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janus0104

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Everything posted by janus0104

  1. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    And Everest bars? Well, that will have to wait a couple of weeks until we know how far he made it.
  2. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    In case you guys wonder where the updates are.... Joey is getting up to speed with getting his stuff ingame, and I got hooked on KSP... Have to finish some work-related stuff tomorrow and monday, so... no updates from me until tuesday :(
  3. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    No, no, I'm not being offended in the least ;) Just saying I don't want to spoiler too much :D
  4. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    Did you see 1.7.5.1 changelog? Every animal has different raw and cooked meat types now. Raw mutton, cooked mutton, raw rabbit, cooked rabbit, raw chicken leg, chicken leg, raw beef, steak, raw bacon, bacon. I just add new graphics and models for these types so bacon doesn't look like a steak.
  5. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    Haha, we had the same discussion on github. I've browsed a bunch of hunting websites that sell stuff like bows, crossbows, accessories and whatnot. Even they mix it up in the weirdest fashion. E.g. '20" Broadhead Crossbow Bolt' Product description 'Arrow length: 20' I'm guessing they're supposed to be bolts, but since the original shape of the bolts isn't really in use other than pistol-sized crossbows, the bolt has turned into an arrow.
  6. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    *tosses a bottle of beer over* Cheers, mate! Glad you got it working. Btw, you did see the python export script for .p3d Blender has somewhere, right? *should have told earlier* Ooh, boy. 1st How do you cook steaks on a campfire? 2nd the raw bacon is more like this: Just not as much mass. It's a piece of boar meat, not cut, not salted, not dried, not fried, nothing. If it's big enough, you can throw it at someone like a rock. But carrying around raw stripes would be idiotic, you don't just cut your meat into pieces before you start cooking. I'm not packaging it, gutting a boar doesnt come with a Wal-Mart bag. 3rd The raw bacon is cut into stripes (in this case 4) and fried during cooking. The assumption is that you somehow cut your meat as you cook it. You can't just kill an animal, cut a piece of flesh out of it, throw it on a fire and hope to get an edible result. The game already makes that kind of allusion, you just didn't see it yet ;) 4th You'll see the quiver in the mod sooner than you think. I just provided a model. Nope. The way I was told, the mod team can't use any licensed stuff whatsoever. If we license our stuff even cut-my-own-throat-free-for-all style, they can't use it.
  7. janus0104

    Post Traumatic Stress Disorder

    C: Do one of the other 265 things you could do in that situation. Life isn't black & white, suicide or murder. And there already is an effect on the player if he is receptive for it. E.g. on Namalsk I found a russian LMG in a crashed heli. I wanted to try that thing out, so I lay prone on a hill and scouted the area. A little while later I read someone in the side chat writing about how he doesn't have stuff yet, he just started playing and what-not, and he was hoping he could get at least some food without getting mowed down. A minute or so later, I spot someone crawling down the opposite hill. I see he doesn't have a weapon (or just a hatchet or something like that), I hesitate... But I want to see how well this new gun works... And I fire a burst. Next thing I know, I hear him screaming and pleading for his life over voiceover, and I felt shitty about having shot at him... but it was already too late, I didn't have a bloodbag to heal him either and he didn't seem to have anything worthwhile found yet, so... I fired another burst to put him out of his misery. Around 5 minutes later I was held at gunpoint by a different person from behind, I tried running away, he shot my legs, then bandaged and blood bag'd me and we went on together. However, we had to make a fireplace and sit down for 15 minutes or so to calm down, both of our hearts were pumping.... You can't artificially add emotions into a game as a mechanic. Either you experience them anyways or you don't, anything else is just a gimmicky copy of why you carry painkillers with you.
  8. janus0104

    Monetization Of Stand Alone

    Dont forget that after SA is released and every dev has "that other feature they wanted to add but didnt have time to put into the SA release", the better paid staff can just move on to the next game or some such. There's always talented coders who want to get their foot into the videogame industry, who will add features to the SA at a fraction of the initial development cost. Other than that, I'm with the guy who suggested a socially accepted coke habit *throws a can of beans over*
  9. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    We'll be lucky if we can get SOME items in for 1.7.6... we'll see. Right now I'm testing a quiver for it, screenshots:
  10. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    Don't worry about that, if you ever want to put it on the first page or something that's entirely up to you :)
  11. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    I'm not even putting anything in that, I just reference the model and picture in dayz_code's cfgmagazine file. @Joey: If it annoys you that I'm hijacking your thread all this time, just let me know and I'll make a seperate one ;) In other news: Bacon is finished (unless someone objects): (Raw bacon is seen a few posts above) Updated the gear picture a bit (snapshot from TexViewer): Also, devblog post is up but no word on player-made content. Good thing I started putting this stuff into the mod. If the SA doesn't want it, so be it.
  12. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    I wouldn't dare robbing joey of the fantastic experience of working with arma's tools :P How's that for raw bacon? Ingame (including vanilla meat next to it for size comparison): Since I wasn't too happy with the way it looked in the gear screen, picture updated (placed model remains unchanged):
  13. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    I hear Maya's obj export is even worse (non-conforming with the OBJ standard). Tbh, I already forgot from which program over which file format I finally managed to get it working in Oxygen 2, but I think I actually used the 3DS .p3d export tool, fixing the texture and material assignment in oxygen (box around all vertices, hit E, select texture & rvmat files. don't touch the stuff above that. see if it works with the bulldozer integration, if so, change the paths to be relative again by hitting E and removing anything below your project folder). Save as p3d again, manually make sure the rvmat file is pointing to the correct texture (relative path again) and use BinPBO to package. Test ingame, if derpy scale/translate/rotate in O2, rinse and repeat. Tomorrow raw and cooked meat versions for the different kinds of meat, if the result turns out well (will rely on you guys' feedback in this thread), I'll commit to github so it can go into the next version. Might wait with that until that devblog update comes, see if Word of God has anything to say about this kind of stuff. Then custom food. Also nice to see how the stuff actually looks ingame. I can easily downscale textures and polycounts without losing visible detail :D
  14. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    I'd hope for trail mix / pistachios / similar food items. Anything that requires feature work, I'd have to either implement myself and hope razor likes it, or talk to him about it. But I'm still getting the cannot load object error, so we'll see... I went through a bunch of arma 2 related threads, and I think I can narrow it down to these possibilities: - Paths not properly set in the .p3d or similar - PBO Manager binarizes the .p3d, AO2 can't load binarized models (if i read that correctly) - This one's the winner! - The PBO for some reason isn't loaded correctly - I need to add some config code somewhere that I can't find in any of the existing codebase. It works! I brought the voddler chocolate bar into the game :D I'll just leave this here....
  15. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    Voddler bar first :) If I can get one thing to work, we'll see where we stand. Right now I'm getting an object could not be loaded error, now I'm going to place the darn files directly into one of the pbos that I know work to rule out the PBO not being loaded for some reason. If that fails, I'm missing something essential or it's using absolute paths or something somewhere.
  16. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    Pretty sure that's for when you want to combine Oxygen2 (lousy excuse for a 3d studio) and Bulldozer (map editor - not to be confused with the mission editor from ingame). What I'm trying to do is pretty simple in itself: You have a scene file in Maya(.mb)/Blender(.blend)/3D Studio Max(.max) with various cross-import/-export tools between those 3, each tool coming with an abundance of config options. However, we need the model in a .p3d file for ArmA2 to be able to load it, and if the result is a proper p3d file you should be able to view it's geometry and texturing within Oxygen 2. However, Oxygen 2 can't read any of these 3 file formats listed above, but it can import .obj and .3ds, both formats that all 3 programs can export (or can be exported by using a maximum of 2 of these tools). There is also a plugin for direct .p3d export for Blender and for 3D Studio Max. Here comes the fun part: No combination of any of these above listed programs does, via export/import nor via direct .p3d export, yield a working .p3d file with geometry AND texture AND uv mapping. I don't know if I'm using the tools in a wrong fashion (unlikely, as I followed the instructions), they plain don't work anymore because they were written 4 years ago, or it's just the fact that Oxygen 2 is like using Microsoft WordPad to write an academic paper... It's probably the latter, and you have to do things just the right way for Oxygen 2 to work it's magic, but since it neither communicates properly, nor is it's interface accessible enough to fix any export mistakes, I'm at a loss... Heureka! I seem to have managed to create a proper p3d! Now to see if I can get it to work ingame...
  17. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    It's a package not used yet b/c of the license thing, I fathom it'd be shipped with the usual client files when someone actually adds stuff to it ;) Also, I freaking hate Oxygen 2 (the arma modeling tool thing), it doesn't like anything you do. How anyone would have ever managed to export something to p3d and got it to work is beyond me. *Open Call* Find me a sane path through the file format jungle that leads to a working p3d file with texture and uv mapping intact? I can get my model into 3DS Max, Blender and Maya without any problems, but none of the exporters seem to result in anything O2 can use. At the best of times I get a defunct reference to a texture file O2 can't find (even if i were to put one in the same folder as the .obj or .3ds i import, with the same name, in .paa format) and it says it has no mapping attached to it (even though the UV Editor in O2 clearly shows an intact UV map) *sigh* Piece of crap software.
  18. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    Not sure what you're asking? Anyways, 3DS Max export plugin seems to produce a p3d but failed to bake textures. Going to try the Blender export script next (requiring import from 3ds for proper support. Which means modeling in Maya because I like that one best, then import in 3DS Max, then import in Blender, then export to ArmA. Thank god my job comes with a bunch of licenses). Python, don't let me down this time! If that doesn't work, I might just write my own Maya exporter :( Sure makes for an interesting desktop view: But still cant get it imported to Blender while retaining UV mapping / material :(
  19. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    DayZ consists of multiple packages: dayz.pbo, dayz_equip.pbo, dayz_vehicles.pbo and dayz_weapons.pbo we aren't allowed to touch (if I'm guessing correctly), whereas dayz_anim.pbo, dayz_code.pbo, dayz_sfx.pbo and dayz_server.pbo are github'd open source and the community devs put all their changes into those. However, models and texture reside mostly in _equip and _weapons, so in order to add new models / textures / icons / pictures, a dayz_communityassets.pbo was created (again, I'm only speculating on the tiny factoids I've picked up). Also, the community dev team apparently can't license any assets, so if you commit stuff like models & textures, other mods of DayZ can use them just aswell. Not a big problem, especially since (I think?) we can just make them binary models (meaning other people can't just open them and play around with it), unless anything SA-wise speaks against it. *Rocket, speak out now or be forever silent lol* 'Actual' sight and hearing: They check line of sight and the sound you make for whether a zed aggros rather than having a random chance of aggro weighted by those attributes...again, only estimating from the patch notes in that "current bugs" thread and what I see ingame. Result: From the 15 zeds i picked up at komarovo just by running in the nearby forest, 10 followed me all the way to balota. And I picked one up at the beach, and one in the open fields. Fun :D Thank god for hatchets.
  20. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    So that screenshot on page 1 is just a photoshop? *disappointed* Anyways, looks like dayz_communityassets is the way to go and will be added to github soonish, so... keep your fingers crossed. Plus, some fun changes in the latest build... Chance based sight&hearing replaced by actual one. Those bushes have just become nigh useless to get rid off zombies. And they spawn everywhere! On beaches, in the middle of fields. Fun :) Also found a few arrows, now to find a quiver and test that thing :D Looks like it doesn't have it's own texture/model yet though?
  21. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    Yea, I raised an issue on github, see if I can get some response from razor. In the meantime, I'll just throw it into dayz_code like I just don't care. Since Joey seems to have some experience already getting stuff ported to DayZ, wanna PM me a quick-step to save the time? ;)
  22. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    If only I knew what this dayz_communityassets thing was? The mystic Angel Cookies are stored in "\z\addons\dayz_communityassets\...", so I'm assuming any additional stuff would go there aswell, but where is it?
  23. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    I just set up a local test environment and am now going to see if I can port the models I made over into the game. If so, it's only a matter of accepting the pull request from the devs' side (this is talking about canned foods and such, actual weapons are going to be bit ... harder). Razor already said "do w/e you want, finish it up as a pull request on github, then we'll see", so that's what I'm gonna do. Right now I'm rather stupidly trying to get the current snapshot (1.7.5.2 or w/e it's gonna be called) working server- & client-side, then see if I can replace all the different kinds of meat with custom meat, then comes completely custom stuff.
  24. janus0104

    [3D model] Different Food Qualities (3/29 Update)

    I asked the same thing, but my hopes are low. They'd have to make sure we don't use any copyrighted models/textures or even pictures used to make the textures.
  25. janus0104

    Does this ever annoy anyone else?

    What? No.... alphabets are ALWAYS easy to learn. Put it on your screen, write it down 50 times, you basically got it. Japanese (hiragana/katakana), Korean (hangul), Russian (cyrillic)... it's all just different signs for letters or syllables. Unless you're somehow learning impaired, you can pick it up on a good afternoon. Of course you need to be using it occassionally to stay fresh - my last russian course was 4 years back so I had to remember it again when looking at road signs.
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