Yuval 221 Posted October 31, 2015 (edited) This thread is supposed to gather all information regarding modding, in big comparison to the ArmA modding procedure. I have gathered all this information from experience, inspecting ingame files, previous status reports / devtracker / interview / presentation entries and information around the internet.If anyone wants to add more information please reply in here. If you are against the idea of modding please do not participate. This is not a modding discussion but rather information sharing.Starting off - mod support.- Confirmed integration with Steam Workshop, mod tools will be released accordingly.- Mod support will begin around after the new renderer is out, and it will be in the BETA - Release period.- Full accessibility just like the ArmA franchise.TERRAINS:- Additional navmesh map for animal AI and zombie navigation, will probably be an automatic generated file after the terrain is ready.- Rest of the mapmaking process is bounded to be very similiar, road system is currently based on A2, not A3 but it may be changed - no word on that yet.- A video from not long ago shown a developer with Visitor 3 or a software with identical interface.MODELS:- Modelling will encounter a few changes. All models will use the .fbx format. RVMAT are likely to be changed a little, or atleast an extension change (ENMAT?).- Word on new modelling tools haven't been out yet.- New memory points for all items - boundingbox_min , boundingbox_max , invView that will be used for the inventory preview of these items.- Houses will have loot spawn proxies, every model needs to contain different type of proxies for different types of loot spawns (Weapons, clothes, etc..).- Weapons can have unlimited amount of attachment slots, every slot has a proxy and is defined in the config.- Vehicles will most likely need to have selections of different parts for interaction, animations and parts falling off after getting ruined.- Player models (yeah, no more "uniforms" or "units") are directly configurated to store variables regarding hunger, thirst, temperature, etc...ANIMATIONS:- The animations will be revamped, replacing the .rtm files with the new .anm files.- Animation configuration will be split to 2 files: animGraph and meshObjects with the formats .ag and .xob. (animGraph is known to be part of the CryEngine animation system)- Relationship between the new animation system and the .fbx files are unknown, currently they are both configured in a config.cpp with the old .p3d models.class SurvivorPartsNewAnimSystem{ model = "\dz\characters\bodies\bodyparts_above0.p3d"; moves = "CfgMovesMaleNewAnimSys"; class AnimSystem { meshObject = "dz\characters\bodies\player_testing.xob"; animGraph = "dz\anims\cfg\player\player.ag"; };};- The skeleton has new bones named "props" which are supposed to represent different kinds of items that are visible on the player.- The skeleton also has extra arm and leg bones (LeftForeArmExtra, etc..). The total bone count stands on 120 (without the face bones).- Configuration of the animations will no longer feature the "stance" variable, animations will also have variables regarding different states of the player (isRestrained, suicide, etc...)- The male and female models use the same skeleton and therefore share the same animations (No boobs bone :( unfortunately)MISC:- SQF replaced with EnScript ("far closer to c++").- Config syntax will likely to stay the same. Edited November 8, 2015 by StanleyWasHappy 3 Share this post Link to post Share on other sites
Yuval 221 Posted November 6, 2015 Added "ANIMATIONS" section. Share this post Link to post Share on other sites
Yuval 221 Posted November 7, 2015 - Added more information regarding the skeleton, anim config and player config.Remember, although the animation system is changed - the animations themselves and their connection to the man skeleton with bones and keyframes are most likely to be similiar. Share this post Link to post Share on other sites