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Enterable buildings

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Ok this is probably a pie-in-the-sky suggestion, but after the luxury of enterable buildings in ArmA 2: OA, where very *single* mudhut, apartment, farm, practically anything that had a door could be opened with a full, believable interior, I'm finding it very hard to return to Chernarus's collection of faux-houses and magically ajar yet unenterable doors.

Those few that do have an interior... well who knows? maybe in the soviet-era apartment buildings were designed with only 2 rooms.

So anyways, exactly how hard/easy is it to drop-in replacement (better, more believable) building models into a pre-existing map like Chernarus? It's doable for small-scale objects, but so far I haven't seen any mod attempt to modify the original ArmA2 map layouts to better suit the mod, so what does this mean for the future of buildings in DayZ?

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Yes I agree, I do not know if its possible but perhaps change the useless building Object(ID) with ones that are enter-able. I know you can remove objects in the editor so perhaps a simple remove and replace with identical open building would be fantastic. Mostly the inland towns need more enter-able buildings, and some of those smaller housing along roads!

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Yeah I miss all buildings being enterable as well. I would LOVE to see a custom map made for this mod. If any game ever deserved a custom map it is DAYZ! I DON'T miss the endless desert in Takistan. Nor do I miss the dirty Takis. The Takis wipe their butts with their hands and don;t use toilet paper. Can you imagine the staff infection you would get being bitten by a Taki zombie?

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No need to waste 10months making a custom map. Do as I say, swap the objects with identical ones but are open! Easy peesy! (I think, as I have done it before)

PS. Desert setting for zombie game would be amazingly boring, just real boring landscape sorry!

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Sup PRiME.

I thought you ahve TS with Rocket? Tell him to do that lol

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hey PRiME can you give us an idea of what is involved in replacing/editing large map objects with the editor?

For buildings, do the models already have interiors and is it the case that to make them enterable one only needs to set some flag or ID as you say?

In either case it sounds promising, if it's just a set of ID's I bet a mapper like yourself could make short work of it in an hour, or even if new models are required I'm hoping there are quite a few willing modellers in the community.

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No what's required is you need to remove the object from game ( each object has a ID number associated to it that you can treat as a object like deletevehicle (object 223231) )

Then what's needed is those models would need to be removed out of BIS pbo packages (buildings) and then edited within the model editor to ad in interior, atm there are already many interior assets you can just rob and loosely put in, once that is done, save the model, repackage it with new config in a new PBO.

The addon PBO would be small to start with but grow as you add more open buildings. Once that is all done you just createvehicle at the same positions and direction of the original Object file. Done.

Its easier then it sounds, but for complete noobs it sounds like allot of work. But once you have those assets on hand it would be quite a straight forward thing, and you only want to try it with 1 object at a time to make sure all is behaving correctly ingame.

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No what's required is you need to remove the object from game ( each object has a ID number associated to it that you can treat as a object like deletevehicle (object 223231) )

Then what's needed is those models would need to be removed out of BIS pbo packages (buildings) and then edited within the model editor to ad in interior' date=' atm there are already many interior assets you can just rob and loosely put in, once that is done, save the model, repackage it with new config in a new PBO.

The addon PBO would be small to start with but grow as you add more open buildings. Once that is all done you just createvehicle at the same positions and direction of the original Object file. Done.

Its easier then it sounds, but for complete noobs it sounds like allot of work. But once you have those assets on hand it would be quite a straight forward thing, and you only want to try it with 1 object at a time to make sure all is behaving correctly ingame.

[/quote']

LOL!

It sounds like a lot of work because it IS a lot of work! And full of "gotchas" like having mismatches because someone doesn't have the same pbo as the server, etc. Remember, you'd have to have every player download the "updated" pbo each time the map was compiled with the open structure (and new interior) in it. As some one who spent half a year learning what could be done with custom islands and buildings in this game I think I would rather avoid the headache and do a custom map with custom buildings.

Ideally I have most of my poker chips in the pile that says Arma3 will have many more enterable buildings, more suitable terrain, and might even have this mod released around the same time? Til then I'm happy messing around with only having some buildings that open.

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Custom map...gigantic shopping mall....proper military base....prison....interstate and overpasses...sewage system.... Oh sweet jeebus a survivor can dream can't he?

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Custom map...gigantic shopping mall....proper military base....prison....interstate and overpasses...sewage system.... Oh sweet jeebus a survivor can dream can't he?

I'm a poor modeler but I can do terrain... I'd be almost tempted to see what couldn't be whipped up but someone else would have to help with the buildings... and then again Arma3 isn't that far away either, is it?

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The game already has buildings and such placed in some towns to allow for better looting. Shopping mall for example. Also this is a Alpha, get use to downloading updates ;)

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Rocket should convince BIS to make a "Chernarus 2012 Zombie deluxe version" it would be a nice bonus map for Arma 3 also ;)

I'd love to see a revamped version of Chernarus, or a full custom map just for this mod. If BIS decides to release enough "enterable" building models (that don't look like they belong in the desert) it would be sweet to see all the revamps people would be doing.

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I'd like to bump this to the top, as I think it's one of the things that currently hold the mod back from becoming truly immersive.

It seems to me if people are willing to jump through a bunch of hoops to download all the files and play the game, what's to stop them from downloading a new map or a replacement map with new models?

+1 to more open structures.

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I would download an update every couple hours to play this mod, and be happy. I don't mind havin' to downlaod more content, when the content is as good as this.

More enterable buildings would be great ^.^

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I don't want to start a new thread on this, but here some ideas :

1. Adding more enterable buildings.

Most of the small towns in the game have no enterable building. To me it's an issue, and it's even more of an issue now with the temperature system. I'm not saying every single buildings should have hyper-detailed interiors. My idea is to make 2 or 3 other type of buildings enterable, preferably buildings which would be common all over chernarus, like residential houses.

2. Give an explanation for some buildings not being enterable.

I've got no problem with most of the building having no interior. The problem to me is that there is no way you can easily identify interactive doors when you're new to Chernarus. My idea would be that houses that are not enterable should be locked like it would be in real life if a virus was to turn people into zombies. Some buildings would have planks barricading windows and doors. Other would be blocked with bricks.

Then the player can easily imagine why those buildings are closed : maybe some survivor tried to lock himself into a house ? Or maybe some other building has been locked by the army after quarantine measures have been taken ?

3. Have randomize interiors

It would be cool if all houses interior would'nt be exactly the same. Some houses could be totally ravaged, with blood stains showing someone got infected in there and killed his family. Those kind of hints would add to the immersion and would help tell the story of chernarus.

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Replacing some/most buildings without interiors with ruins (used to be a simple setDamage in ArmA 1) would help the player identify those buildings you're able to enter faster, while not having to render a lot more interiors. Every town ought to have at least a couple buildings to loot though.

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