DayZ Weapons Modding
Here is my cutsheet, or more appropriately cliff notes for DayZ Weapons modding from what I have been able to pick up from others or reverse-engineer myself.
Overview:
From front view barrel should face left and butt of handle should be centered in the intersection of the
X,Y,Z 0 values of the grid.
1.) Import your "*.fbx" file to your new "*.p3d" file. Import scale is about 1000x larger than output scale in Blender using the FBX format so select a scale of 0.001 for starters. You may need to play around to get it right. Once your model is scaled appropriately press-E to assign texture. You can now view in Bulldozer
2.) add PROPERTY "autocenter" and assign value "0"
3.) add PROPERTY "-allowAnimation" and assign value "1"
4.) duplicate LOD "0.000" x 5. Give the following names
0.000 | ShadowVolume | Geometry | Memory | View Geometry | Fire Geometry |
5.) Delete all gemoetry data (point/vertices and meshes) from ShadowVolume and Memory LODs. ShdowVolume
will be dealt with later
6.) now you can start assignin memory points to make the weapon work properly
"Memory Lod" Points
Points Name | Quantity | Orientation | Purpose | Required |
---|---|---|---|---|
bipod | 1 | bipod position | bipod position when using barriers etc. | Yes |
boundingbox_max | 1 | bottom right from top view. bottom of mesh | object boundary | Yes |
boundingbox_min | 1 | adjacent corner to "boundingbox_max" | object boundary | Yes |
eye_200 | 1 | appropriately vertical and centered near rear reticle | default rear sight | |
eye_look | 1 | aim point when ADS | aim point | |
handle_axis | 2 | handle axis should be verticle and approximately placed near the butt side of the handle as the axis created will reference an offset point towards the palm of the handle | reference | Yes |
invview | 1 | best placed from a side view of the object | used to reference object in "inventory" | Yes |
konec hlavne | 1 | butt side of barrel | point 1 of barrel axis. affects aim so should be linked to eye and view axis's | Yes |
usti hlavne | 1 | end of barrel. bullet side | point 2 of barrel axis | Yes |
nabojnicestart | 1 | far point of shell trajectory | point | |
nabojniceend | 1 | close point of shell trajectory | completes animated shell trajectory axis | |
slingeye_axis | 1 | far right point and above ADS points. Presumably augments hipfire view | point | |
trigger_axis | 2 | points should form a line parallel with the Z axis for standard lever action triggers. other forms of triggers may need to be oriented along alternative axis | trigger axis | Yes |
7.) You can now save you "*.p3d" file and run it through mikero tools. However we will conduct our final
export with DayZ Tools. This is because Mikero will continue to throw errors for things that will be
fixed in memory once DayZ is running, resolving all these errors would require us to possibly extended
missing base classes unneccesarily but Mikero Tools is an excellent resource to screen the files local
to this portion of the project so less testing is needed later.
8.) once your PBO is ready put it on your test server and test. Getting the points placed properly in
the memory LOD may require multiple iterations of this part of the tutorial.
Good Luck!!!