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This is post is mostly to the people that say things like " release modding " "modders would have finished this game by now " "mods will make dayz great" and soo on.
I see people that make such claims to be quite stupid ( sorry if you feel offended but you are ).
My point being is that there already is a dayz mod out there! So think about it for just a second and realize that saying something like " Release modding then dayz will be great and ready in no time " is just ignorant and mostly stupid.
The mod that exists is not bad ...but it aint that great aswel. So what would be different if they release modding for dayz at this early stage of their development. All you will have is a nother dayz mod slightly different.
Just got annoyed after comming across comments that state that modding is all the game needs.
So i made a post that maybe some of thoes people who say that realize how stupid it actually is to comment s**t like that.
By The Ghost of Hoik
Modding is coming to the big screen (so to speak)!
The director of district 9 has launched a new studio which will release assets from its short film's on steam for users to do with as they please.
A Very interesting concept that I will be watching closely.
Edit: Huh, I thought this would grab more peoples attention on these forums... this is a truly innovative idea in terms of movie making, very early days still - anyone from the very early days of DayZ MOD who were surprised to learn there was other forums outside of 'suggestions' should hit up the oak studios forums now - it has a very similar buzz right now!
While modding SA is still a long way off, an BI has not released any official info, specs, or tools for modding SA, I think there is value in having a forum category to start talking about the subject.
The three main reasons I think it's worth creating now are:
To have a place for people interested in any of the different aspects of modding SA (be it concepts, coding, animation, or modelling) to share ideas and info, and to bring together people with different skills to combine their efforts.
Modeling discussion. Making quality models takes time. A lot of time. Why not use this time while we wait to consider what kinds of assets can be created and tested in ArmA 3 that should hopefully require little to no conversion? If one avoids weapons, vehicles, and certain types of clothing, as they are probably (AFIK) the assets with the most amount of differences in SA from A3, which would lead to a great deal of conversion/porting issues until we know more, that still leaves us with a ton of possible things to create.
Discuss the topic of how the player base and BI can work out the best procedure for submitting, collecting, and distributing mods and asset collections. While the end results would end up in the Steam Workshop, figuring out the most efficient ways to get to that point is worth talking about. Take modeling, for example. If there is a way to have a few 'community asset' packs available of player-submitted models that all mods can use, such as 'industrial items,' household items,' and 'farm items,' we can hopefully avoid ending up with 10 different models of the exact same item. Not only would that make detecting and debugging problems easier, but it would also help modelers make a wider selection of items. While it's perfectly fine to have 3 different kinds of coffee pots, for example, having 16 different models for 'loose wires ripped from an old TV' is overkill. Community asset packs also may help address some of the issues/headaches that involve rights/usage/attribution.