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Anomaly Modding Glossary

This glossary defines key terms and concepts related to S.T.A.L.K.E.R. Anomaly modding. Use the search and filter options to find specific terms, or browse through all entries.

Showing 64 of 64 terms
TermDefinitionCategoryActions
*_hud*_hud is a model in front of the player in the hands of the character. Usually it is a model of a weapon, grenades, hands.Technical Terms
*_hud animationAnimations for the *_hud object.Technical Terms
*_world*_world is a model in-game world (NPC weapons, 3rd-person view). The difference from the *_hud model is that the *_world must have a collision to calculate the interaction with the game.Technical Terms
A-LifeThe artificial life system in S.T.A.L.K.E.R. that controls NPC behavior and world events independently of the player's actions.Technical Terms
AI-MapAI-Map consisting of nodes.Technical Terms
AddonA modification that adds new content or features to the game without changing core gameplay mechanics.Modding Terminology
Animation PointKey positions in which the animation should be played.Technical Terms
AnomalyA zone with unusual physical properties that can be hazardous to humans. Anomalies often contain artifacts and can damage or kill stalkers who enter them.Game Concepts
ArtifactAn object formed in anomalies that possesses unusual properties. Artifacts can be sold or used to enhance a stalker's abilities.Game Concepts
ClothBall joint. Allows rotation in all directions, but without translation.Technical Terms
Compile ShaderShader used by the Level Compiler. Specifies to the compiler the features of the final game level geometry. The source geometry, depending on the compiler shader, may have different features.Technical Terms
Custom DataCustom or additional parameters in *.ltx format.Technical Terms
Detail ObjectStatic object (grass, rocks, debris and other landscape details) with high optimization to display a large number of small objects without significant performance loss.Technical Terms
Dynamic ObjectAn object that uses bones.Technical Terms
EmissionA catastrophic release of energy from the Zone that transforms living beings and creates new anomalies.Game Concepts
Engine ShaderShader responsible for the visual appearance of the surface.Technical Terms
Finite State MachineCommon and convenient technique for programming the behavior of bots (NPCs) in computer games.Technical Terms
Fog Volume ObjectA object to simulate dynamic volumetric fog, smoke and other gaseous effects.Technical Terms
Game MaterialResponsible for the physical feature of the surface (friction, damping, etc.).Technical Terms
Glow ObjectGlow Object.Technical Terms
Goal Oriented Action PlanningAI design technique in which a chain of behaviors of agents (NPCs, abstract entities, living obstacles) is automatically selected in real time to satisfy a goal.Technical Terms
Graph PointMonsters and stalkers in offline move on graph points.Technical Terms
GulagGulags control a set of stalkers together by assigning them each tasks by task priority. For example a gulag could contain tasks for patrolling an area and sitting at a campfire. The priority of these tasks will mean that the first stalker caught by the gulag (that is, the first stalker to be given over to the gulag's control) will patrol the area with subsequent caught stalkers simply sitting at a fire. A stalker is caught by a gulag be entering the associated Smart Terrain.Technical Terms
Hierarchical Occluder MeshGeometry defining the visibility of an object to remove from the renderer.Technical Terms
Hierarchical Occlusion MappingTechnique in computer graphics that uses a multi-resolution representation of occlusion information to efficiently culling objects that are not visible.Technical Terms
Info PortionIt is a piece of information that can be passed between characters, saved in quests, or used for AI decision making.Technical Terms
JointUniversal joint. Automatically selects the optimal physical connection type based on constraint analysis (between Hinge and FullControl(partially constrained axes)).Technical Terms
Light Source ObjectLight source.Technical Terms
LuaJITLuaJIT is a Just-In-Time Compiler for the Lua programming language. Anomaly uses LuaJIT 2.0.4.Technical Terms
LuabindLuabind is a library that helps you create bindings between C++ and Lua. It has the ability to expose functions and classes, written in C++, to Lua. It will also supply the functionality to define classes in lua and let them derive from other lua classes or C++ classes. Lua classes can override virtual functions from their C++ base classes. It is written towards Lua 5.x, and does not work with Lua 4.Technical Terms
ModShort for modification, a user-made alteration to the game that changes or expands its content, mechanics, or visuals.Modding Terminology
Motion MarkTime intervals in the animation in which something happens.Technical Terms
Motion ReferenceReference to the animation library *.omf.Technical Terms
Motivation GraphDecision-making method described in AI Game Programming Wisdom 2, which, according to the authors, is something between Decision Trees and Neural Networks.Technical Terms
Multiply Usage ObjectAn object that creates an Imposter texture of the same object.Technical Terms
OfflineSimulation of life in any given radius from the player will be calculated by a simplified formula.Technical Terms
OnlineSimulating life within any given radius of the player will be completely calculated.Technical Terms
Particle EffectSingle Particle Effect. Stored in *.pe files.Technical Terms
Particle GroupParticle Effects Group. Stored in *.pg files.Technical Terms
PortalA portal between the two sectors.Technical Terms
Progressive MeshesOne of the methods of dynamic level of detail. Only for Dynamic Objects.Technical Terms
RigidJoint type that completely restricts all transformations.Technical Terms
Rigid JointJoint type that completely restricts all transformations.Technical Terms
Scene ObjectAn object in the SDK that represents a reference object that uses a model to visualize and interact with the environment.Technical Terms
SectorSector is part of Portal Rendering. An area or section of virtual space that contains objects and geometry for rendering. Sectors help organize the scene, allowing you to control visibility and performance, especially in large worlds.Technical Terms
SliderSlider joint. Allows movement along one axis only.Technical Terms
Smart CoverA system designed to control the behavior of NPCs when using cover.Technical Terms
Smart TerrainArea which, when entered by a stalker, captures that stalker and assigns them tasks to perform. These tasks are allocated by the smart terrain's controlling Gulag.Technical Terms
Sound Environment ObjectObject with environmental sound effects.Technical Terms
Sound Occluder MeshGeometry for calculating sound propagation.Technical Terms
Sound Source ObjectSound source.Technical Terms
Space RestrictorAn object that defines zones with special properties or restrictions in the game space.Technical Terms
Static ObjectStatic Object.Technical Terms
Way PointA predetermined point on the map that serves as a reference point for NPCs. Waypoints indicate their movement pattern or where they should go.Technical Terms
WheelHinge-2 joint. Allows rotation around the first axis (suspension axis) and rotation around the second axis (wheel axis).Technical Terms
X-Ray EngineThe game engine used by the S.T.A.L.K.E.R. series. It's known for its advanced AI system called A-Life and its dynamic world simulation.Technical Terms
gvid (Game Vertex ID)Graph Point index.Technical Terms
lvid (Level Vertex ID)AI-Map node.Technical Terms
xrAIAI-Map Compiler.Technical Terms
xrAIAI-Map Compiler.Technical Terms
xrDODetail Object Compiler.Technical Terms
xrDODetail Object Compiler.Technical Terms
xrLCLevel Compiler.Technical Terms
xrLCLevel Compiler.Technical Terms
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