roykingtree 125 Posted February 22, 2013 I was looking at the forums and saw a thread by joeyslucky22 where he has created 3d models for various foods each with their own quality/look. I thought this was really cool and It made me think that if there were a public database where people could post 3d models of anything and everything then the dev team could use that as a supplemental resource to their 3d-models. I think it would open up a vast array of realism (depending on the amount of 3d-models uploaded). Imaging seeing hundreds of different food products/t-shirts/shoes scattered around. Obviously the devs would choose good 3d-models so there would be a standard of qaulity. If this was implemented, I think it would greatly help the devs and make the game even more incredible.Link to joeysluck22's 3d model thread: http://dayzmod.com/forum/index.php?/topic/121763-3d-model-different-food-qualities-215-update/page__hl__modeling 1 Share this post Link to post Share on other sites
joe_mcentire 2074 Posted February 22, 2013 (edited) actually a nice idea... they should release requirements, which the files must fulfill and then every one could add their bits and pieces, also accessible for everyone.i suggest to begin with a decent sparkling wine form the crimean region additionally mixed with gold flakes. Edited February 22, 2013 by joe_mcentire 1 Share this post Link to post Share on other sites
roykingtree 125 Posted February 22, 2013 actually a nice idea... they should release requirements, which the files must fulfill and then every one could add their bits and pieces, also accessible for everyone.i suggest to begin with a decent sparkling wine form the crimean region additionally mixed with gold flakes.After I posted this thread, I realized you made a similar one earlier haha. Share this post Link to post Share on other sites
joe_mcentire 2074 Posted February 22, 2013 After I posted this thread, I realized you made a similar one earlier haha.ahm not really it was more to get the ideas, your thread takes the next step and is dealing with the particular realization Share this post Link to post Share on other sites
UnarmedCiv 54 Posted February 22, 2013 (edited) if dayz goes to steam, people could use the steam workshop to display stuff. Edited February 22, 2013 by UnarmedCiv Share this post Link to post Share on other sites
OrLoK 16188 Posted February 22, 2013 Hello thereThe problem with this is you may get a "sketchup" situation where folk are uploading models that are not quite all their own work. That can cause all sorts of headaches and wars.RgdsLoK 1 Share this post Link to post Share on other sites
willey.erd@oundleschool.org.uk 506 Posted February 22, 2013 I would rather that this was for the mod, rather than the SA. I feel as if the SA should be left to the professionals, although that's not saying that Joey, Elvaron and all the other people from the other thread's work is not exceptional. Perhaps the Standalone should be left such that the highest-quality assets went into the game, made by professionals at Bohemia. It's similar to the custom maps: while the maps are all brilliant and well-made, let's be honest: Chernarus is by far the best made, the best looking, the best optimised and generally the most beautiful of them. Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted February 22, 2013 (edited) Designing and texturing a model is only about a third of the actual work it takes to get it into the game. Even nailing down the objects scale can be a bit annoying and that's after you've written or edited the config files, rvmats, processed all the various maps, and built all the proper lods. Don't let that scare you though. We wouldn't have all the mods now if people didn't tackle these problems before. I'm pretty sure this community can do it if those stiff collared Arma nuts could. ;) When I get this 100% nailed down (or close enough) I'll try to write up a walk through or at the very least link to all the various sources that have guided me. Edited February 22, 2013 by SausageKingofChicago 1 Share this post Link to post Share on other sites
OrLoK 16188 Posted February 22, 2013 Hello thereA kind of Digital Tutors "introduction to the O2 import workflow" would be great. Don't do it with a specific software in mind rather a general guide.Hurry up!L Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted February 22, 2013 Right off and real quick as I'm out the door, these two guides have been exceedingly useful.I recommend anyone who can model and happen to be interested in getting your stuff in game to this tutorial step by step by step. Config files can still drive you nuts though.http://community.bistudio.com/wiki/Mondkalb%27s_Addon_TutorialThis was originally for Operation Flashpoint but it covers the basics nicely. http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm I'd probably avoid explaining how to model as I'm not worthy. :) There are some great noob friendly tutorials on BlenderCookie so that's a good place to start if you happen to not be Orlok (he's a 3d god) and you're interested in learning. Autodesk has a complete series on 3ds Max and Maya on youtube and students can get the software for free (mind the license). 1 Share this post Link to post Share on other sites
OrLoK 16188 Posted February 22, 2013 Orlok (he's a 3d god) Lies! :) My work is very basic, anyone can do what I do, one just has to have the interest and time.There are amazing free tools out there and many many many superb tutorials.Ta for the links, SKoC. Keep em coming. Perhaps if you have time, update and bundle them together for clarity. What always stopped me putting stuff into the arma engine was the fact one had to hunt for small snippets of of info here and there.There was an editing centre once for ofp/arma, but i believe that went under.RgdsL Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted February 22, 2013 Lies! :) My work is very basic, anyone can do what I do, one just has to have the interest and time.There are amazing free tools out there and many many many superb tutorials.Ta for the links, SKoC. Keep em coming. Perhaps if you have time, update and bundle them together for clarity. What always stopped me putting stuff into the arma engine was the fact one had to hunt for small snippets of of info here and there.There was an editing centre once for ofp/arma, but i believe that went under.RgdsLWill do, I just need to nail it all down first. I also forgot to mention JoeySlucky22's thread. JoeySlucky and Elveron pointed me in the right direction and Slucky's post on his process nailed down two issues I was having. Props/Beans/Gold nuggets to those guys. 1 Share this post Link to post Share on other sites
joeyslucky22 638 Posted February 22, 2013 Will do, I just need to nail it all down first.I also forgot to mention JoeySlucky22's thread. JoeySlucky and Elveron pointed me in the right direction and Slucky's post on his process nailed down two issues I was having. Props/Beans/Gold nuggets to those guys.I wonder why people read my name as "Slucky"... You're definitely not the first 1 Share this post Link to post Share on other sites
sausagekingofchicago 4711 Posted February 22, 2013 I wonder why people read my name as "Slucky"... You're definitely not the firstFirst name, last name, and some numbers (usually age or y.o.b.) A very common handle/nickname usage around the net. I stand corrected. :) 1 Share this post Link to post Share on other sites
janus0104 212 Posted February 23, 2013 (edited) Designing and texturing a model is only about a third of the actual work it takes to get it into the game. Even nailing down the objects scale can be a bit annoying and that's after you've written or edited the config files, rvmats, processed all the various maps, and built all the proper lods. Don't let that scare you though. We wouldn't have all the mods now if people didn't tackle these problems before. I'm pretty sure this community can do it if those stiff collared Arma nuts could. ;) When I get this 100% nailed down (or close enough) I'll try to write up a walk through or at the very least link to all the various sources that have guided me.Yeah, try adding melee weapons ingame. Shit took me 4 and a half hours to get the handle into survivors' hands, moving it millimeter-wise and rotating single angles at a time...EDIT: Make that a day's worth of work. Memory LODs, local mesh displacement and big-ass boundary box LOD... the things you need for DayZ to recognize weapons...Going to sleep... 24 hours working straight on this shit is tiring... Edited February 24, 2013 by Elvaron 2 Share this post Link to post Share on other sites