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Is there a way to modify the buildings
Is it possible to manipulate the doors on the default buildings in one of the dayz tools or using config files?
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Showing 1-7 of 7 comments
Manipulate how? like, open the binarized 3D models to edit them? or..?
Dango 1 20 Mar @ 2:42pm 
I was hoping to be able to provide a way for players to claim houses rather than building as a base. Sort of like survive the nights where you can add a lock to a door or make the original door go away and it would be replaced by a door similar to the BBP mod.
Originally posted by Dango:
I was hoping to be able to provide a way for players to claim houses rather than building as a base. Sort of like survive the nights where you can add a lock to a door or make the original door go away and it would be replaced by a door similar to the BBP mod.
I think I understand, and can envision what would need to be done. I can see it being "possible" for someone with a few "shady" tools to de-binarize the protected Bohemia files, then import to a 3D modeling program and separate various 3D objects from the main object .. that's actually the easy part. (though, I would educate myself on Bohemia's TOU and restrictions of de-binarizing protected files, before attempting to find the "shady", and in most cases 'paid' tools).

The more difficult part would be writing the Scripts required to put the separated 3D objects (doors) back in the main 3D object (building), and be seen by the game code as not modified, so that they would function normally until interacted with, via another set of scripts having to do with "taking ownership" by Players, and then another set of scripts to allow for the removal and replacement with alternate 3D objects (owned lockable doors).

TL:DR .. possible, but very difficult, and ethically questionable if you intend to share the reverse engineered "Bohemia binarized and protected" assets.

I don't write this this way to scare you, just to give as much information as I can, that you may not know that you need to know.
Dango 1 20 Mar @ 8:04pm 
Yeah Im not interested in trying to crack files or anything. If I were to do this it would need to be legit. Ty for the info though.
Originally posted by Dango:
Yeah Im not interested in trying to crack files or anything. If I were to do this it would need to be legit. Ty for the info though.
Another way to do what you want, and be 100% legit might be to "re-create" the houses you want to change (maybe just try one for starters) in something like Blender (free 3D modeling software), basically making your own 3D assets, and use the non-protected Bohemia Textures for the UV mapping (Textures are 100% allowed to be used and modified) .. the rest of the process I outlined above would still need done, to write scripts so they "act" they way you want in regards to being "own-able" and have locks added.
Dango 1 21 Mar @ 5:11am 
I was thinking something like that was possible but I wasnt sure how much work it would require to replace all the houses on the map with my version though. Is that something that could be done to the existing map or would I need to make a new map as well. I assumed they would just override the existing ones with the ones from my mod files but Im not sure. My other thought was to do what you said and use a house without a door and allow players to build a lockable door in the empty door hole.
Originally posted by Dango:
I was thinking something like that was possible but I wasnt sure how much work it would require to replace all the houses on the map with my version though. Is that something that could be done to the existing map or would I need to make a new map as well. I assumed they would just override the existing ones with the ones from my mod files but Im not sure. My other thought was to do what you said and use a house without a door and allow players to build a lockable door in the empty door hole.
It's not a type of mod I've tried to make in DayZ, but in other games I've made content for, naming your new asset identical to the original asset does "over-ride" the original item, and replace it with your new asset. Object naming and files structure are important here, so that your object replaces the original, but also calls on the original textures that you used in your objects UV mapping (avoids having duplicate identical texture files in your mod and in the game).
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