theevancat
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Everything posted by theevancat
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So much this. Hats, vests, and bags are easy because they don't need a weighted model (long explanation.) But character models like clothes? I've almost put my fist through the computer doing them.
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I always think that birds are CAS jets coming down to murder me when I play Arma. I see the shadow and I'm like: "This is it, Evan. You've had a good run."
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I retextured a thing in Arma, I'm going to go and fix the core engine of the game. I'm a developer, after all.
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That's also a Ural 650, I believe. Russian one.
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Why not both? VROOM VROOM MOTORCYCLES.
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And what would you say the rarity of AKM mags would be? If it's accurate, powerful, etc. I'm already looking at finding one. But ammo is an issue: should I give up my Mosin with ~120 rounds for an AKM?
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And regular mags are 1x2, probably? If I could get a Hello Kitty sticker on my bright blue UN helmet, I'd be the first to do so. Then I could roll with my AK to heart's content.
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Haven't had a chance to get the AKM. How much space do magazines take up?
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My reaction:
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The Night of Bad Luck.. aka, The Curse of the AKM
theevancat replied to Irish.'s topic in General Discussion
Isn't there a new vest, too? Is it any good? -
The Night of Bad Luck.. aka, The Curse of the AKM
theevancat replied to Irish.'s topic in General Discussion
AKM is cursed? Brb, hopping on experimental, if my stable character will still be there when I hop back, It's my destiny to possess one. Kalashnikitty would be disappointed if I didn't. -
Storage System 2.0 (better tents, crates, etc)
theevancat replied to xalienax's topic in Suggestions
Smoke weed, climb mountains. #peak420 -
Well, I'm sure there's gonna be dicks everywhere in a real life apocalypse.
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Storage System 2.0 (better tents, crates, etc)
theevancat replied to xalienax's topic in Suggestions
And this is why God invented mountains. I think I'm going to be some sort of DayZ Taliban. -
Yeah, I've found that PIP doesn't really affect me. If the capability is there, I'd like to have it.
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Anyone else think DayZ should switch engines?
theevancat replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Ah. I thought that Carrier Command was RV as well, which is why I thought it was still RV (3.5 or something.) -
Anyone else think DayZ should switch engines?
theevancat replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Isn't the ToH engine RV3 like Arma 2? -
I'd like this, of the message were in the same vein as the "I feel hungry" ones. Like, "I think I recognize him: that's Ted."
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Rolling your sleeves (and why I think it can be done easily)
theevancat posted a topic in Suggestions
Okay, so there's already a thread on sleeve rolling from back in February and it is a good idea. However, I do mods for Arma 3 and since that's on the same engine I think that building rolled-sleeves for certain gear would actually be easier than it seems. So the benefits of rolled sleeves would obviously be something like preventing overheating and cooling down, or warming up when you roll them back down. Pretty simple, and addressed in the other thread. * Keep in mind that this is based off of the Arma 3 engine, of which DayZ is different. I hypothesize that it's similar enough but until modding is introduced I won't know the specifics for sure. * But how to do it? Obviously it would require a new model: however, that's not as hard as it sounds. With the base model, all you need to do is edit the visual model of it. On the Arma engine, at least, uniforms have more than just the "visual" part. They have geometry LODs, which determine what you bump into and where (can't phase through walls), fire geometry LODs that tell where you can be hit. Now, those would already be done. All you'd need to do is edit the visual LOD, which is a far easier task (especially for experienced modelers like at BIS.) Now to do texturing. That may not be an issue at all. If the sleeves are merely pushed up, there might not even be a separate texture. For example, there's the Independent uniform in A3 that has a rolled sleeves version that uses the same texture. When a texture is applied to a model, it is done so in a UV map that kind of "flattens" the model and allows you to put textures on it before "wrapping" back on. With a rolled sleeves model, it simply won't utilize the forearm part. There's no need for a separate texture. For something like rolled sleeves with the inside outwards with maybe a different color, the UV mapping of that would be fairly easy. Just select the faces and apply a texture and then map it - it's simple-ish but hard to explain. Once again, not hard for experience Ced modelers. Now onto configs - what the game uses to know the data about a thing. That's even easier. You don't need to change too much for a new model - no changes for carrying spaces or whatever. Just replace the previous model with a new one and the hiddenselections textures if need be. Change the classname and you're set. So how do we change one model to another? Now, this is the only part I haven't dome myself. However, I do know that it's theoretically possible because you van use scripting to change one object to another in a fairly simple fashion. There may be a way to preserve inventory as well, and I'm 90% sure that's in the engine. So there's my suggestion. Hopefully my explanation shows that it can be realistically, easily done. I'm no expert on this, but I feel like I know enough to offer an actual suggestion on how it can be done as opposed to "add this plox." I may be wrong about DayZ's engine, but A3 seems to be close enough. And yes, I know that this is in alpha. However, this is an easy thing to do for the future and something that can be done easily - it's only really a lot of menial labor changing the many models around, not anything completely new that results in hitting-a-brick-wall-syndrome. If there are any issues with this, I'd like to hear them. Once again, I'm not an expert but this is what I think based on my experiences with modding (including modeling.) -
Rolling your sleeves (and why I think it can be done easily)
theevancat replied to theevancat's topic in Suggestions
We should get growing chest hair with our beards. Dominance is shown by whoever has the 70s-iest chest hair. -
Rolling your sleeves (and why I think it can be done easily)
theevancat replied to theevancat's topic in Suggestions
Sorry for the typos, by the way. Phones aren't good at writing long posts. -
Isn't it pretty marshy around there, too? And then mountains would make that difficult. The topography is a big concern.
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Well, I think a lot of times it's pretty obvious. If he's missing a good chunk of his face then you don't really need a magnifying glass (or a degree in forensics, for that matter) to figure out that he got busted in the head.
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Why do some players do everything possible to avoid interaction?
theevancat replied to mithrawndo's topic in General Discussion
I've shot people only to regret my decision and fix them up and letting them go. They're disarmed, of course. So that was just me panicking a KoS (lone NWAF pilgrimage, go figure) and then turning the botched job into an interaction. -
eating/drinking/bandaging and how to create cancel action.
theevancat replied to akafugitive's topic in Suggestions
Yeh, I've seen a Tweet with a screenie of that feature. However, it's part of the action menu when right clicking on something.