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cifordayzserver

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Everything posted by cifordayzserver

  1. The BI Panelak2 had porches on the front of the building like the 2 story SMD ones still do. The SMD_panelak2 and SMD_panelak3 have this area blocked off with a closed hallway and solid facade on the front of the building. This is because the 4 and 8 story versions I did are made of the same proxied parts. The intention is to save a LOT of performance by not having the railings, and being able to fully occlude the outside while inside the stairwells. There is a LOT of drawing going on in an 8 story tall stairwell with a railing... so blocking the outside object from drawing is a good "trick" to not have a massive frame drop, you can see in some of my older videos of it (and even still now as it's not fully optimized) there is a frame drop as you round the corners of the stairwell. These were basically a test/proof of concept to see how tall/enterable of a building you could make... There is apparently no limit (the fps is horrible because I was recording with full settings 12k view distance in 5760x1080 and capturing 1920x1080p) The buildings are not done up to exacting standards at all, I plan on redoing them entirely, but that project was being put on hold for other projects. I recommended that they not be included, but since they have been I'm trying to get them fixed enough to work. EVENTUALLY, when I redo the building, I will likely do 2 versions of each, ones with the front porches/railings, and ones without... but for now... "it is what it is" Keep in mind the room count changes, which hopefully was the obvious focus/benefit of the buildings: BI Panelak - 2 apartments SMD Panelak - 4 apartments BI Panelak2 - 1 apartment SMD Panelak2 - 8 apartments + Elevator Shaft to the roof BI Panelak3 - 0 apartments + Elevator Shaft to the roof SMD Panelak3 - 16 apartments + Elevator Shaft to the roof There is ZERO question the buildings need work, so pointing out specific flaws/problems with them is essentially pointless... IMO kju should do a poll and see if they're wanted, or should make it a toggleable option to swap them in or not. These are the red headed step children of the SMD Building collection... there are COUNTLESS other buildings by M1lkm8n that are much better to use as 1 for 1 replacements.
  2. Fabio is a contributes to @CUP, AiA implements some of that work, his comments about being a spokesperson for AiA are not sarcastic. What I think his point was, is that the tone of some of the bug reports in this thread (and others, and I'm NOT pointing the finger at you at all) have been a bit aggressive, and for us as modders, this can quite easily be taken personally. Further, many modders find the tone taken by many players generally as not very appreciative, and VERY entitled to some sort of customer service... add in any sort of hint at "requirements" for a modder to conduct himself according to as if he were a kid behind the counter at your local fast food establishment, and you're essentially looking to get yelled at whether you realize it or not. IMO the line between "hey thanks for this" and "WTF! Why is this shitty addon broken?" is getting crossed way too often and way too quickly... and again, this is not directed at YOU specifically. I think both sides of the fence are frustrated, but keep in mind, us modders are giving up our "play time" for what amounts to a 2nd unpaid job.... that isn't very spiritually or financially rewarding... add to that the pace at which releases are expected... and as a modder, you have about 10 min to enjoy getting your latest work in game, because you have to go work on more content. So, on the apartments, they are 100 percent enterable every floor both sides for ALL of them, the 2 the 4 and the 8 story are fully opened, and grenades work fine off the BACK porches... the front porches on the 2 floor do not currently work, I will fix that eventually. The windows allow bullets to pass through but DO NOT allow grenades to pass through. I also MIGHT fix that. The buildings in general are NOT well done, there are a decent amount of issues with them, and they need to be redone from the ground up, at which point they will be not only better, but I will have an interesting feature available for mission makers. Here is a video of the 4 story ones adjusted properly, the 8's are done now, so they all SHOULD swap in to any terrain w/o worry... kju or I will still need to change them slightly to include in his package i/o the smd_buildings package. I will double check them on all the BI terrains too to make sure they swap in fine everywhere, but it shouldn't be an issue now.
  3. cifordayzserver

    Creating a modpack installer

    PWS does this. You click on a shared link, and it dl's all the mods that are in the collection through PWS, you click launch and it does... Not sure when the last time you tried it was, but you sound like you're describing Six Updater. http://play.withsix.com/arma-2/stream/Collections You just need to be logged in on PWS website, then next time you open PWS it DL's that collection... super easy. You shouldn't EVER modify people's pbos and then redistribute them... you should make your modifications in the mission file with cfgPatches.
  4. Shared collections are a feature of PWS as well, you can do this with any combo of any size mods on PWS. http://withsix.com/blog/share-your-experience
  5. cifordayzserver

    Creating a modpack installer

    Shared collections... Sign in when you use PWS, DL, and install the mods you want on your server in whatever launch order you want. Right click on the collection and select "share"... There will then be a shareable link that any PWS user can click on and it DL and installs that same combo of mods. http://withsix.com/blog/share-your-experience
  6. Well, I've ALMOST fixed the buildings for use with other terrains, which in turn will break them for SMD_Sahrani_A2, I can get around it for a bit, but the next time I update the terrain I'll have to re-adjust all of them again. http://puu.sh/bCin9/102578e8a1.jpg (297 kB)
  7. The not reading and getting mad seems to be a theme ;) Kju mentioned in the release that the floating buildings are a known issue https://dev.withsix.com/issues/75151 with pics http://puu.sh/byacG/2cde21b27a.jpg The 4 story one's are sunk in the ground too. I guess I will have a look to see if I can change the building for this project, but truth is, all those brick apartment buildings need to be re-done AGAIN... I've started to put together a better list of the SMD Buildings that kju should be able to use that won't cause any issues on other terrains.
  8. cifordayzserver

    Community Upgrade Project

    The CUP project's aim is to alleviate the requirement for compatibility mods, and to give all mission makers/modders all the assets and many features from Arma 1 and 2 with all of the Arma 3 functionality and improvements fully implemented. There are many modders of varied focus working on the project, and this can even simply be a matter of advising, or providing source files. In many cases, the A1/A2 content being forwarded into A3 by CUP is vastly superior to the default content. One example would be the A1 buildings that M1lkm8n did for SMD Sahrani, there are not only many new enterable buildings with features like animated doors, shutters, and shattering glass; but also many previously enterable buildings have been given these features. So, you end up with vastly improved play environment... noticing a broken window, or open (or closed) door or shutter on a building could mean the difference between life or death. Another fine example of this would be Fabiano's stunning lighting and environment improvements. I'm not fully familiar with all the who's and how's and what's... but there's a really passionate crew working on improving every aspect of the A1/A2 stuff and getting it fully functioning in A3 for ALL to enjoy and take advantage of. As you might be able to tell by the duration between the last bump, we could use some assistance in the promotions area, and could ALWAYS use more folks working or contributing, it's a VERY ambitious project to say the least. I've discussed it briefly with kju, and we both think it is a fairly good idea to integrate the project with my Armaversity project. What I will do is tailor the tutorials for completing @CUP work using the Public Data Release files. This will provide anyone interested in joining a good guide to get started! I'm trying to triage now in order to determine how best to consolidate the effort, so hopefully I'll have a plan, and then a few tutorials aimed at modding for CUP by the end of the this week or next.
  9. cifordayzserver

    JBAD Release Thread

    Your Rocks and Veg turn me on
  10. Hello, I’m NonovUrbizniz aka CiforDayServer aka DayZSahraniHelp, I make mods, I've only been doing it for a year or two. One thing I've stumbled across time and time again is that modders who reach a certain level of skill/proficiency often leave the Arma modding scene entirely. This can be for a number of reasons, they might get hired by BI, or VBS, they might take their skills to another game engine entirely that they are actually earning income for their work more readily, or they may simply have too much on their plate to continue dedicating the ENORMOUS amount of time it takes to develop quality content and mods for Arma. I've seen a few posts promoting a project of an individual, but I wanted to sort of put out a comprehensive list of modders that have been contributing for a Loooong time, and really are not getting the sort of support or even exposure they deserve. I’m not talking throwing money either (Although that’s clearly welcome by many as well), you can help by checking out their work and posting feedback or encouragement in their topics or start threads or share pics/vids of their work wherever you want, general promotion is always welcome! You can also: - subscribe or follow their youtube, or twitch channel - vote for their entries in the MANW Contest - Tweet about them - Play their addons with friends and share the great experiences you have using their addons This isn’t by any means an all encompassing list but it’s a pretty decent start. I. Bad Benson: Author of countless addons, scripts, fixes, enhancements - BI Forums: http://forums.bistudio.com/member.php?61559-Bad-Benson - YouTube: https://www.youtube.com/channel/UC_HadaEuVn2YoIsnKKmVyTw II. Foxhound: Head of Armaholic - BI Forums: http://forums.bistudio.com/member.php?25459-Foxhound - YouTube: https://www.youtube.com/user/TheArmaholics - Website: http://www.armaholic.com/ SUPPORT: http://www.armaholic.com/page.php?id=13310 III. IceBreakr: Author of COUNTLESS Terrains, Panthera, Lingor, Fapovo etc etc etc - BI Forums: http://forums.bistudio.com/member.php?29131-IceBreakr - Website: http://www.icebreakr.info/ SUPPORT: Paypal: info@icebreakr.info IV. Killzone Kid: Scripting and coding expert and blogger/tutorial author - BI Forums: http://forums.bistudio.com/member.php?111447-Killzone_Kid - YouTube: https://www.youtube.com/user/killzonekidtv/videos - Website: http://killzonekid.com/ SUPPORT: Paypal: etc@socionics.com V. kju: Addon Author and Mission Scripter - BI Forums: http://forums.bistudio.com/member.php?72080-kju-PvPscene - Website: http://dev.withsix.com Support: http://www.patreon.com/PvPsceneWorkshop VI. Mikero: Author Mikero's Dos Tools and DePBO.dll the single greatest suite of tools for addon authors BAR NONE - BI Forums: http://forums.bistudio.com/member.php?34807-Mikero - Website: https://dev.withsix.com/projects/mikero-pbodll/files - MANW Entry: http://makearmanotwar.com/entry/rJzIvsFkAf#.VAoqKPldWrE VII. M1lkm8n: Terrain Artist and Modeller (SMD Sahrani and SMD Building Project) - BI Forums: http://forums.bistudio.com/member.php?96398-M1lkm8n - YouTube: https://www.youtube.com/channel/UCwn3CuqIPPgBQ3vHLUO9w9A VIII. Nouber Nou - Author of ACRE, Contributer to ACE and CBA - BI Forums: http://forums.bistudio.com/member.php?56560-NouberNou - YouTube: https://www.youtube.com/user/Noubers SUPPORT: http://www.patreon.com/acre IX. Sickboy: Play With Six Author, CBA Coordinator/Contributer - BI Forums: http://forums.bistudio.com/member.php?13213-Sickboy - Website: http://play.withsix.com/ X. Snakeman: Creator of PMC Wiki/Forums and Countless addons and tutorials - BI Forums: http://forums.bistudio.com/member.php?39957-Snake-Man - Website: http://tactical.nekromantix.com/ - YouTube: https://www.youtube.com/user/pmcsince1984 SUPPORT: http://tactical.nekromantix.com/donate.php XI. Vilas: Author of P85 and COUNTLESS vehicles and weapons - BI Forums: http://forums.bistudio.com/member.php?15691-vilas - Website: http://www.createforum.com/vilas/ Support: Paypal: vilas@o2.pl Show some support! Subscribe! Vote! Donate! ANYONE who knows of a modder and wants to post their details as a reply as well feel free....
  11. Thanks for the replies guys! All the suggestions have been great, and I've had a few convo's about it directly with a few folks. What I might end up doing, is making a BIKI entry that anyone can add too. This is really about people starting to feel more comfortable with promoting their favorite modders, or even themselves. SO MANY folks are putting in endless amounts of hours for nothing but passion for the series, and I really wanted to get a conversation started about how to better highlight and promote those efforts. I have to focus on a few projects this weekend, but I will keep this going on the back burner, hopefully giving it proper attention in the next few weeks. CHIME IN with your thoughts on it being a BIKI Page
  12. cifordayzserver

    X-Cam prototype map

    I think that it would be the "go to" tool for natural and artificial object placement.... IE trees,bushes,signs,walls,buildings etc. I get the impression that TB will still be needed/used to setup the terrain layers and surfaces themselves, and obviously for the final assembly/packing.... But using TB to place down objects would seem like a fool's task with this available.
  13. cifordayzserver

    wip buildings of russian village

    I could probably help you fix the section counts of the buildings you did previously. I had similar issues, and recently was shown how to reduce them down so they're very well optimized. M1lkm8n and I are both working (creating interiors and port forwarding them to A3) on a ton of buildings from A1/A2 for our own projects, that we're sharing with the @CUP project. I'm sure @CUP would love to have you contribute too! It's a great project to learn all sorts of stuff from a lot of amazing Arma modders! Great Work!
  14. Looks great! I've been casually animating some of the default A2 set pieces if you're interested in using them I'm more than happy to provide you with source and configs, I've animated all the trash dumpsters, and the trash can so they open and close, as well as the backyard well pumps... I plan on adding sounds to them eventually too. I also started work with some of trash piles so that you could take any usable stuff off them, like the pallets and jerry cans that are in some of them.
  15. I'm not sure when I'll be doing the terrain series, I still have a LOT to learn in that arena myself. In the meantime here are some links that will REALLY aid you in your efforts: Firstly is Bushlurkers beginners guide to terrain making, this will guide you through the existing tutorials https://sites.google.com/site/bushlurker/beginners-guide Then there is Zero G's Arma 3 Terrain editing suite: http://forums.bistudio.com/showthread.php?166895-ZGM-Arma-3-Terrain-Editing-Suite It's also VERY wise to join the skype groups that Dwarden setup: http://forums.bistudio.com/showthread.php?131825-Skype-groups-amp-other-contact-groups THESE are PURE GOLD, it's an active conversation with some of the most prolific modders in Arma. Lastly a LOT of the new information has been cataloged on a wiki: http://wiki.armamapmaking.info/ Of COURSE you can! I also published a introduction to Static and Dynamic objects in Oxygen over in the modelling forum: http://forums.bistudio.com/showthread.php?182984-Tutorial-BI-Sample-Data-Modding-102-Intro-to-Static-and-Dynamic-Objects-in-O2
  16. Good to know! I will adjust the tutorial. If you want to expound at all on why the less complicated GEO lod is preferred that'd be awesome! I've only done a few buildings and objects for A3, so the A3 stuff is very new to me. On one of the buildings I did, the GEO lod doesn't have any openings where the windows are, so I assumed that would be better to use for physx. The thinking being, that a grenade with physx should pass through the window, but this was just my own assumption.
  17. GREAT to hear! That's exactly what I'm hoping to do. A LOT of what I did for the SMD Sahrani project was researching info for more skilled modders who could not track down the details they needed, so I'm very familiar with the difficulty in finding a lot of it! One of the main goals of the series is to make the info that is already available more accessible and well known!
  18. This guide aims to help navigate the Bohemia Public Data model releases. =============================== BI Public Data Modding 101 - Part 1 =============================== ============================== BI Public Data Moding 101 - Part 2 ============================== =========== Introduction =========== The sample models and their relevant licenses can be found on Bohemia's Wiki under "Public Data" There is a content licensing Q&A thread on the BI Forums here There is also a VERY easy to follow breakdown of ALL the Bohemia Licenses here They have packaged the data releases according to their licenses in order to keep that very clear, the result however is navigating it can become a bit of a pain. Essentially, Anything to do with terrains, maps, or map objects (houses, signs, trees, grasses bushes etc etc.), are all under the "Arma Public License Share Alike License" (APL-SA) Anything to do with characters, animations, weapons, or vehicles (animals, guns, people, and vehicles) are all under the "Arma Public License" (APL) There is also a DayZ Mod license" (DML-SA); however there is no asset release, so it's not relevant to these discussions What does this mean? Well, put simple: 1. NOTHING can be used outside of Arma and its sequels (Arma 3 right now). 2. Anything under the (APL-SA) or (DML-SA) is open for others to create derivative mods; HOWEVER, you are NOT obligated to share your modified source in the case of models and terrains. 3. Anything under the (DML-SA) cannot be used in Arma 3. OK We have a basic, (and I do mean basic, please take the time to read the licenses they are common sense interpret-able (for the most part.) understanding of the license. NOW! Let's get modding.... ok, not so fast... There are VERY different approaches, techniques and optimal workflows for single asset production/modification VS batch editing production. However there are some Rules to live by no matter what the size/scope of the project is. =================== I - RULES TO LIVE BY =================== 1. NEVER jump straight to the Arma 1 files, even if you're fairly certain they were not in A2. ALWAYS check the A2 files; there are VERY often upgraded/updated versions of the A1 assets in the A2 data packs. Only start with a file out of the A1 Data Pack is there is no alternative available. For our work on Sahrani M1lkm8n has already upgraded and ported the majority of A1 buildings that are not in the A2 release. I can provide source on a request basis, however will shortly and hope to set up a public repo for them. 2. ALWAYS save/back up your work as you go, AND as you achieve goals 3. ALWAYS pack with PBOProject 4. After bathing in the warm glow of satisfaction for having gotten something "finished"... realize, there is likely a LOT more work to be done. 5. Check, Double Check, Re-Check; Check again... when you're done with that, CHECK SOME MORE. If you plan on releasing your addon, you have a responsibility to produce good quality work, both to yourself, and to the community. You should check your client .rpt files to ensure your addon is not creating any errors, you should also check Mikero's PBOProject's Bin log for warnings. If the addon is meant for Server hosts to use in the MP environment you should at least some testing in a dedicated server and ensure the server.rpt is clean. ================ II - Getting Started ================ Obviously, when you first start out, you want to set realistic goals. So I suggest you keep it simple at first, and graduate up to more complicated assets. With this same methodology in mind, I will breakdown navigating the data packages. As outlined above, the packages are broken down by relevant game version, and then by relevant license. Also VERY IMPORTANT to note, is that the Licensed Data Pack. This package contains ALL the game PBO's by Game Version, INCLUDING Cold War Crisis. These packages are broken down by license in the same manner the model release files are. So, it looks basically like this: Arma 1 Sample Models ==================== - A1SM_Data_APL - A10, air, air3, animals, anims, characters, tracked, voice, water, weapons, weapons3, wheeled, wheeled3 - A1SM_Data_APL-SA - buildings, data, desert, desert2, introanims, language, misc, plants, roads, rocks, sara, signs, sounds, ui, uifonts (config only), + some root configs Sahrani Community Package ========================= Sahrani Community Package - Data, Scenes, surface textures, surface textures’ source RVMATs, Source, layers.cfg, mapLegend.png, Sara.pew, surface mask master supertexture, "satellite" master supertexture Arma 2 Sample Models ==================== - A2SM_Anims APL Part 1 - anims 1/2 - A2SM_Anims APL Part 2 - anims 2/2 - A2SM_Data_APL - Air, Creatures - characters and animals, RootCfg - root configs, Tracked, Water, Weapons, and Wheeled - A2SM_Data_APL-SA - "Map Objects" - misc, plants, roads, rocks, signs, "Maps" (configs, scripts, scenes and source RVMATs only), Structures - Licensed Data Pack - The purpose of this package is to provide the data files required to populate a P drive if you DO NOT already own the relevant game title. There is no need to download or use anything from this package unless you do not already have a local copy of the file. =========== Asset Types =========== OK... Now that we have an idea of what is where... lets quickly breakdown asset types by how complicated they are. Static Objects - This refers to any object that doesn't physically move. The object remains static on the map, it cannot be picked up, driven, or move on its own. This is NOT to say they cannot be animated, as obviously houses can have animated doors, or windows etc. Most of the Static Objects are contained in the APL-SA packages The A2SM_Data_APL-SA package is broken down into 3 sub folders: 1. Map Objects - Includes all Misc Objects, Plants, Roads, Rocks, and Signs 2. Maps - Includes all the map terrain data files (These are by no means simple, terrain editing is highly complicated) 3. Structures - Includes all Buildings, and Structures (there are a lot of odds and ends you'd expect to be in the map objects folder, stored here) Dynamic Objects - This refers to objects that interact with other static or dynamic objects, they can either be moved, driven, or can move according to user or game inputs. Most of the Dynamic Objects are contained in the APL Data packages The A2SM_Data_APL package is also broken down into subfolders: 1. Air - Includes all air vehicles broken down by their relevant container PBO names (e.g. A10, AH64, Air, Air_ACR etc.) 2. Creatures - Includes all Animals, and Humans broken down by their relevant container PBO names (e.g. Animals, Characters, Characters_PMC etc) 3. RootCfg - Includes lots of configs, and models for effects like flares, leafs, and clouds 4. Tracked - Includes all tracked vehicles, as well as water craft 5. Water - Includes only the water craft 6. Weapons - Includes all the weapons 7. Wheeled - Includes all wheeled vehicles In the next section I will introduce modifying Static Objects.
  19. cifordayzserver

    Battery Mod by Flyinpenguin WIP

    You can create right click context menu's on the existing items in your inventory (in arma2 at least), EHDSeven did it for our inventory crafting system on DayZ Sahrani, I can't provide much detail, but it's all publicly accessible here: https://github.com/CiFor/DayZ_Sahrani/blob/1.1.0/SQF/dayz_code/actions/player_Craft.sqf You should be able to do the same thing for A3 I'd assume.
  20. cifordayzserver

    Fatigue Feedback (dev branch)

    By No hud, I meant no hud showing by default, IE you have to use your hotkey to pull it up... Oddly enough, while randomly browsing the internet, I came across this: http://gizmodo.com/the-daqri-smart-helmet-wants-to-put-augmented-reality-t-1631615644?utm_campaign=socialflow_gizmodo_twitter&utm_source=gizmodo_twitter&utm_medium=socialflow This would be a very simple elegant way of accomplishing it... You have an animation that has the player "look at his watch" and that triggers the HUD... sort of like Dead Space ... Making the hud more a part of the players environment and not something simply slapped on top of the 2d screen. Same tech could be used to display the map instead of the 2d GPS window in the bottom right, or ANY of the other HUD elements... this games HUD is literally just a polished version of OFP's... lets maybe get grounded in reality and realize that there are MANY existing and possible better solutions. Saying there is no other way yet, is not only defeatist, but also fairly close minded and ignorant... there is no other way because no one has bothered to make one. Much like KK's MUCH more intelligent fatigue system... It often does NOT take much to improve what we're working with right now. There just seems to be an unwillingness to embrace or encourage change in these forums.
  21. cifordayzserver

    Fatigue Feedback (dev branch)

    There is nothing too unfathomable about some sort of projector system being built into the helmet, or a bit further of a reach (although not much if they wanted to the US Gov't would just say shut up and do it) an implant that overlays info directly on your optic nerve... I know we're in the "not too distant" future and all, but growing up in the 80's we were all pretty sure we'd be in flying cars by now so... maybe the Armaverse could use a little suspension of disbelief. It's like going to a Lord of the Rings movie with an autistic historian who thinks we're watching a documentary in here sometimes. Want to make it acceptable to everyone? Make it alpha toggleable to the point you can make it disappear if you don't want it, have a hot key for it to pop up on demand... job done. We debate the realism of a HUD as the camera floats 15 feet over our heads and behind us... IMO if this were a simulator there wouldn't be 3rd person, or countless other features/flaws of the game... it's a game, lets try to help make it the most playable and enjoyable version it can be. I think one of the biggest problems in Arma is stagnation due to bi-party debate, systems can be catered/designed to appease both sides of any debate. IMO the game modes (hardcore, veteran, recruit) need to be more fully fleshed out. You could have a very different but equally satisfying games if they were properly disambiguated. Hardcore - No Hud, Fatigue System, No 3rd Person, Normal Arma AI, No enemy indicators, no global/group chat (direct chat in range only) Veteran - Toggleable HUD, 3rd Person optional, AI Scaled down to be more realistic (Opfor take 1 shot to kill, and something to reduce AI Accuracy/lethality), toggleable fatigue, toggleable Global/group chat Recruit - HUD, No Fatigue, 3rd Person on, REALLY REALLY hindered AI (3-4 opfor shots required to kill player), global/group chat enabled. Obviously this could be thought out a lot deeper, but this alone would be an IMMENSELY improved structure over the existing one where there is little to no difference between any of the tiers of difficulty.
  22. It's presence in my username is there for exactly that purpose. It helps sort through those that judge folks on their own preconceived notions and bigotries, and those that have an open mind and want to contribute positively. I antagonize DayZ fans for not honoring Arma in that circle to accomplish the same goal. there are always a few bad apples ;-p
  23. cifordayzserver

    when will you update the documentaries ?

    I have recently published some tutorials in a group I started to encourage new modders. http://forums.bistudio.com/group.php?groupid=293 There are 3 so far, but I plan on doing some narrated videos of them, and then a doing some more regarding specific areas of modding in Arma.
  24. I'd really like to hear an official reply on this as well. I've always been of the understanding that this is expressly forbidden, but as mentioned the practice has exploded in the DayZ community, and already was something fairly prevalent in the "life mod" scene from what I've heard. Frankly, I don't care what the rules ARE, but I don't like the lack of clear message. Modders, as mentioned by Vilas, who spend often hundreds or thousands of hours creating content find it hard to collect so much as a dime in donations, while server hosts are collecting what's rumored to be in some cases LARGE amounts of money. There are arguments for either case, allowing it, or not allowing it... but there is no justification for these "rules of honor" that seem to exist. If it's allowed... fine, let some modders team up with hosts and provide exclusive or more content in return for shared donations... If it's not allowed... please at least take some steps to prevent server hosts from breaking the rules and doing so. Even if it's just making that message CLEAR. Should anyone question whether or not that message is clear, feel free to browse reddit, or any of the many server community websites, or derivative DayZ mod websites for endless amounts of exclusive partnerships, content exploitation, and what equate to content malls for people to donate up to the level they want to be geared on log in. The only thing that is clear, is people who adhere to the rules, suffer and do not profit... those who ignore them blindly and with no respect for BI or any community authors profit, and don't at least publicly appear to be even asked to stop by Bohemia. If it's forbidden, I don't understand the process, because I've spoken with hosts that I was told were reported and they at least say they've never have been. ---------- Post added at 22:34 ---------- Previous post was at 22:02 ---------- On a different note, I have a fairly specific question. Can you edit the terrains from A2 in Terrain Builder to fully port/alter them for A3? IE use a combination of the Data Pack files, the public data files, and then create the missing files in order to edit and pack the terrains as we did with SMD_Sahrani? For example, If I wanted to take the SMD Buildings and place them down on each terrain 1 by 1 properly, so the maps were more enterable, is that allowed?
  25. Don't hold back lol! The Panelak's are WIP... I'm likely going to entirely re-do them at some point, but to address your specific concerns: 1. Porches, I plan on making 2 versions, one with the porches, one without, but until (or possibly IF) I get the performance issues sorted out with the one that doesn't have them, it will be fairly dumb to add that many more verts/faces/sections to each floor. They were removed to reduce the impact of having the building fully enterable instead of only having 2 rooms. Also having windows in the stairways would also impact performance. That in fact is the cause of the lag spike when rounding the stairs in the 8 story panelak, it has the view lod open there so everything outside is being occluded on one side of the stairs but then being re-drawn when you round the stairs... so again, until the performance is optimized for a fully empty/closed 8 story, I don't feel like I'm working with a good "base" to add additional nuance. 2. Top floor, yea, that will be fixed, the plan is to eventually have a "skylight" over that hole that can be opened from the roof so you can shoot down into the top floor 3. Brick bottom floor - I'm not good enough at modelling or texturing to edit the buildings as a skilled modeller would... so I'm forced to sort of "cheat" things sometimes. The only way to get a hallway to the back for the elevator shaft is to raise the room portions of the building up, those textures are much for me to copy/paste below. so the bricks went up. I might make an elevator-less version of the 4 story. 4. Furniture - This again is due a general attempt to reduce the performance impact opening all the rooms has. I also have a few ideas for making the furniture layouts more dynamic floor to floor so that all the buildings end up looking different, but it will take a lot of experimenting. 5. Elevator - I might do an elevator-less version of the 4 story, but it will require a LOT more work due to the way I've made the buildings modular. Essentially the 4 and 8 story are both made of the same parts. The 2 story is just an individual building, so I would have to modularize the 2 story to do it how I want. Long term, the buildings are likely to get entirely rebuilt, but right now my focus is on batch converting things for use in Arma 3. I have gone through them a bit to fix some performance issues, so if the mood strikes me I might take them up again, but TBH modelling in arma (especially as a newb) is very grueling.
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