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Hellborn

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  1. Hellborn

    2017 - Official Announcement!

    Hey Guys! Hellborn here. Here's a Teaser for you all ;) enjoy Hellborn (Lee Elsom)
  2. Hellborn

    2017 - Official Announcement!

    Hey guys, Happy New Year! We present you with our first devblog! Hope you guys like it and it answers your questions. Website: http://www.2017mod.com Twitter: http://www.twitter.com/2017mod E-mail: 2017mod(at)gmail.com
  3. Hellborn

    2017 - Official Announcement!

    There will be no military loot like NVG's and loot will be really scarce. This is due to having more realistic values to do with hunger and thirst etc. This helps with the pacing of the game. Gdscei is also correct as you won't be always under pressure to constantly scavenge hence it's not the main focus. But you will find that it will cater to what you expect a survival game to be :)
  4. Hellborn

    2017 - Official Announcement!

    Awesome note! we wanted a logo that showed our roots being that we first worked on DayZ 2017 and it was more of a homage to how we started. However, if we are looking to make something completely unique we would have to make a logo that was something different also. Considering that you're a graphics desinger, i'd love to see if you could create something for us :) it'd be awesome if you did. Thanks for the constructive observation! Kind Regards, Lee Elsom (Hellborn)
  5. Hellborn

    2017 - Official Announcement!

    This is an awesome suggestion! We can't give too much away at this point however, we do have some measures in place where you will expect realistic consequences for actions :)
  6. Hellborn

    2017 - Official Announcement!

    Hey guys, This is an official announcement for a new mod for ArmA 3 titled '2017'. It is a Post-Apocalyptic Extreme Survival Horror game and the main end-goal is that it will be a total-conversion-mod. This will mean we will virtually be replacing all assets in-game to our own custom content First thing's first, we want to make this clear... IT WILL NOT BE DAYZ! Not one bit! It will not be tied to our DayZ 2017 counterpart in any way in that it won't play like the DayZ mod. We have designed the mod to be a unique experience from the beginning so we've built it from the ground up. All code is brand new and rigorously organised. This makes finding bugs/ issues really easy as we can identify where to look based on the issue. So error handling will not be a problem. 2017 is set in a future where the apocalypse has long since past. 2017 was the year the outbreak occurred and has engulfed the globe with an unknown infection. After many years of agony and scrambling for survival across the globe... no one knows what year it is or how long it has been... it doesn't even matter any more. Your role is to survive, from other survivors, the environment, the infected and even... yourself. Let's talk about features. Brand new Health, Hunger and Thirst system - If you're well fed and hydrated you will 'slowly' gain back health if you've taken damage. Health, Hunger and Thirst are all monitored separately and are independent from each other. New Infected - These are not Zombies, these are infected humans with some unknown mutagen... This will enable us to be more flexible with the kind of variety that can improve the 'Horror' element. This is reminiscent of 'Resident Evil' where humans can mutate into various things, but ours however will be more grounded in reality in that they will be mainly humanoid. This also enables more possibilities for us with each update to add to the horror. These new infected WILL be a challenge and come in all forms of intelligence and difficulty. Customisation/ Re-worked Models - ArmA 3 has granted us the opportunity to create so much variety with the models we're bringing over into ArmA 3 (these will change in time so they will no longer resemble the models from DayZ 2017) These have been fully reworked to utilise the ArmA 3 engine, physics, animations and skeleton. We have have temporarily made use of the models from DayZ 2017 (modified Icewindo models) and separated different sections to provide various forms of attire. You can mix and match to achieve the hobo/ survivor look you like. Singleplayer/ Co-op Missions - These will serve as the driving force explaining the narrative whose repercussions can be observed in the multiplayer mode. Each mission will be creative, unique and tell a different segment of the 2017 universe. Play alone or co-op with your friends, your choice. Co-op difficulty will be scaled based on player numbers and difficulty selection. New Map - Takes place on Altis and It's HUGE (270km2) and will be 'Heavily' modified to portray a unique world rich with a story down every street. Each vehicle wreck and ruined building adds to the untold story... well, untold until the singleplayer/ co-op mission comes out explaining it ;) . Illness - Well you can get sick... but we're making sure it's realistic and portrayed accurately in-game. Real World Values - Hunger, Thirst, Health, Illnesses will all have a realistic time-frame. This will ensure that you spend more time playing the game and surviving rather than scavenging all the time like in another mod we wont mention for ArmA 2. It also grants more time to find food and water and various ways to treat yourself. This also opens the door to a new level of immersion never seen. Survival - The game has been designed in a way to make you want to survive by working with other players (or alone) and avoiding the infected and other perilous dangers in a much more realistic manner. Hunting, Gathering, Foraging, Fishing, Crafting, Building, other bushcraft skills, EVERYTHING! You might even have to resort to Cannibalism. We want to cover the entire basis of survival. If you want to hide in the forest and survive on your own, you can play like that. If you want to be in the city and be social or fight off the hordes of infected, you can. The sky is the limit with the amount of survival elements we will be implementing. Loot - You will be able to search everywhere in the world to find various items/ tools/ equipment/ weapons etc. at a very rare chance, since this IS based in the future. This will NOT be a main focus as we want to treat this as only an 'element' of the gameplay. We do not want to distract you from the survival horror aspect with the mundane task of loot farming. Multiple Play Styles - The mod has been designed to accommodate a plethora of play styles whilst not ruining it for others. PvP or not, you won't be punished or encouraged to play PvP but you'll want to approach each situation with realistic expectations. Psychology - We will be adding psychological elements to the gameplay. We will not go into too much detail because we want people to experience it first hand :D . So that is the basic overview of what will be in the game and we still have many more things that we will elaborate on in the future. We are looking to start closed alpha testing soon followed by open beta testing the following month, and finally the big release shortly thereafter. Website: www.2017mod.com Twitter: www.twitter.com/2017mod YouTube: www.youtube.com/user/2017mod email: 2017mod@gmail.com *Note - Website, Twitter, YouTube and email are still under construction so nothing has been posted/ uploaded etc. but will be soon :) Team: -Project Lead: Lee Elsom (Hellborn) -Lead Developer: Deniz Zoeteman (gdscei) -Lead Tester: Andrew Byerly (Knar) -Developer: Luke Hinds (Shinkicker) -Developer: Craig Vander Galien (Dynamic Zombie Sandbox) -Developer: Philippe (Genkids) -Developer: Jack Carlin (Jarrrk/RazorFlint) -Developer: Frederik Burgsmüller (fred) -Media: Karwin Leutscher (Media) -Concept Artist: Jack Fieldhouse (Fieldmau5) Test Team: -Tester: Andrew Byerly (Knar) -Tester: Mason McDaniel -Tester: Jake Cooper -Special thanks to Luke (Shinkicker) Hinds for creating the vision in which this game has evolved from and to everyone who is part of the team. -Special thanks to Icewindo for helping with integrating the new infected model into ArmA 3 and The Post-Apocalyptic survivor models. -Special thanks to NZXSHADOWS for helping with the ShadowVolume LOD for the new models and information regarding the 'Naming Properties' function. -Thanks to Shamwill for helping with providing the guidelines for implementing weapons into ArmA 3. -Thanks to Kiory with helping with fixing a lot of my issues regarding muzzle-flash on the weapons, proxies, reload animations etc. You are awesome. Also, thanks to everyone I have missed incase I forgot anyone. Kind Regards, Lee Elsom (Hellborn)
  7. Hellborn

    2017 - Official Announcement!

    Hey Guys, I am the project lead for the 2017 mod for ArmA3. Alot of these suggestions that you guys are putting forward are things we have already considered to make the game more engaging and fresh. We want to move away from DayZ and from our ArmA2 counterpart DayZ 2017. We've been working really hard these couple of months and have started developement from scratch and the only assets we moved over are the one we have just for DayZ 2017 and not DayZ. Extensive work have been done on the models that were in 2017 for ArmA2 and are now fully customisable like inter-changing different portions of clothing. We wont be using the term 'zombie' and are sticking to the term 'infected' and yes, we will be incorporating different 'types' of infected. I am currently fine tuning a new infected model that is designed to scare you sh*tless! (will need a bit more work) and we have quite a few more features that we're adding to make this a completely unique experience. The development team is working hard to providing players with something different and terrifying. Please continue to keep an open mind as we will try our hardest to create something great and memorable :) Kind Regards, Lee Elsom (Hellborn) P.S. we ARE going for something with more of a narrative to make the game a little more three-dimensional - so this will be both a single-player and multi-player mod where the story of single player missions will be reflected in the multiplayer world. (i.e. we explain in different areas why that area has decayed etc and exactly how it ended up like that.) - There IS going to be loot/ and SOME scavenging (it is set in the near future after all) like any game but it's not going to be the main focus of gameplay. so it is more of an element than a focus.
  8. Hellborn

    Re-texturing HL portions.

    actually, just fixed it :) you need to add three things: Hiddenselections[] = {"hl"}; HiddenselectionsTextures[] = {"filepathhere.paa"}; Then add this! Hiddenselectionsmaterials[] = {"filepathhere.rvmat"}; and hey presto it works! Kind Regards Lee Elsom (Hellborn)
  9. Hey Guys, not sure if this is the right place. I have my own HL textures for the arms and legs and have them successfully linked to my custom face texture. It all loads correctly except for the rvmats. how does one go about replacing the HL portions of an arma3 model (not my own model). Is it something i have to make sure to add in the config let me know. Feel free to have a gander here: http://pastebin.com/QtGHrYTi any help would be appreciated :) Kind Regards, Lee Elsom (Hellborn)
  10. Ok, with help from NZXSHADOWS, the issue was that in the Geometry LOD I needed to press ctrl+1 to access the named properties of the LOD and change the to what the example model is. class: man prefershadowvolume: 1 (also make all other LOD's like the example model too) ---------- Post added at 12:28 ---------- Previous post was at 12:17 ---------- Ok... new issue (one step forward, two steps back) with the configuration set out by the example model I have now got a new issue. Cant explain why it happens. This is it: http://i.imgur.com/vA1l2jA.jpg (btw: credit goes to Icewindo for the models)
  11. Hey Guys! Quick question regarding shadows. I imported some ArmA2 models into ArmA3 and am having troubles. The shadows and everything look fine in first person but in third person the shadow looks soft and diffused looking. This causes a problem when wearing items like headgear etc as they stand out like a saw thumb. Here is an example: http://i.imgur.com/nljZaTw.jpg (Note, i have planted a ArmA3 model to show the comparison) Any input would be fantastic! Thanks Lee Elsom (Hellborn)
  12. Hellborn

    Issue Re-Skinning the Head.

    What can i say! YOU are a legend!! its working!! now... i have another issue. It's to do with the .rvmat file for the head texture... I get this now. http://img825.imageshack.us/img825/5296/materialerror.jpg Is it to do with the config file or the .rvmat file itself? heres the setting for the head material: http://img203.imageshack.us/img203/1972/headmaterialsettings.jpg Heres my new config: http://pastebin.com/JhtvX9Fp Thanks for your help Ice your amazing! Heard nothing but good things about you :) I'd like to add you to skype if thats cool? my Skype is hellbornarmy. Really appreciate your help so so much! I'll be giving special thanks to you within our changelog/ credits for the mod :)
  13. Hellborn

    Issue Re-Skinning the Head.

    Thanks icewindo... i'm honored that it's YOU who's replying :) Yep, i would like to just apply a new texture to the heads to complete the transformation. I have tried what you suggested but with no success. Allow me to post my config: http://pastebin.com/HEDpHMCi What am i doing wrong? :(
  14. Hey everyone, Just wondering if anyone can assist in helping me to re-skin/ apply custom texture to the head of my custom unit. I have currently downloaded the Example Models and have done quite a bit of editing in Oxygen2 and fiddled with the config to get it in game. I have successfully re-skinned the entire body but for some reason it wont apply to the head.... seems ArmA3 wants to apply it own head on top. I noticed in the Characters_f folder that there are seperate models for the head... would i need to do this? or if anyone else knows of any other way for me to just re-skin the head with my custom texture that'd be really awesome. Heres a screen shot of progress so far: http://img209.imageshack.us/img209/1259/wontskintheface.jpg Thank you for reading this and if more info is required please let me know. Hellborn (Lee Elsom)
  15. How did you get Bulldozer to work with ArmA3 models? i'm trying but to no success... the program keeps giving me the finger :(
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