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Rawr-Tech

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About Rawr-Tech

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    Cyprus

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  1. Our website is now live, with a nostalgia themed homepage https://dza3.cytechindustries.com/
  2. DayZ Mod Licensed Data Pack: DAYZ_MOD_PBOs_ADPL-SA.zip https://www.bohemia.net/community/licenses/licensed-data-packages That's statement maybe correct for other versions of the mod. But not the data pack used to create this mod with non included aspects created by us. https://www.bohemia.net/community/licenses/arma-and-dayz-public-license-share-alike-adpl-sa
  3. Information: The Arma 2 DayZ Mod Remastered for A3. This started as passion project to rekindle my love for A2 DayZ for just me and few friends, however, after hours of pain and grief working on it, I decided why not let everyone enjoy it. The goal is to keep the user experience as vanilla as possible, bar a few quality of life changes, for the better. but ultimately making it as close to DayZ Mod 1.6.0 as possible with a few additions here and there. Additional features: - Reworked Zombie Animation config allowing for more zombie variants. - 2 Custom Backpacks - Arma3 equipment integrated into gameplay. Website: https://dza3.cytechindustries.com/ Discord: https://discord.gg/KgJH2uZ Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1971168212 Server stats: Our Other Project. Media: Credits: DeanosBeano A2 Bikes (http://www.armaholic.com/page.php?id=33246) Breakingpoint team (Weapons) https://github.com/deathlyrage/breakingpointmod Dean Hall and BI for DayZ Mod, Also thank you again BI for making it ADPL-SA Credits & Dependencies: Reyhard Civilian pack: http://www.armaholic.com/page.php?id=26188 http://www.armaholic.com/page.php?id=33246 CUP Team (Chernarus and Core) MAXIMILI A2 Player Animations (A2ATA3)
  4. Yet another watch development video The system now allows for multiple tiers of watches allowing players to get better watches to display more info. Oh, also now our futuristic advanced tech manufacturing company, makes 80s Casio watches... Lowest Tier watch: Mid Tier Watch: We have a top tier watch planned however it requires unfinished systems to function so is on hold for now.
  5. The working version in-game with all elements working.
  6. At the moment it is using a gear slot but, It's far from Ideal for compatibility but, if you have any other ideas on how to expand compatibility I would be more then happy to go into further detail about it with you. Final model with placeholder face and view watch animation. Ingame displaying vitals: Thanks, I am also a fan of your work I've been following your youtube channel :) Would you be able to contact me on discord I have some questions. Rawr-Tech#7159
  7. I have been working on our gamemode UI and wanted something different for our project. I figured I would share some media my proof of concept as I've never seen anything like this done in Arma before 🙂 In its current stage it only tells the game time in realtime, but you can see the capability of such a concept.
  8. It is going to release all at the same time however, the mods are going to be separated into two mods for example "Cytech Terrain's (Buildings assets, aboveground terrain and underground terrain )" and "Cytech Gamemode (Vehicles, Weapons and other assets)".
  9. Update #6 - Cytech Development. I would like to start off by apologising for our absence over the last weeks, We are still here alive and well. However, work has been slow over the past few weeks due to most of our team having University exams over the last few weeks and coming weeks. I myself have been with work as I explained in my previous post but my work should be back to normal in a few weeks. We will also be changing this weekly update from weekly to as often (Maybe be longer than a week) as I or another member of the team can post. With the goal of returning to this format once again in a few weeks. This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress. Atom_Monky: Monky has been hard at work with populating our aboveground terrain it with nature such as trees and bushes. He has also been hard at work creating our custom bridges for the map Media: Dan Tronic: Dan has been extremely hard at work crafting the underground environment, making decals, combo models and creating textures. Media: Rawr-Tech I Have not had very much time to do much so I will share an image from my back catalogue of my work. Media: Responses:
  10. I do apologise for the lack of posts, I have had not time to post as the organisation I work for requested I work for the last 3 weekends. I will try and make a post tomorrow we have been working hard in our spare time, we have more frequent image posts from our devs on our discord. I will also try and address everyone else's posts this weekend.
  11. Weekly Update #5.5? - Cytech Development. I would like to start off by apologising for our absence last week, We are still here and live as the saying goes better late than never. This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress. Atom_Monky: Has been working hard on getting the above terrain ready for us to start building, Has has also created a custom bridge from scratch for the terrain. Media: Dan Tronic: This week Dan Tronic has been continuing to work closely with Atom Monky on the ground clutter for the above ground terrain as-well as updating the satellite map. (Screenshots coming soon) He has also been working more custom environment assets. Media: He-Man: Has been finishing off his work with the final underground assets. Media:  Lakarak: Lakarak has been working on our faction uniforms getting them rigged ready to be game ready. Media: Rawr-Tech I have been working on our faction uniforms with Lakarak, finalising the rigging on our as wolves for the PVE aspect of the gamemode and some smaller gamemode features like animated lockpicking. Media: Responses: They Alias's scripts, however, our goal is to bake them the map when the underground is ready and after extensive testing.
  12. Thank you, We cannot wait for players to get there hands on it. As for the matter of AI, we will be trying our best to allow AI to work in our underground map, however, we are not at the stage to test and implement working AI in the underground at the moment. As for the above-ground, AI will work fine, just like with vanilla maps.
  13. Weekly Update #4 - Cytech Development. This is a brief update from our development team showing our weekly progress. This is by far not everything that the team has achieved this week, however, we aim to make one of these a week so as to stay in contact with the community and get feedback on our progress.  Dan Tronic: This week, Dan has been busy working on the custom environment models. Following on from last week, Dan has now finished the ground clutter models and has since moved onto rocks. Media: He-Man: He-Man has been working hard on more of our underground assets finishing off the final few required for the current unground build. Media:  Rawr-Tech: This week I have taken a break from buildings to work on vehicles, I have remixed and ported the ArmA 2 "Hand Over, Offender" creating a new Land Rover Defender 90 hardtop variant using the original textures UV mapped to the new hardtop allowing for easy retexture using original textures and playing around with animations on the Ural allowing for adding armor to the vehicle and allowing players interact with viewports for better first person viewing . Media:
  14. Our assets are not ported from S.T.A.L.K.E.R. nor ripped from a pre-existing game, they have been developed and customised to our specifications. (Edit: In the early stages of development we did use some stalker assets in our underground, however, these were placeholders and have since be removed due to my distrust of the stalker asset usage agreement being sketchy at best) MP is high on our priority list and we will be testing it as soon as possible. As for the graffiti point that makes perfect sense, when it comes to locked-down areas with low human activity that will very much be the case.
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