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[TXT] MapMaker.txt 2018-09-03 21:40 3.7K
[TXT] MassReplaceCfg.txt 2018-09-03 21:36 61K
[ ] dz_road_parts.rar 2018-09-03 21:36 156K
[ ] dz_scripts.rar 2018-09-03 21:36 862
(this guide assumes that you have a working A3 tools setup)
(this guide assumes knowledge of A2/A3 workflow)
Update your DayZ installation to experimental branch (0.63.147489).
After it updates, create a DayZBuldozer folder somewhere and copy everything except the Addons folder from the DayZ installation.
Cleanup your work-drive / work-folder from any A3 Buldozer specific files.
From the newly created DayZBuldozer folder, copy dta and dayz.gproj files to your work-drive / work-folder.
Download following archive and extract it into the work-drive / work-folder.
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Open up Object Builder.
a) Set external viewer to:
<path_to_DayZBuldozer_folder>\DayZ_x64.exe -buldozer -window -noland -nopause -mod= -profiles=<path_to_work_folder-drive>\Buldozer -name=Buldozer
b) Make sure Path for textures is set to:
<path_to_work_folder-drive>\
Open up Terrain Builder.
a) go to Tools > Preferences
b) In Buldozer submenu, find External viewer and change path to:
<path_to_DayZBuldozer_folder>\DayZ_x64.exe
c) In Buldozer submenu, find Launch parameters and change them to:
-buldozer -window -nopause -mod= -profiles=<path_to_work_folder-drive>\Buldozer -name=Buldozer
Extract following pbos from the Addons folder of DayZ installation to use all available environment assets from DayZ:
plants.pbo
rocks.pbo
structures_*
surfaces.pbo
water.pbo
Things to keep in mind:
Modding is still not officially supported, use it at your own risk.
Buldozer tool is work-in-progress and may not always work in the exp/stress test branches (separated DayZ folder for Buldozer is recommended as a backup).
No available tools for packing (but it is possible to utilize a2oa binarization to get maps working in DayZ) and navmesh generation (AIs will be frozen = missing navmesh).
Expect that some models could be moved within the data in the future (before the stable release and modding support).
Use plants only (plants2 were deprecated).
Limit your projects to use your custom created or dayz assets only, details about the usage of data from existing BI titles will come with the official modding announcement.
At this point in time, I do not recommend you to spend much of your time on configuring your custom assets (be it doors, ladders, sounds etc.) - better wait for official documentation and sample releases.
While DayZ still shares many of the original Arma 2 assets, the structure and file-names are completely different. If you are interested in porting your existing Arma map that uses Arma 2 assets, please refer to the following table to find out how the file-names changed in DayZ.
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Arma 3's shape based road network is not supported in DayZ, you have to use part-based road network. Un-binarized road p3ds are available at
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You can access Buldozer settings by pressing Escape key.
Object Builder can be used to create a custom assets for your DayZ terrain, but some LODs - such as ShadowVolumes and Paths are no longer necessary for DayZ.
Any feedback is welcome, but please keep in mind that the process of updating Buldozer before the official modding support may not be always that easy for us. As mentioned, until modding will be officially supported, this is pretty much still use at your own risk.
Thank you for being interested in DayZ Modding!
Feedback to Sumrak
discord: Sumrak#5364
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Write Comments in here if you find workarounds or other useful info!
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