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Everything posted by janus0104
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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*
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[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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: -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
Don't worry about that, if you ever want to put it on the first page or something that's entirely up to you :) -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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. -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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): -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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 -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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.... -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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. -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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... -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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. -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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 :( -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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. -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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? -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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? ;) -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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? -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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. -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
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. -
Does this ever annoy anyone else?
janus0104 replied to colekern's topic in DayZ Mod General Discussion
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. -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
That's why I wrote 2 pages back: "Unfortunately, the one I'll be presenting when it's done texturing wouldn't work ingame, 16k polys for all the nice rendering details. Would have to reduce to 2~3k for an ingame weapon, max. It can be done and I stored the low-detail before I applied smoothing, but it won't be as pretty" It's a for-rendering smoothed version. The raw is at 1k polys: But I suck at texturing, so I'm letting the pumpgun rest for now. Unless Joey wants to pick it up? In other news... frying pan. Not too happy about the result, but what can ya do. -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
How about Inception's Choice? Not as original, but a good oldy... -
IIRC, when the server fails to load your player profile it doesn't log you in further... that's when you get the perpetual waiting for host / looking at that briefing map / similar hang-ups. Those times, ArmA loads a default player (George Smith or, if it happens multiple times during a server's uptime, similar names) but ultimately doesn't spawn it, sometimes resulting in the player name appearing in the multiplayer stats screen (that is now disabled). Something like that....
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[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
Anything you'd particularly like to see? I'm waiting to be in a better mood before I approach the shotgun again, need to make a fresh UV layout, the old one wasn't going to work and look good without going to ridiculous texture sizes because the shells didn't overlap. What vegetables do you think would fit into DayZ? Maybe some mushrooms? -
Ask a question to be answered in next blog update.
janus0104 replied to SmashT's topic in DayZ Mod General Discussion
Pre-/Post-release, how are your plans to include community contributions to the game (like http://bit.ly/ZcElXn )? *Edit: I see someone already asked this* What are your plans in terms of a modding API for DayZ SA / event-based server configuration options ( e.g. elimination mode, if you're dead you're dead )? -
[3D model] Different Food Qualities (3/29 Update)
janus0104 replied to joeyslucky22's topic in DayZ Mod Suggestions
Whatever furthers the game, go right ahead ;) Your name makes it kinda hard... with the movie and whatnot... first thing that comes up are sleeping pills (put them in a bottle of water, place it somewhere. someone else picks it up and drinks it, they get knocked out after 30~60 secs). Any alternate ideas? -
you know when you played to much dayz when....
janus0104 replied to leeds2007's topic in DayZ Mod General Discussion
You know you've played too much DayZ when you notice the food meter's going red, you grab the phone and dial the pizza delivery, by the time he asks what you want you realize what you're doing... and order anyways, hoping you find some food and a good place to logout before he arrives. *true story*