Create a folder called for example in your game directory. Keep in mind that all of the three folders need to be packed separately.Īll three output pbos are required to be moved into a mod-folder. Where F:\DayZSourceModding is equal to the physical path to your work-drive, the same path that you have set in DayZ Tools Launcher earlier ( DayZ Tools Launcher > Settings > Path to the Project Drive).Īfter checking and setting all of the things in Addon Builder, you are ready to pack the sample terrain. Or look directly at this picture to see how to setup Addon Builder: Also make sure that *.xml and *.nm extensions are part of the List of files to copy directly. In options, make sure you have a proper path for temp folder selected and path to project folder to be equal where your work-drive folder is physically located.Check Binarize and Binarize all textures.Destination directory or filename - where the result packed pbo will end up.Addon source directory - path to one of the aforementioned folders.Here is what you need to setup prior the packing in Addon Builder: samples\test_terrain\navmesh - folder for a navmesh file (contains pre-generated navmesh, any changes to the terrain will require re-generation!)įor the packing itself, it is recommended to use Addon Builder from the DayZ Tools package (open DayZ Tools Launcher to run it).samples\test_terrain\ce - folder with default Central Economy files.samples\test_terrain\data - folder with terrain texture data.samples\test_terrain\world - folder with exported wrp file and world config file.Pack the terrain sample in following order: This folder division is recommended as terrain data are usually quite big (and numerous) and makes packing process faster (you are not forced to always repack everything). Source folder is not needed to be packed (all of the relevant game data is in the other folders). Sample terrain is divided into 5 folders, 4 of which are meant to be packed separately (and in defined order). Terrain needs to be binarized and packed before trying it in the game. Click the clapperboard icon in the upper toolbar to run Buldozer (3D preview).Make sure your Terrain Builder is correctly setup (look into buldozer setup for more info on how to configure Terrain Builder for Buldozer).Loading process should take few seconds after which you should see the Utes terrain loaded in Terrain Builder.Run Terrain Builder from the tools launcher and load following file samples\test_terrain\source\4p.Extract downloaded terrain sample into samples directory on your work-drive (if you dont have samples directory, create one in advance).Make sure you have everything correctly setup (see requirements).Default Central Economy files for Utes (check Central Economy setup on custom terrains for more info).Sample for a new terrain surface and all necessary definitions (check surfaces guide for more info).Complete source files of DayZ version of Utes terrain from Arma 2.Terrain Builder > Tools > Settings > User settings.Launch parameters are -buldozer -window -nopause -mod= -profiles=P:\Buldozer -name=Buldozer. exe file path is set to DayZ_圆4.exe (from your DayZ installation) Terrain Builder > Tools > Preferences.Correctly setup Buldozer for Terrain Builder:.Please note that the process of extracting game data takes some time and should be executed after each major game update to make sure extracted game data reflect current state in the game.Use DayZ Tools Launcher > Tools > Extract Game Data to prepare data on your work-drive.Drive letter has to be to P:\ (because of the paths in the sample terrain project).Choose a path for Work Drive in DayZ Tools Launcher > Settings (uncheck default if you want to use custom).Prepared work-drive using WorkDrive app.This page gives an overview of the terrain sample, part of the DayZ Sample package, available at DayZ Samples GitHub repository here.
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