Sidearm expansion mod (work in progress) -1 reply

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Mr Hairs

I don't spend enough time here

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22nd May 2008

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#1 10 years ago

Hello everyone I just thought I'd make a post about a mod I'm working on. Primarily I'm doing this to get some advice on compatability issues, but I'd also like to gauge interest in the work I'm doing. Here's how I got started on my mod: A bout two weeks ago I came across a really nice texture for the Makarov PM by Teh Snake. I wanted to incorporate it into my game, but I also really liked the texture used in the AMK Mod (which I have installed). I tried to find a way of incorporating both, eventually coming up with the solution that I'd have to make an entirely "new" weapon as opposed to a "unique" with a new skin. Knowing that I'd have to make a new weapon anyway, I decided to change the stats of this new weapon to reflect the Makarov PMM (an improved, 12 round model of the PM). After downloading the neccessary tools and acquainting myself with hex editing and how the files in the Stalker directory referenced eachother I got the mod working. Sure, it had the same UI icon as the normal Makarov, but I could live with that. Once the mod was done I got thinking that it would be nice if I could create a few different variants of pistols already in the game (pistols seemed easier to manage than larger weapons, and pistols are my "thing" as far as guns go). I downloaded the nicest textures I could find and started creating a couple of variants. I even found a program that would let me edit the UI to create new icons that reflected the new look of the weapon variants. After a while I found that I could use the same program to edit textures, so basically I just ran wild. Here is what I've added to the game so far: Four new ammo types: .40 S&W FMJ, .40 S&W JHP, .357 SIG FMJ, .357 SIG JHP Loads of new pistol variants, each varying in a combination of ammunition, statistics and appearance: Walther P99 .40 Walther P99 9mm (Black) Walther P99 .40 (Black) Walther P99 Military 9mm (Green frame) Walther P99 Military .40 (Green frame) Walther P99 Desert Sand 9mm (Desert tan frame) Walther P99 Desert Sand .40 (Desert tan frame) Beretta 96FS (uses standard skin, but is chambered for .40 S&W) Beretta 92FS Inox (standard Beretta recolored in stainless steel) Beretta 96FS Inox (96FS recolored in stainless steel) USP Compact .40 S&W } USP Compact .45 } All calibers are available in black, black with a USP Compact .357 SIG } green slide, and black with a stainless steel slide USP Compact 9mm } Makarov Pmm (retexture and new statistics) SIG P220 (two tone retexture, same stats as standard P220) SIG P220 (black with nickel controls, same stats as standard P220) SIG P220 Combat (new texture and improved stats) SIG P226 9mm (uses a slightly altered version of the standard P220 model, as the guns are very nearly identical in real life) SIG P226 .357 (uses the same model as the 9mm P226, but naturally has different stats) SIG P226ST 9mm (Stainless Steel version of the P226 ST - stats are changed to reflect heavier weight) SIG P226ST .357 SIG (Same as the 9mm version, but with altered stats to reflect the .357 SIG round) SIG P226 Elite 9mm (Another P226 variant with altered stats and wood grip and front cocking serations added to the skin) SIG P226 Elite .357 SIG (Same as the 9mm version visually, but with stats to reflect the .357 SIG round) SIG P226ST Elite 9mm (combination of the ST and the Elite, both visually and stats-wise) SIG P226ST Elite .357 (same as the 9mm variant, but with stats to reflect the .357 SIG round) I've also made a .40 S&W version of the HPSA, but I'm finding it hard to re-skin that particular model. All of the above have new skins, new UI icons (correctly centred and referenced, built off of the UI texture file that comes with AMK). All of them reflect their real world counterparts in terms of appearance, statistics and inventory descriptions (I'm no gun expert, but I researched them as best I could). None of them replace any of the weapons already in the game. Of the skins I've used about a quarter are ones I've downloaded from mod sites and modified a little (a lot of Siro's stuff is very good). The rest are my own re-skins. Those whose textures I have used in the mod will be respectfully credited (I have kept a note of who I've borrowed from) and where possible, notified before release. The stats of the weapons are generally balanced alongside AMK's weaponry (ie. they are much more powerful than in out-of-the-box Stalker) Currently, as I'm still testing and adding the weapons and ammo are only available from barkeep. By release they will be distributed realistically amongst NPC and stashes etc. A worry for me at the moment is sound. I replaced some sound files but that was before I added a ton of weapons. At the moment, all of the SIG variants all share the out-of-the-box P220 sound. I've had trouble finding weapon sound packs. Any help in finding new sounds for these weapons would be much appreciated. The big worry though is compatability. When I started making this mod, it wasn't intended for release, just my own personal use. As I added more and more though I've wanted more and more to release it to other Stalker fans. My problem is that it was very much built around version 1.4 of AMK. AMK is by far the best Stalker overhall mod I've played, but I'm worried that its too "inseperable" from it and that by the time a new version of AMK comes out (in fact, I think there's a 1.5 out already) it will be really tough to track down all of the file alterations I've made and paste them into the new version. Anyone have experience with this sort of thing? Finally, if people are interested, are there any requests for new pistols you'd like to see? Remember, they must essentially be a variant of a weapon already in the game. There is no use asking for a Glock 17c because no matter how good a Glock skin I make it won't look good on top of the mesh for a Beretta. Also, I'll only add Desert Eagles if enough people really want them.




henk_devill

The zone has raised me.

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14th April 2007

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#2 10 years ago

hi there, i think this is gonna be a great mod and i will download it but i hope someone can make it OL2.0 capible xD so here are my requests: fort-12T a golden colt 1911 colt 1911 9mm colt 1911 in .38 super usp extra (9mm, .40 s&w & .45 ACP) p22 (.22lr)(no problem for not having another model, its just alittle smaler but i can live with that xD) p220 combat (.45 ACP)(with night sights and green frame and black slide) and maybe you could make an unrealistic gun. like a pistol with an artifact so it doesnt degrade so much or with a spring so it will pack more punch




Camo_Ninja

your 8 letter answer: Vintorez

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9th March 2008

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#3 10 years ago

.:whistles:. sounds really nice, afraid I cant offer any suggestions that dont require modelling programs (I would of asked for a FN Five-Seven)




Mr Hairs

I don't spend enough time here

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22nd May 2008

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#4 10 years ago

Thanks for the replies guys.

henk_devill;4364288hi there, i think this is gonna be a great mod and i will download it but i hope someone can make it OL2.0 capible xD so here are my requests: fort-12T a golden colt 1911 colt 1911 9mm colt 1911 in .38 super usp extra (9mm, .40 s&w & .45 ACP) p22 (.22lr)(no problem for not having another model, its just alittle smaler but i can live with that xD) p220 combat (.45 ACP)(with night sights and green frame and black slide) and maybe you could make an unrealistic gun. like a pistol with an artifact so it doesnt degrade so much or with a spring so it will pack more punch

I've already done the P220 Combat - its in the OP. One of my favourite retextures, actually. I wasn't sure if it was possible to get right in a retexture, due to minor differences in the shape of the frame (front-cocking serations etc) but I managed and its actually my favourite retexture that I've done. Overall, I think the P220 is the easiest weapon to reskin. Thats probably why I've done so many variants (and to provide weapons for the .357 SIG round, of course). I'm not sure what the USP Extra is. Do you mean the full size model? If so then I'm afraid that won't work as the existent model is only big enough for the compact. Even after investigating, I'm not entirely sure what the Fort 12T is. I'd love to do a Fort 12 variant, but I really have no idea what this gun is ("traumatic action pistol"? effective range of 10 metres?). As for your other suggestions, a Colt 1911 in 9mm is almost a certainty as I haven't done any 1911 variants yet. Not sure how useful it will be within the context of the game, as it will essentially be a 9mm pistol with a low (9 round?) magazine, but variety is everything as far as I'm concerned. I had considered a 9mm variant of the P220, but I've already done so many variants of that so my energy would be better spent on a 9mm Colt 1911. As far as the .38 super goes, that depends on a variety of factors. Firstly I would have to know where it fit in terms of power between the existing pistol rounds (if anyone could provide some info on its ballistic qualities that would be great). The .357 SIG and .40 S&W were ideal as they filled the gap between the 9x19mm and the .45 ACP whilst also having their own unique characteristics (such as the .357 SIG's penetrative qualities). There would also have to be at least two more real-life variants of existing pistols in the game that could also chamber the round - I'm not making a new ammunition type for just one gun - its hard! (I just spend 2 hours hunting down and pictures of .40 S&W and .357 SIG rounds, scaling them down and fitting them into the in-game ammo texture - it looks good but it took ages). The .22 is definitely out, I'm afraid (at least for the first release). Its too much work for a round that will be of very little use. I considered the .380 ACP as that would let me make some variants of the Makarov and the Fort 12, but since its inferior in power to the 9x18mm round it doesn't really fit anywhere in gameplay terms. Its a shame because I'd like to do more variants of the Russian/Ukranian weapons as they make the most sense realistically in terms of the game's setting. As far as compatability with other mods goes I'm not promising anything (my priority is to get it working with the most recent AMK) but I'd like to have versions that worked with the two other most popular "overhall" mods. It might happen, depending on how much work it is. Anyway, I'm getting ahead of myself. Keep the suggestions coming (not just guns, but ammunition types as well). Also, if anyone can point me in the direction of some sound files that would be great. I've got the coding, the skins, the UI icons, the (lengthy) inventory descriptions, but am severely lacking sounds.




henk_devill

The zone has raised me.

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14th April 2007

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#5 10 years ago

sry i didnt saw the p220 combat, but i see it now. and yes i meanth the traumatic action pistol, correct me if im wrong but it means some sort of rubber bullets right? maybe you could do someting that they drop onto the ground as wounded or someting but that you cant really kill anyone with it. Sry bout the misstype, i meant usp expert, not extra. the colt m1911's are both 9+1 bullets, 9 in mag and 1 in chamber if you search at wikipedia for .38 super, you get the bullet but i dont get why there cant be an .22 p99, you can use the same model, but with a white slide, cause it accually looks quite the same. PS. I really like the idea of making unique weapons, but it doesnt work with me. When i make an unique item, my game wouldnt start. If you could give me a hand with that, i would be very happy xD




Arabian Knight

Lebanese Stalker

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17th August 2007

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#6 10 years ago

Great looking mod! This looks much better than all those other retexturing mod out there (the only possible thing you could do to make it better would be to add completely new models-but we all know how immensely hard that is, so you're excused!:)) and S.T.A.L.K.E.R. is lacking in interesting pistol types.... You always could invent your own, like oh, say.....a shotgun HPSA. It would a very cool weapon to use, in full auto or not. Perhaps a gauss Sig 220? Maybe a pistol .50 mag in full auto? Or a scoped Beretta? Just to help you along with ideas...:)....okay, I admit, they are requests! This mod will be especially popular if you made it OL/AMK compatible! Good luck and good hunting!




Guest

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#7 10 years ago
henk_devill;4364288hi there, i think this is gonna be a great mod and i will download it but i hope someone can make it OL2.0 capible xD so here are my requests: fort-12T a golden colt 1911 colt 1911 9mm colt 1911 in .38 super usp extra (9mm, .40 s&w & .45 ACP) p22 (.22lr)(no problem for not having another model, its just alittle smaler but i can live with that xD) p220 combat (.45 ACP)(with night sights and green frame and black slide) and maybe you could make an unrealistic gun. like a pistol with an artifact so it doesnt degrade so much or with a spring so it will pack more punch

Im a big fan of the P22 for killing tin cans...but it would be less than useless in stalker.....

Especially mine with the fake suppressor.....




Guest

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#8 10 years ago
Camo_Ninja;4364344.:whistles:. sounds really nice, afraid I cant offer any suggestions that dont require modelling programs (I would of asked for a FN Five-Seven)

The five seven is an excellent pistol and should have been in the game to start with because its the only other weapon that uses the 5.7 ammo.

I have a five seven and can honestly say its the most accurate pistol I have ever shot. Correctly sighted in its a good can killer at 50 yards with iron sights....though the ammo is much too expensive to spend an afternoon killing cans, I limit myself to a box per trip to the range.....




henk_devill

The zone has raised me.

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14th April 2007

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#9 10 years ago

i really cant wait for this mod, when do you think you are finished?




Mr Hairs

I don't spend enough time here

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22nd May 2008

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#10 10 years ago

Probably in less than a month. I only started about 10 days ago and I've been working on it a hell of a lot. Today I've done textures for four 1911 variants (Black, Stainless, Stainless with wood grip, Springfield GI). I might also make a two-tone variant, since all I'd have to do is copy the slide and a few other bits from my black 1911 onto the stainless version. They'll all be in the game as .45s but I'll also make 9mm versions of a couple. I'm also seriously considering introducing .38 super (the P220 can be chambered for it as well) and 10mm (Colt Delta Elite and MP5/10, which would be the mods first non-pistol weapon). If anyone else knows of any other guns in the game can be chambered for .38 super or 10mm then please let me know. Other than them I really can't think of any other munitions types to put in the mod. I also might make .40 S&W versions of the SIG P226s that I've made, but I'm worried that the mod is already a little SIG-heavy.

You always could invent your own, like oh, say.....a shotgun HPSA. It would a very cool weapon to use, in full auto or not. Perhaps a gauss Sig 220? Maybe a pistol .50 mag in full auto? Or a scoped Beretta? Just to help you along with ideas...:)....okay, I admit, they are requests! This mod will be especially popular if you made it OL/AMK compatible!

I'm trying to keep the mod as realistic as possible. The textures I've made closely resemble the weapons' real-world counterparts and I've tried as much as I can to have the stats accurately reflect the real-world weapons/ammunitions whilst still allowing for some balance and variation. I might make some goofy weapons at some point and release them, but not as part of this mod. What I really need at the moment is sound files and suggestions for Makarov/Fort 12 variants. I appreciate the suggestion for a Fort 12T but I really have no idea how I would code it or how it would be useful within the context of the game. I'd also like to be pointed in the direction of the files that determine the contents of stashes. I know how to put the guns in the shops, and on NPCs (I think) but I haven't had time to look around for the stash files.