grenades, it doesn't work. I even made a whole new ammunition type, with the proper fake_missle entries, but as a grenade, it didn't work. Although, it did flawlessly when I added it to the ammo_class(so I suppose, the problem is not in the ammo definition, but somewhere in the weapon's - in this case the g36.ltx file.)Thanks for the answer, though.