#enfusion_model
1 messages · Page 3 of 1
When it comes to hard surface ZenUV can do the unwrapping for you. You may have to go in a tweak a couple things after or you may not. Depends on how good of a job it does to your liking but you literally do not need to create a seam yourself if you do not wish with ZenUV.
Hoping I haven't missed it when I hit search, but trying to find out if we can create modded versions of attachments to our vests that we add and/or belts so that players can pick and choose from their own loadout, like the Alice rig on the base game? I see in their prefab that they are listed as Attachment1 etc etc, but how does the engine determine their position of attachment? Is it hardcorded or is it dummy related in the vest.xob?
Are there sockets per chance?
That is what I was wondering, however can't see the sockets on the bone heirarchy on the base vest so I am not sure :/
@willow sage @tacit eagle
, take it to DMs
Don't get me involved, a few people above him also got hit with his unnecessary opinion.
Block and ignore then.
can you keep these sort of comments to a necessary minimum if you really can’t help yourself (so i don’t need spam spank)?
what's the focus on me for?
Discussion about anything related to Model creation Is there really no room for some casual banter on-topic? The moderators seem very aggressive on any casual banter, even if its within the topic of the channel. There can be a good mood in the channel and its instantly killed off my moderators.
not when it escalates like above
This Discord is ran like a prison LOL. I am literally only here to see what people are creating. This might be the only discord I've ever been part of where the moderators ruin the enjoyment and not its casual members.
Same I dig the clothes mod @calm rune
tyty
you are free to discuss anything in relation to model creation. You are also free to banter in any of the offtopic #channels
generally speaking, (especially for 60k server) each single time there were no moderation, things have drastically escalated to the point of having multiple people warned / muted / banned
I've been using this tool to do UVs in a single click for years. If your topology is good then the results are perfect; http://www.quelsolaar.com/ministry_of_flat/
seems pretty good steve
It's a massive timesaver. UVs are no longer something I even think about... I've done assets for multiple published titles with this tool 🙂
There are also some really great UV nodes in Houdini FX... but I'm not paying $$$$ every year for a license just for a couple of nodes.
subscription are the big bad
also how would one purchase this? what is it only on negotiable terms?
There is no order button as most customers are big studios integrating in their pipeline or software vendors. e.g. this tool is in the latest subscriptions of Cinema4D. That said, he is perfectly happy to sell it to anyone, just have to email the guy, then it's $100 for a perpetual license.
Any Blender addon version of this?
No, it's .obj in and out
why the Futuristic UI tho haha
For fun I think. There is a command line version of the tool also.
I will consider it. I enjoy UV unwrapping my models but there is times that I wish it wasn't that tedious.
blender doesnt have auto uv?
what would a "good" uv map look like for the modding sample weapon?
yeah I was gonna say the uv button in c4d does what that site shows, now I know who made it
I think you must learn uving for know how texture will behave in substance painter. Remember you must hide your seems ans automatic soft dont do this work. Really uvs are not so long too do. When you do one part its exactly the same for others.
A good uv will do a Nice baking
A Nice baking will get a nice texture
And a good texture will do a Nice 3dmodel on game
Anything else when you do your owned uvs you will contrôle your lods subdivises
Check these wheels... pretty fucking nice bake there with automatic UVs.
It does, it's hot garbage
Honestly I don't mind UV unwrapping
Yeah I'm finding it quite rare to need to adjust my UVs after c4d does them
but my meshes are usually not complex
I just do the old, mark sharp edges as seems, cut up cylinders where necessary and then have unpacker do the rest
Don't use UV packmaster cuz I hate paying for shit
Add the extra polies and make those wheels 3d
I'm pretty sure refudger can handle it
Humvee reforger polycount is 60k tris
for exemple , in lod0 you can do in 3d the tire designs and in lod 1 2 3 you can bake them
but for you you must have a good uv
May I ask what that is?
its a rare semi disposable 68mm launcher @leaden leaf
Blender 3.3 LTS is finally here with a good number of features.
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Arma Reforger: Napoleonic War Edition 😆
or 🏴☠️
True true
You know, you are probably right. Reforger can handle many millions of polygons. However I am making overall poly count + # of materials the same as BI vehicles for the worst case scenario; many instances on screen at once in an already complex scene rendering on Xbox Series S or low end PC.
you should always keep it close to the games standard. unless the game is over 10 year old and you can just increase those numbers
that's not true. the game can't handle "Millions of polygons", it could load the model but that doesn't mean it's efficient. that's why we make two versions of our models. "high poly" and "Low poly".
I normally am able to import models that have around a million polygons as a maximum
Past that point it is more applicable to split the model up if you want more polygons
hmmm high poly is not used in game its only for baking textures on to the low poly
Yeah you can but that doesn't mean is efficient. Low poly version is for that and high poly version is used to bake all the high details into your low poly by generating a normal map. I hope that makes any sense.
just remove the semi part from semi-disposable
but bacon then its just a disposable ; ~ ; and the thing about this this is that you can carry a bunch of reloads for it
Update: v0.9 - Placeholder textures
Model- UV's
- Textures
are those animation stages or different shells ?
they bee ammo
different ammo then
I guess the RPG animation won't work since the thing comes in from the rear?
it has a front extendable inner barrel sleeve like the rpg 22. I dont know if that barrel sleeve is removable and contains the rocket inside or you load it from the rear with the sleeve retracted
I'm pretty sure that ignition system is electrical. so there is no need to align the rocket
You lot are nuts, I've spent a week trying to figure out how to make a simple house and got a crap grey model that I can't figure out how to add windows or doors too. (I have no experience in this, trying to learn) hats off to you all. Know your work is appreciated if only by me.
thanks dude. But I'm pretty sure we all been there. you just gotta keep practicing..
I would not even know where to start with buildings so kudos to you for trying
floorplan
typically buildings dont need a high poly
so its a little easier to work on
the only high poly you do are on planes. and typically for doing roofs
the white plane is the "flashlight" light position.. but I can't figure out where it is defined as to where to be created?
With the prefab if I remember on the left panel you have your model and the light
ah thanks! forgot that
How many vertex should the average weapon model have?
I think you can go for max 40/45k vertex at one condition multiple LOD’s
you can go as high as you wish but you start getting little returns and higher performance demands.
always try to get the most amount of detail with the least amount of polys
EI no need in making a glock that has 30k verts
I re-cut it down to 10k so hopefully that's okay..
show us
In arma3 there was the lod 0 and the view pilot.. but how in reforger do we make helmets that's not visible from the player wearing it?
You mean like when you are in first person and you kind of see the helmet in your vision? In the opacity map there is a head clipping map.
Perfect,thank you
That's nice! I made one of those a few weeks ago.
lovely cigar 😋
its popsicle you put it in your mouf
nice
Love the M24
Hi I'm planing to model some buildings for my new map. I want to know what's need to be done to ensure the models work and also support destruction. Any guide or tutorial for blender?
Hi all, I'm exported my model design on INVENTOR software in "OBJ" format, and after by using MAYA with a export in "FXB" format. If I try to read the final FBX file done with 3DMAX for example, it s' work but in REFORGER TOOL, the import never work, I should miss something, configuration?? Thanks in advance for the help that you could give me for this. A little picture of the car I made.
your object is likely totally messed up from turning it from CAD model to mesh model
from the look of it im guessin its way too high poly and not nearly game ready
you will need to look into mesh optimizing
Thanks you very much, I don't know why I didn't remember of this important detail of mesh optimization that I had already did for another model for Arma 3, four years ago.
I need help, we have a problem from member of our team, suddenly all his models get this colors on reforger (Like it have differents mats on blender, but the model only have one by now)
If we apply a textore on it, mantains all the color and the texture under it
This is because of vertex colors I think.
Make sure to remove them when importing.
Reformer multiplies base colour with vertex colour as Avery said
Where to remove it?
check if it has multiple vertex color layers
if it stays like that just pivot to making a nerf mod 👍
WIP
Hi I'm planing to model some buildings for my new map. I want to know what's need to be done to ensure the models work and also support destruction. Any guide or tutorial for blender?
I dont think anyone but the devs know how destruction will work for buildings.
no guides. you would have to study the existing buildings in the workbench
for example i want to setup the building and know how to setup collision, materials, lightning, sound inside... etc
sizing, i'm creating a new map, and i have some experience in blender
i want to add also custom textures, some bilboards and posters around
"Some experience" wont help you bortha, plus you came to wrong place looking for help. people here wont help you. I'm sorry but that's how it is. I suggest you udemy.com
i mean, i dont need modeling help, just i want to know what is needed to import custom buildings correctly into efusion
this is good place to ask for advice but usually people dont have time to explain every little detail
or at least provide documentation url, the official enfusion site is poor on docs
there is very little documentation so far
so unfortunately we are all stumbling in a dark room together
you can check out the existing buildings in the workbench viewers and see what kind of lods they have and so on
and try to replicate that
well. cloth sim code is 16 years old at this point
yeah I just searched it up
amd cpu, nvidia gpu combo remains supreme
yeah epic... but who owns those things
i do :))
Apparently Solid Edge (CAD software) offers a free community edition
https://www.plm.automation.siemens.com/plmapp/education/solid-edge/en_us/free-software/community
Seems like they go the autodesk route, except also allow other people than students to use it? For some reason when i test downloaded it i got an academic license instead though, not sure what that is about xD It even has FEM calculation in it
why use CAD in addition to normal poly modelling? It's super useful for complex boolean shapes that are super hard to get correct with poly and subd modelling. E.g. A barrel shroud with perfectly circular holes in it, and the holes being perfectly rounded off... You can use the CAD geometry as HP and retopolgize for LP
The Siemens store offers products in the Siemens Digital Industries store allowing you to try, subscribe, purchase and download products. Siemens offer cloud products.
Moi3d is probably the best lite cad program for artist. I dont use freecad or solidworks in my creations
freecad is atrocious to use
it doesnt look free?
moi 3d is 300 dollars
and freecad is not bad at all. like blender it gets better every update
and just like early days blender the interface is/(was when i tried last) atrocious when you are used to industry standard tools
if you can use autoschiet or solidworks you can use pretty much any cad program out there, rhino, moi3d, freecad. like a 3rd artist can go from max to blender or how a programmer can jump around in any c based language
you can use it after you learn how the f they made their control scheme work. i used inventor, solidworks, ProE and Creo for years - but for freecad i had to use tutorials to figure out how to use some of the basic sketching and constraint functions, because how backwards they worked.
never used it myself, i know a few pro lads make use if it. Autodesk Fusion and the newer Shapr3D are pretty good
I must add, C# is a nice, C++ makes me cry, and C.. I don't know
I have a nice meme, especially for this occasion.
Nice T0nk
It's a thread-putting-back-on-rails image xD
Hi artists ... would you kindly provide some feedback if you use EnfusionBlenderTools? Thanks a lot -> #enfusion_blender_tools message
i have a problem with scope reticle
i've change the reticle in a copy of the artii hdr mat
and this is what i got when i put my game in low quality
its not happening with the vanilla scope
My first attempt at making a police uniform for my mod. High poly is almost finished. Just need to add small small things like belt loops and then the retopo phase begins.
Marvelous Designer stuff here 😄
Nice one Vergy!
MD is my addiction 😅 now zBrush I have a love/hate relationship with.
I think I got same issues multiple times. With the texture of reticle, I changed some settings to make it basically copy the texture as is, without compressing it. Dont know if that is the issue here, but might be worth a try:
Ok thanks I will do that
Finally taking the time to render these. 😄
Just finished texturing, not sure if they're good or not but I'm happy with them at least. one more pic to render and then I can put it on my artstation woo
blocks
Honestly they look insanely good. And material looks very accurate
Thank you!
Just curious I noticed you put optic cuts on them. Any plan to add the ability to use red dots on them ?
Yee it's planned
Hey, I tried to make a custom model for a helmet with night visor attached and make it rotate with a bone when NV is activated but for some reason the selfmade bone will not move at all when called from script (first time messing with bones and proc anim), do you guys know why?
i tried multiple different positions for my bones but any of them will work
As of right now, you cannot have any more than 163 bones. Including dummy items or empty items. The game skeleton will break.
I am not 100% sure if there is a fix coming for that kind of thing, but considering the roadmap, I believe perhaps there will be by the devs.
Thanks!!, that explains a lot🤣
all items directly attached to character (like uniform, helmet, vest, boots, etc) have to use exactly same skeleton as main character. You could make NVG a separate object and then attach it
Yea, gonna try that, thanks a lot!
Will that allow a proc anim to control it via scripted button press?
it should be possible - after all you can assign prefab over there
lovely gen5s. self made, right?
can you show a wire because fellow modeler reasons?
the g19 is basically g19x, right? g17 frame, no?
G19 is a G45 specifically. 🙂
Well lemme rephrase haha.
I renamed them P47 (longer) and P49 (shorter) so Glock doesn't smack me with a DMCA. P47 is a Glock 17, P49 is a Glock 45.
(And the Glock 45 is basically a Glock 19X. It's weird and convoluted haha.)
Mine rate is ❤️ at ❤️ scale.
I dont know if glock sues you unless you are making big profit (game dev) or making counter fits
glock won't sue, but they are prone to spanking.
I had some not so nice words with someone from glock's US legal before they figured i wasn't making a profit, then they finally said they'll tolerate the branding...
dont you mean 17 shots no 38 : 3
stun baton from half life 2
no bacon but almost
Rifle Barrel…maybe a pipe bomb lol
Is there any collisions tutorial? I make blender object, export to game, everything looks fine, but I can go through.
Another piece of PVC with weird fittings? 🤣
did you setup collision layer for your collider? is your collider visible when you inspect the model in workbench?
Are you placing Down the .xob file or the .et(prefab) file in your world? You will always be able to walk through the .xob
I'll say later, I have to go to work
Either way you need to make a prefab and place the prefab into the world with a Rigid property and then make sure model geometry is checked.
Does anyone know how to hide a prefab on first person view when attached to BaseLoadoutClothComponent of helmet?
Like PASGT goggle does
Opacity map -> head clipping procedural map - doesn’t work?
What scale should I use in blender for model making? Is it 1:1 with real life?
yes
unless you are doing physics sim stuff
in that case scale it up by like 10 but shrink again before exporting
Some odd reason this does not work with my baseball hats either but when I imported a helmet it worked fine :/
might be some engine side limitations in regards to accessories for helmets?
It works now, thanks a lot for the advice. It was .xob file and model geometry.
Hot ash
My first attempt using blender. now to make the magazine for the front.
I'm surprised there isn't like a checkbox or something that determines whether or not something renders in 1st person.
best thing I found was setting alpha to 0 on camera transitions in the camera handler component, but that doesnt really make things not render
feels a bit hacky
Probably something that would need engine side feature
or maybe you can set the entity's flags to not be visible
maybe then it truly does not render
yep, this works, the only prerequisite is you need a reference to the entity (in my case it was myself)
Wow, can you explain the process?
modded class SCR_CharacterCameraHandlerComponent
{
IEntity m_entityToHideInFirstPerson;
override void Init()
{
m_entityToHideInFirstPerson = GetOwner();
super.Init();
};
override void OnThirdPersonSwitch(bool isInThirdPerson)
{
if (m_entityToHideInFirstPerson)
{
if (isInThirdPerson)
m_entityToHideInFirstPerson.SetFlags(EntityFlags.VISIBLE, false);
else
m_entityToHideInFirstPerson.ClearFlags(EntityFlags.VISIBLE, false);
};
super.OnThirdPersonSwitch(isInThirdPerson);
}
};
disclaimer I have no idea what kind of repercussions this will have when playing, I tested it for 10 seconds
Thansk again! I will test it out with NVG
This will do any client not see the entity, so maybe messing with rpl will do the trick(?)
This won't work correctly with shadows, tho
not sure what you mean
I think that he means it will be invisible to everyone, not just you in FPV
I mean I want to hide nvg like a helmet does when equipped, but adding an oppacity map wont work since NVG are attached to helmet by SlotManagerComponent. The idea is to make a workaround to hide the NVGs in fpv only for character that is wearing the helmet
yeah that doesn't make sense to me, your client shouldn't care about other people's cameras
But aren't you setting that flag on whole entity?
Yeah but afaik in your script you are setting those flags to the entity
Not related with character
yeah, but I'm setting it on my client, why would this propagate to others?
In the case you've tested you are referencing the entity by GetOwner(), maybe referencing it this way will not make flags propagate to others clients (Dont know how GetOwner() works in this example) but the NVG must be referenced by helmet, not the character
Dont really know if I am wrong, just thinking out loud
I used my character as an example, you can use whatever entity you want
all GetOwner() does is gets me the owner entity of the component
and then I hide the entity in my example
But what im trying to achieve is that any other client keep seeing the entity
While my client dont see NVG in FPV, others clients can still see it from their own cameras
why wouldn't they? you're only setting it to invisible on your local machine
did you test the code and notice the entity disappear for everyone?
I mean, the mod is intended to be on server side
then this will not work for you, as the function I was using runs on the player that switches camera
you will need to extend it to notify the server that someone switched their camera
but why?
also #enfusion_scripting
working on m18 mod, here's the model so far
Damn thats a lot of detail. I guess not for ARMA ;d
not every part will be in reforger / a4, did it like this because of artstation trend basically
Huge props for attention to detail
thanks, took me a while to get all the right photos
So do I!
I found the patent and modeled off of that. Also did magazines but apparently I don't have a picture of them.
This image is an old WIP anyways, though.
lol, much imagination between us. Looks good
A side project I started this week:
yo shit nice work! very detailed model, mind if I ask where you got the reference?
some from a friend who si a gunsmith, most from the internwebz
nice, my model so far lacks more of the high poly details, do you plan on further texturing yours?
lol, i have that model started as well back in 2014...
yeah i have everything baked, need to get some free time to texture it all
https://i.imgur.com/VxBqzlY.png
https://i.imgur.com/Nu1t7dT.png
I've seen on BI forums 😄
looking good
The hardest part about doing guns with all internal components is finding good reference photos. Sadly it's not always possible
I'm working on this and even though I'd love to make all the parts of it, I just can't find photos of everything
here’s my reference imgur album for m17 / m18 - if anyone needs it
https://imgur.com/a/My5eSXq
true, generally speaking it is way way easier to get proper refs for things used by the US, at least because there is no language barrier.
also the more is used (and the more civilians have access to these) the higher the chances to get proper images, or find someone who has direct access and can get you pictures directly
just use a vpn when you are going to chinese sites
? what does that have to do with anything?
same for this generally speaking it is way way easier to get proper refs for things used by the US
just wondering, what precisely one would find on Chinese websites?
stuff you wont find using other languages... also getting ddos which is why you should use a vpn.
its how I made this
ddos powered launcher
yes also forums are really good source for info. because english and even russian sites lack a lot of info
for Chinese equipment the English sites are like stuck in the 90s for the most part
Yandex and Google translate are invaluable when looking for that stuff
yes its also easy for me since russian is rather easy to understand, however russians dont understand me
does anyone know the width of the reforger characters ?
for what purpose? model measurements? collision measurements? You can check the sample character too I suppose
trying out to make buildings, so more measurements so characters can fit through doorways and such
but if it exits a sample character I will use that as a measurement thanks 🙂
why not just look at the buildings in
enfusion ?
Why not just look at the sample character
Just use real world measurements.
Everything is 1:1 scale
Damm you will have made every launcher in existence soon
no 😦 I haven't
unfortunately it isnt, a lot of things are scaled up
When it comes to buildings it seems so. I know when I tried to make a police station all my doors, windows and walls were 1:1.
it's not just buildings
I should have been more specific. Instead of just saying “everything”. I was responding to his “trying out to make buildings, so more measurements so characters can fit through doorways and such”.
for A3 dimensions are also a bit larger, to minimize clipping with gear. about 10cm both height and width for door frames and window frames
I would make rooms, hallways and doors a little bigger than what would be in irl.
keep those rocket launchers rolling 🙂
do you guys think its worth adding a take down animation for the launchers? so when you put it on your back you have to break it part and when you want to use it you have to assemble it and reload it before you can fire.
would definitely slow down launcher use and make it more tactical choice
yeah, it would also look very stupid to be running around with a rpg 29 that is 1.85 m in length on your back
there is a cheaper export variant of the 29 that is a single piece
can you make it explode if you bonk the rocket against a wall while running around?
only if the player named bacon in the argument string.
almost all of these rockets have a acceleration fuse, some have a time delay like the PG series that fuse the waist motors and then fuse the warhead.
We already have that 😂
Was reforger vegetation made using speedtree?
brother I have a question can I dm you?
yes but only if cute
@shell hedge
my sight keeps showing the camera from like a 0,0 position rather (which shows the weapon from inside) but it looks good, what am I missing?
The viewpoint for camera is defined differently. Search for Camera point
have that on same point..
guess my origin is off somehow
this is still too low, but feels strange
Are you referring to the origin point feeling strange or (what appears to be) the lack of magnification? I only ask as I had the latter problem with my own SUSAT, caused by having the eye memory point too far away from the PiP texture
Smål Master Chief?
yes
Thanks, I noticed the magnification but that was on next on my list. So thanks, speeds that up.
For the strange origin, guess it's in the fbx ? We divide the work so I do implementation but haven't done the model
From what I've found, camera point of PIP is taken from Camera point rather than any Memory point in the model. You would have to check the component source, but the position itself might be in relation to object center, but also in relation to weapon it sits on. For example my optics from modern optics pack can have issues on other weapons sometimes
block out of a new creation what is it 😮
half life 2 stun stick
nice Law 80
lovely
is it a military trombone? sorry I don't know much about guns 
don't be foolish.. a trombone has a slide, this is clearly a bassoon
Looks like an E web
British designers. how much stupid odd and complex stuff can we put fit on your equipment... yes
@sand pagoda this is beautiful
its spg-9 but better
yea, also called spg-9m
literally the same but with extendable front leg and with better scope
Time for weirdness.
bazooka!
this dude has some mad modeling skills
I have a Question. so Is it Possible do Update the FBX after the fact. so If I want to Block out a Building and then finish it after the fact is it possible to reimport the finished model thus changing the Prefab ... ?
I fiddled around a bit but cant reimport the fbx properly.
oh so just replace the Model in the Prefab
man why didnt I realise that
yeyp
you gonna use prefab for building anyway
ye i know just didnt realise that was also a way
😉
btw I really like the SPG 9 bake gud stuff
If you update the fbx while enfusion is open it will automatically update the xob as well
Huge time saver. Works with textures as well. As long as everything has the same file name.
Any idea how to make colliders move along with the visual lod, when using a proc animation.
I have tried this a million times following the wiki
some people have no problem with it, but i can never get it to work correctly
If you delete the FBX on the workbench and then import again to the same place it will update the model to whatever you exported from your 3d software
So i wanted to ask about slots, how do they work? im making a viking helmet (dont ask) and i wanted to add cheekguards as an optional piece, i figured i'd make slots to attach the parts too but im not sure how to do that exactly
viking helmet?
dont worry bout it
the main thing is i just need to work out slots, as i want to add an attachment to the helmet thats optional
anyone know what would cause this to happen? it was working totally fine till i added the slot
@shell hedge
could be an origin problem with the helmet
why cursed ; ~ ;
i'll check and see, thanks
Some of the UV islands look a bit funky. I would recommend unwrapping using conformal rather than angle based. Also I would recommend using something like UVPackMaster to pack more efficiently.
I'm sure some purist will come along and say 'addons bad' or whatever but seriously it's worth the money.
I did it by hand no auto unwarp
ive wanted to make a unwrap of a single styrofoam piece as much as possible like you would a human head
im also sharing the same uv space on some stuff like those long strips
hey lads, how many tris would be good for a tree? and how does enfusion handle the foliage? should all the leaves be apart of the model? or just the trunk and the leaves are procedural or someshit?
I would suggest looking at the trees in enfusion to get a overview how they did it
I think the trees are done like in every game where the leaves are texture planes
Leaves and smaller branches are done on texture plans and are called clusters. You'll want to have the clusters as a separate texture from the trunk as enfusion handles the leaves and the trunk materials as two different classes. I'd say 8k faces is the upper limit
legend, thanks for the explanation mate
some A3 trees go up to 11-12K tris and the Inocarpus on Tanoa is 16K but those are fairly big trees.
Does anyone have the t pose model for reforger the modder doing my milsims uniforms can't find it
it is in the sample files #reforger_samples
Thank you so much
Hello everyone, for some reason my model is showing gaps in the workbendch but not in blender, any ideas what could have caused this?
when you load the fbx in blender do you see the gaps?
Could be texture is low res and has no bleed and is transparent around the uvmapping
nope looks fine
ah ok so might be the texture
im using 2k should i go for 4k?
No, just fix the texture
its in the same locatons i used a weighted bevel along edges
that's why I suspected it was model issue. will have a play with textures. what resolution is best to use or is it what ever I want?
try loading it in with a blank texture
or put default material on it
if it still happens then its a model issue
2k or 4k usually. Depends a lot on what you make
Check and see if any verts are not connected. Do a weld on all of the vertices on those areas, see if it improves.
You need to triangulate your mesh before exporting.
the blender fbx exporter does not triangulate automatically?
No
ouch
Workbench tries, but you get things like this.
ok, this makes sense
same issue (set and applied the triangulate modifier before export)
I noticed this issue on clothes if there were multiple elements in an area, they seemed to come apart.
if you drop the blend/fbx file maybe one of us can look at it
but I'm pretty useless as I don't use blender
we have a winner! Thanks you and everyone for responding.
so the bevels were not connected?
Pleased to hear it
now it looks crap in places but thats learning for you!
If it worked undo and go around manually then try a smooth or whatever it is called on blender
you may need to apply sharp edges manually
clothing spreading apart might mean differences in vertex weights between verticles in same position. ideally those should be merged together to avoid such
This is a subdivided mesh, too small triangles in a small area just disappear
Don't put subdivided meshes ingame tho.
Not sure if this is the correct channel but here we go:
Does anyone know if its possible to add a collision box to one of the bush models ingame ? I'm trying to achieve a "hedge" effect ala Normandy
And if so, how ?
No idea what I'm looking for in all the add component stuff
if you want to reuse the collider that the mesh already has, you can change its layer in the Rigidbody component to something that collides with players
it will be pretty jank though, I think I would create a prefab/mesh that only has a collider and put it inside the hedges, if you aren't modeling the hedges yourself
Changing the layer works semi decent for my purpose - but its a start. Thank you for that one
Do you know the steps to do it that way ? I'd would PM you in that case 🙂
I just tried to do it, it seems to work, but it's hard to place because it's invisible
even with collider debug show it's invisible
until camera gets really close to it
I figured it out, let's do it
WIP Cannon - Textures are placeholder.
I've been super busy with IRL work. that's why taking for ever to finish.
it is not cylinder probably?
Can you provide a screenshot of the mesh? I have never gotten _UCL to work
So I’m curious to see what I do wrong
basically I made a new one
and did not do any manual transformation
just the generator sliders
https://github.com/BohemiaInteractive/Arma-Reforger-Misc/tree/main/Art/Model Examples here you have example file containing all colliders
Thanks, will have a look
Is that in a mod on the workshop / do you have any plans to release it there? It looks great
not yet. When finished, it will be in rhs status quo
Any tips AR Blender users? 🙂 https://twitter.com/MiroHorvath/status/1577981514234609664
Hi community, I'm preparing my talk(link below) for @BlenderConf and I wonder, what kind of information you'd like to hear regarding Arma Reforger art pipeline in Blender?
Retweets appreciated🙏
https://t.co/vGBHG0BtTH
#b3d @ArmaPlatform @EnfusionEngine
Would love to hear more about decal usage and the workflow for creating and applying them.
new type of characters with their own skeletons could be something interesting but probably lenghty to explain
@hot pumice @zenith quartz thanks guys, for both suggestions would be better to make a dedicated video tutorials than spend only few minutes at the conference honestly
@zenith quartz could elaborate more on what's not clear in regard decals?
@hot pumice so you'd like to know how to model a new character from scratch as well? or just the skeleton/rigging part?
I'm just generally interested in the workflow for creating vehicles in Reforger, where decals should and shouldn't be used, how they're made (I'm guessing trimsheets), especially for welds on edges like the BTR has. Those looked straightforward but kinda confusing when I actually tried them.
just interested in creating new characters from scratch with their own skeleton, was always tricky to do it in arma3 due to the large amount of animations needed to make it on par with the basic armaman, but yeah the more I describe it the more time consuming it sounds
if its something short then I guess the basic blender side pipeline of a type of asset, like a box or a weapon could be interesting
well I say short but I'm not sure how long it would take, assuming the models themselves are already made in the short
just do it like this
perfect
game is called Everything and it's a cool experience, in case anyone's interested
ah so this is how they mocapped Roach for witcher 3
There is actually a mod of a horse in dayz that does this
we have the technoloy
they removed the G from technology and got this
crap
do you want to create human like characters? I did some experiment with creating some basic animation workspace out from mixamo ( https://www.mixamo.com/ ) animations
nothing particular in mind atm, just curious
well, if you want to use new skeleton then it didn't changed too much and you still have to make all the animations from scratch
with mixamo though, you can do some shortcuts when it comes to anim creation and concentrate on configuration
guess I should have expected it
but at least it seems simpler to make animations now?
not sure
Hello guys! I Imported custom 3D model as FBX. Collisions work, textures looks great everything is fine. When I publish world to workbench model is there, but textures gone. How to solve the problem?
wut
whats the mod name
https://prnt.sc/OEjnkHAyYBXx Mod name: Test1 recently added. As you can see wall has no textures. But in the editor textures are ok.
got editor screenshot?
I see no texture in the material
In the editor materials are attached, I use prefab only. Maybe I must register asset or do something more than just import ant place object?https://prnt.sc/tDCxz98iLZ9A
Holy cow! It worked! Thank you mate. https://prnt.sc/XJTR17Hb_rNy
I saw that mod on the forums it looks like it's going to be the best one yet, I didn't know you were apart of the dev team. Quick question, do you guys have a public discord server?
If you don't you should think about making one it would be great
ahm, RHS has been about since 2003....(https://www.rhsmods.org/team) no public discord server
thought about it, decided against long time ago
Ok, I saw RHS has been around awhile but I have never played Arma 3 since my pc can't handle it lol
Alright I was just hoping to see some more sneak peaks into development lol
that happens on forums / twitter, but going ot, and this isn't the place
Im gonna say its not a lot more simpler but the GUI is a lot better alternative for the text editor configs that A3 required. It is easier to follow imo.
The making of animations in whatever program they are made in is still the same though, that wont really ever change and it is a skill like any other that gets easier and faster the more you do it and the more shortcuts you discover for your workflow.
one major difference and reforger handicap is that the game animations are not accessible like they were in previous titles so they cant be used as reference anymore.
so in that sense its probably even more difficult/time consuming now to make a set than it was in A3
the IK systems with items and such might make it a little bit easier to make stuff too, but have not done much with that yet so just making guesses for now
neat! i have that planned
Thanks! It's a weird amalgamation of the AKV-521 and AK-12SP. 😄
Plus an upper receiver partially inspired by the original prototype AK-12.
:)))
I wonder what the easiest way for me is to export colliders with layer presets from Cinema 4D
do all the sample models have FBX with the custom usage attributes?
https://youtu.be/IKE6_3cyzYI
Thanks a lot @warm token to help me
no bueno since Cinema 4D doesn't care about FBX custom attributes, but it's Python so I bet I could make a plugin when super bored
21:33:08:519 RESOURCES (E): Object is broken after TootleFastOptimizeVCacheAndClusterMesh
Clicking on the material section of the xob on the sight PIP gives me that error
can't wait to browse ikea in reforger
come on even ikea doesn't have exposed screws
I would hide that since Ive have that experience
Not IKEA but close. Kallax has bit wider outer frame than the shelves and the older Expedit a lot wider outer frame. 😅
Armaverse would probably have something like EKIA brand
IKIA
anyways, i got yet another hopefully quick question, im trying to get a PBS-4 Suppressor i modelled into enfusion as a test, yet im kinda lost. how should i go about attaching the suppressor prefab to the AK-74 one? hopefully the right chat, no idea where models/prefabs stand
So in the model you would need to check what bones/dummies are on the default weapons, also keep in mind the reforger weapons don't have suppressors in the engine directly. A few mods add them to custom weapons via script but yeah. I believe if you add a dummy inside the barrel of your suppressor, labelled something that exists on the rifle in the tools, like barrel_muzzle, or use the attachments compatibility mod and set it up that way then you should be able to import, with skinning (your supppressor would need to be weight painted) and set up the prefab accordingly.
Hard to explain all of the steps required.
Best advise for character and transfer of weights, which model do you use?
Also which method, been trying different transfer weights tutorials on YouTube but so far it only copy the vertex groups but the application is way off
Weight transfer from body to cloth a short and quick tutorial
Discord :- https://discord.gg/g8kMPmh
Instagram :- https://www.instagram.com/techlyfzone/
Telegram :- https://t.me/Techlyf
FPAGE :- https://www.facebook.com/tech2lyf/
I use both of these. Works great. The current model given to us does not have weights on the head/neck so you need to tweak those yourself. I was told they have the model updated but it has not been pushed to the Arma Reforger Samples yet.
Thanks!
WIP - Bear trap
this is actually meant for a project that we're working on. it will be in game and animated.
where are the ghost people that goes along with it
This gave me flashbacks
So, I have a vehicle in reforger, inheriting off the UAZ for now. As soon as I hit play though, it's sinking through the floor. Could the geo be wrong in some way?
You can't have a trimesh as a collider
Also check that your colliders are correctly configured
same skeleton on ours compared to ALICE.. its possible to rotate and move as you can see, but ingame its frozen/static like it has nothing assigned. What could be wrong?
its not same skeleton
check number of bones on both pictures
ah its missing camera (and 1 more it seems)
camera made the trick
now my only concern is that I can't seem to hide the groin..
🙂
Is there any sample cars to look at?
Have you tried the override meshes to hide in the prefab?
yeah, afaik it works great for legs, torso, arms.. unless i am missing something there is no selection for the groin
You just create a selection and name it "groin". If you look under the meshes tab of the basebodys lod's it gives you the names of all the meshes to hide
want to do it for my pants, not for my character (because then same problem if someone else picks up the pants).. and don't want to start trying to overwrite
oh wait, now it seems to have a Groin there.. but no effect :/
maybe you have something in override meshes to hide in pants?
it's too big
I was just explaining how you can find the names of the character meshes to hide. Ignoring that this is a jacket and the other selections this is how it should look
I had body meshes clip through clothes until I defined body meshes for my character (or was it faction?)
ah, it was this
when submeshes of body was empty, legs were clipping through pants etc
yeah but groin isn't working.. still there even when defined
try what bacon suggested then
There is a new vehicle tutorial and example mod
but then we back at the problem, if the USA soldier picks up our pants
i mean, won't happen often but not ideal solution
Hi guy, i would like to open an ancien mod but when i try to open it with the aden enfusion tool from blender i get this error.
Do you have solution?
@fluid fernwhat file type are you trying to open to begin with?
I have unpacked a pbo with mikero tool and I want to open a p3d
did you make that ancient p3d you have unpacked?
no but i asked the author if i could import it on reforger
then ask the author to provide you with the raw files @fluid fern
the error is in relation to the importer not working with binarized p3ds for obvious reasons
also, generally speaking, if you don't own the content, and you do not have explicit permission to use said content (in written form or a proper license) you will get yourself in a quite a bit of trouble
of course, I thought the raw pbo would be ok, I will ask him for the raw
I cannot for the life of me figure out how to do the internals on my AK.
Not like... actual parts but the overall chamber for the bolt. Either I'd be screwing up my bakes, showing too much, or showing too little, and it's tricky since there are 4 openings in the dust cover, plus the magwell and trigger hole for in the receiver.
for something like substance Painter you just set high and low in the same places
if your item doesn't come apart there's no reason to bake exploded
how you bake normals without exploded? eps when using a cage
since your gonna get overlapping detail that you don't want
yeah you're right, for a gun it doesn't really matter but for a house or things with an interior it will
for a gun it matters a lot I cant think of anything that doesn't require exploding for a good bake, maybe you can set it up to bake sections that are applicable and they are confined to only baking those sections individually
I mean it's not wrong to do either, so just do what you are happy with
in the example of the rifle you'd probably want the parts that move to be baked outside
you can do it based on naming convention, of course visually it is easier to have things exploded
i only bake using groups (marmoset) or naming convention for substance, and also AO in 2 passes (exploded/ named) and everything in one place
hmm I wonder if blender has such options
should have
i mean i also used max using material_ID for certain bakes (haven’t used in a while since marmoset / substance) can do it better and faster
seems there is an addon (free) that does that - quick search = https://youtu.be/fSHYr0jf82Y
In this video, I show how to utilize a really comfortable, user-friendly addon called "EZ Baker" by AquaticNightmare. This add-on brings various buffs to Blender's weak baking system like "Match by Name" using _Low and _High suffixes, dynamic cage creation system which allows you to edit cages similar to Marmoset Toolbag 3 and creation of mult...
pretty similar to substance / marmoset setup
👀
No not the actual baking process, but rather when I stick my HP in Zbrush for the final polish. Connecting parts together like the dust cover and receiver means Zbrush will essentially weld them together instead of having a seam. Idk. I'll figure it out.
Is it possible to set sculpting groups to prevent that?
Hi guys, I don't know if I forgot something but I expose my problem.
When it rains it rains inside my models lol
I've added the right components:
- rigid body
- hierarchy
- rpl component
I forgot something ?
you have a collider?
Yep
Hi, guys fixed one problem and encountering the next 2 lol, Somehow my Steeringwheel doesnt work in the imported version (in blender it works), i added the steering_wheel_placeholder.pap in the ProAnimParams and also selected the Bone but it doesnt turn when i turn the car around. Second Problem is the tires are glitching slightly into the ground where do i tweak that so that doesnt happen ?
there has to be some difference between your entity and one that does not have rain inside, whether it's a collider layer or something else I don't know, I'd go one by one
What I do is my LODs I do a shift+D and I modify mesh --> normal --> Flip and I rename it to collider. I put them in the COLLIDER collection with propfireview and the corresponding material
does your collider actually work ingame? does it import correctly?
is it the same layer as colliders of objects that dont have rain inside?
They import correctly, I have no problem of collision, when I put metal for example, the noise and the shots are on metal BUT it rains at
If im not wrong, doesn’t it also happen in the btr? Im pretty sure it rains inside the btr as well
Could be wrong
it does not rain inside the btr
do you have Rain Occluder selected in your MeshObject component?
i check that after work
@gilded sandal bro how did you do it to turn the asset into the solid prefab and not a hologram that can be traversed
hey guys, I have this inside the tool already but I can't make them become solid, they are like a hologram and the character goes through it, I can't find a way to make them solid. for cover or barrier, someone with some suggestion please
who throws me a lifeline with this
You need collider
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
Here you can read about colliders and import
thanks
Also in the end you have to add the "RigidBody" Component to your object and check "Model Geometry" and "Static" 😉
Did you check the "static" box in the bottom of rigidBody Component?
import and export everything, material, skin, but I think I missed something, or I haven't done something in the tool
yes
I tried to put it as a layer preset as a cover and it didn't work either
ok... Hmm.
Have you done the "Collider Setup" in Blender?
And added the right prefix
ok, I'm going to try that, I'm also rereading the material you sent me to see what happened to me, I scream again after a while, let me try what you tell me
ok, sure 🙂
just one Box for the collision with the soilder and vehicles, later you can add one more for the bullet collision of weapons
I would suggest a box because it´s a simple object and has the shape of a box. So that should be fine
@neat canopy epa bro thank you, that was it, you made it work for me, thanks again
I appreciate it
Nice, no problem.
@neat canopy bro but the bullets keep passing me, and I put the two that you told me, it is already rigid and I can walk on it but the other projectile does not activate
any suggestion sorry to bother you with that
It should work when you have two colliders. One with LayerPresets "Building" and a Material of your choice so you can´t walk through and the second collider has to have the LayerPreset "FireView" and a Material of your choice (makes sense to use the same), which handles the Bullets then.
@vague sandal
Ok I understand you, I mean I have to select it, good
Ok I understand you, I mean I have to select it, good
is there any info out yet how to do custom animation stuff for vehicles and all the related stuff for that ?
you can have one collider sometimes by using i.e. BuildingFireView if the shape works both for character collision and fire geometry
If you could do so, I'm sure i can get people to throw money @ you
@neat canopy guys thanks everything went perfect and works great... now what I can't give is that the prefab appears in the Game Master editor as a props
any ideas
hahaha thanks again, this is the page of the gurus
I already have the editable object I can move it from one side to another already in the game, but I can't see it in the Game Master objects
Did you add it to the list per the tutorial of making new game master items/props?
That would be a question in the config channel mate 👍
Hi all, i have a question, I'm in my building but I can't see the walls when I'm inside, how do I correct this on blender?
inverted normals on the walls?
Can anyone explain to me why the wall is transparent?
make sure your normals are facing the right way on the mesh
The orientation of the faces is ok, so I think it's due to the vertex?
show screenshot with face normals visible?
are the normals fine in the fbx as well?
No in the fbx it is bugged
ah someone that knows blender will be helpful here, not the first time I see this normal issue with blender exports
@last hill Thanks bro, I already solved it with overwriting, I wanted it as an ineherent but I couldn't work it, it will be later that I see what I'm missing, but for now it works fine that way, thanks for your advice, and by the way, I like all your mod, especially the one you did to mortalis ares, greetings
it looks like you have multiple lines intersecting each other
should look like this
and you need to triangulate
How can I do that?
do what?
To correct the error, I do not see how to do
start by fixing the horrible topology
dissolve that curvy ngon
use knife tool to make squares like my image
make sure there are no random vertices
you can also do this just make sure the triangles are not too long because you start getting strange shading issues
Anyone have problems with the helmets appearing and vanishing on first person randomly?
Have activated the headclippinga and the AlphaBias and Apha In Shadow
You need to duplicate and rename one of the headgear materials. If you choose to make your own from scratch the head clipping opacity map does not work as far as I know or at least I could not get it to work. So I had to duplicate the actual material from one of the vanilla piece of headgear and then insert my BCR AND NMO maps.
Really? Thanks for the advice, ill try It later
Wasn’t someone making a GRAD BM-21?
yes. been a while since I've seen anything posted about it
Ah okay, hopefully who ever posted about it is still working on it
It looked amazing
you can check if its on the workshop too
I just did sadly it’s not
please don’t post in this channel unless it is model making related, or at least tangent
Solved with this, thanks! Its a mess need to do this things to get it properly working...
could you share perhaps material which didn't work? Did you assigned opacity map?
In RHS we are using plenty of custom materials and we never had that issue, so I guess you missed some element
Compared both .et and are the same except the bcr and nmo
And that bcr and nmo are now perfectly working on the duplicated material
what about emat?
sorry, emat, not .et
so both emats are identical? I mean, the one freshly created and then the one duplicated?
recreated all the parameters from the original asset from reforge to a new material
have you checked that in text editor?
that dont work, but if we duplicate it, it works perfectly
can you share material which doesn't work?
try to recover the old material and give it a try with text editor
I could probably tell you what was wrong in your newly created material so you wouldn't have to create duplicated mats
anyway, the rhs ones was tested on workbench or game? We saw this error only looking at some angles on a private server, the helmet blinked randomly in u look at one direction
game
never saw this error on workbench or single player
ummm, ill try later to recover the emat and share it to you
sure
:3 18K verts, I just have to make separate materials, learn mixer 😦
add seams on those sharp edges 😄
why D:
because its best practice to avoid issues with bevel bakes
this explains why towards the end
im gonna blame bacon on this one
so the way it works is that a normal map is baked relative to the relevant normal
and if you mark something sharp you split the normals
and since the UV map is mroe likely than not not pixel perfect it will mess up the bake
since it will overwrite the very edge and when the other edge tries to read it it gets a completly wrong angle
edge breaks go where you want edge breaks, typically when surfaces would change height is one reason? or something
haven't had issues of this kind yet
every hard edge should be a uv split
link i sent explains why in detail
Hey, i have a problem with raini in my building, yet I have activated in the mash object
https://youtu.be/EA8aZBgCrPg
Nobody had answers?
can you show collider layer?
wonder if this has something to do with it
In blender they are in PropFireview with a material (on this model I have concrete, metal and wood) and their name is in UTM_COLLIDER, UTM_COLLDIER.001 etc.
building should probably be BuildingFireView
can you see if this makes any difference?
And I don't have any errors on import
Ah!
I'll test it tonight and get back to you.
and maybe with this collider, the geometry data export will work and I will suddenly have the visualization of my buildings on the 2D map
Same error with buildingfirewiew
Hey, I am currently a little bit bored and search for a cool project or object I can model and texture for someone. I don´t want money, just have fun. I am specialised on smaller objects and buildings. Just DM me 🙂
Have you triangulated your UTM geometries?
How?
go in "edit mode" of the UTM
then press A to select all
search for "triangulate quads" in the searchbar.
and press enter
Okay i check that later
he was able to walk on the thing so I figure collider mesh is fine
Yeah have seen that but just to be sure 😉
at this point prob go over this and some vanilla house and see what the differences are
After a test with the triangular it was the same, so I said to myself "maybe it's just in the editor", so I launched my mission in GM having put the building before on my other world and it does not rain inside
Nice 👍
Lego mod?
Some WIP before and after shots of the detailed high poly for a clients Reforger mod.
https://cdn.discordapp.com/attachments/847516074715250769/1033232413205204992/unknown.png
https://cdn.discordapp.com/attachments/847516074715250769/1033232349393072158/unknown.png
By the way, did you import a custom building ? And export the geometry data (razerlisation and 2D geometry), to know if the building is visible on the map in game
Bear trap
Mode: Blender
Textured: Substance painter
1P29 finally done & in game 
Lego mod ?
no we are not 5 years old
has anyone tried Quad Remesher? Ive tried the trail version and it does not do a great job
It is good for organic modelling. Horrible for hard surface.
Did you have problems importing fbx? infinite loading and workbench crash?
???? Lego mod
@calm rune most of the videos I see on it are for hard surface stuff oddly.
it's native in my Cinema 4D version, would you like me to test something for you?
no I have it, I just dont find it that useful like how videos portray it
I think I used it for LODs for one of my meshes recently and it was very helpful
how do you make good lods? do you take lod0 and decimate it or do you make a new model and just reuse the animation and uv?
so far I've been successful (most of the time) reducing poly counts with options like "keep uv edges" and/or "keep 3d edges" selected, so it does its best to reduce poly counts in places that arent edges first, so the shape is preserved
I've also seen someone turn the entire model into voxels and reduce their resolution but this doesn't seem applicable to hard surfaces (but it worked for things like rocks) and you lose UVs
can you help me? I applied another texture on the top of my building but it doesn't appear, except on the bottom
did you mark seams? by default it should be red edges
also what are you point to the box?
I don't understand
hmmm you need to select all the faces you want to apply them. also did you make a UV map or are you baking everything to another model?
No spam thanks
?
Random stickers
How do I do that? Because what I do is that in the texture part I believe a new one and I apply an image to it and then I go to edit mode to apply it on the faces I want
Is there anyone who knows what the status is with CUCV vehicle?
Do you manage to create windows that break when you pull on them? On the window emat I changed the class to MatPBRBasicGlass but I'm just passing through.
On blender I put the collider in UBX_GLASS
I think windows need a destructible component; see vanilla windows in buildings
I have my model which is empty so I added doors and I saved under our name then I wanted to place it on my map and hop crash (there is nothing conclusive in the logs)
I took the same components as a window and same, maybe is not the right collider to put
try the same collider as the window glass
has anyone ever had this?
need to go over the differences between your building and vanilla buildings
95% chance something is missing
I just add prefab, normally I should have no errors
when I look at other prefabs, the layout is the same
I have error with the splines but it's the same with the objects I place
well if it starts crashing after you add doors then something in the doors or around them might be missing
No, but whether it's a door or a rock, I have the same on everything
oh... hard to say then
I've experienced a ton of crashes when working with generators
Really unpleasant all these crashes
How can we port structures form a3 to reforger?
you can’t port a3 vanilla content
you can only forward port content you made your own
Ooh ye u forgot what about a2
You can vanilla a2 object
i didn’t, you asked about the structures from a3
Lol
Lets go !
Looks great Nyu
@lethal frigate @fluid fern https://www.bohemia.net/community/licenses/licensed-data-packages
These packages are portable. Their license determines what they can be ported to. With a quick skim through the list it looks like all of them can be ported to any Arma game and DayZ
I know I already imported the rails 😊
anyone here knows a tool or a script that generates the LOD's in blender?
I normally just use the decimate modifier or manually decimate models to create lods that confine to uv’s
Yeah but I was looking for something more automate or faster.
you're not texturing your models?
if I leave them alone for long enough they texture themselves
do the ghost people also use hamemrs 😮
Right now I just set hard edges and set the crease to 1.00 then use the decimate modifier but I’d also like to know if there is something more automated. When you set your crease to 1.00 the model holds it shape and doesn’t tear apart when using the decimate modifier.
I am aware of sharp edges, but I'm looking for a one click thing.
lol
Due to budget cuts we could not afford to craft the helicopters out of metal
Can’t wait to see that thing finally in the game!
needs more raw meat texture
dude that is mint are you able to texture them?
Hey! Just wanted to ask you something. Did the new update mess up the weapon system on the little bird? I know you guys were close to release. Plus your black hawk guns went rogue
The guns work differently, so they are fine
Shweet! I know people dont like the question so you dont have to answer. But how far do you think it is from release 😅
We'll release it when we think it's ready, still needs a good bit of work
Strider is the perfect PR guy he gives you answers that aren’t really answers! Not an insult at all reminds me of NFL coaches 😂😂
@junior thorn
Maybe will be able to create an enhanced radio with battery/antenna swappable system. There will be animations needed to operate on radio.
Minty
Nice and clean. Good work. I would like to see the UVs.
Lookin real hot 
🥺 ded never says anything about mien stuf 😦
Then make better stuff :whip:
Thanks guys,
Really needed that.
Have one actually with me rn.
Damn, looks perfect
That’s because all you make is PVC pipe
That looks really cool man! Damn you mod makers are incredible. Good looking model 👍
too easy
Then why hasn’t it become a thing yet

try using the by angle decimation option if using blender
you can just use ratio too but by angle works well for me
also gotta keep in mind its just a lod, people wont see it clearly
It all depends on use case and your needs. Decimate is really only your friends when your lod transitions can be seamless. Works fine for LODs 2-x. If it's something that the player is going to be able to see in detail during the transition, I would suggest doing a hand made retopo. Choose the areas of highest detail that you can afford to simplify with limited impact of shape. And while halving the vert count between lods is the general rule of thumb, it's not a hard rule. If your LOD1 is only 20-30% less than your LOD0 that's fine.
That's a good suggestion if you're only taking your time on a model, but if you're trying to be productive I believe that won't be ideal. But yes you can grab the LOD0 duplicate it then start cleaning the mesh, that would be your LOD1 then do a duplicate LOD1 but this time you can start deleting small parts such as screws (if you have small parts such as that for example). Then duplicate LOD2 and start using Decimate modifier. Unless you got all the time in the world you can retopo more. Just an idea.
idk about blender but there should be an option to preserve 3d edges and uv edges
Very nice
ik what ill be looking at tonight when ill nut 😉
Are we able to add custom characters into Reforger? Like If I wanted to add a Star Wars Droid to the game what would I have to do?
- you cannot add things you haven’t done or bought
- you cannot add anything owned by Disney, star wars included
@surreal ore nope
Yeah
To act like you have any control or authority about what I do on my personal computer is laughable.
And to act like people can't make mods simply because the name Disney comes to minds is laughable too. Starwars is eh. But most of the stories by Disney are not copy written because they now fall into public domain.
you do what you wanna do on your own computer, that is all fine
And that's exactly what I stated to someone else and you deleted my post.
i have no authority over that, but just like there will be no piracy talking even less encouragement, same goes for ip infringements
I didn't encourage anything. I simply stated facts.
I didn't tell him to rip models from a starwars game.
if you don’t like how this discord is moderated, feel free to take that into #discord_server or contact dwarden directly
this discussion is over in this particular channel
Hahah
all im gonna say is that i plead the 5th
hmm the threads are non connected with the tire, I guess my lod for the trailer is correct
Not interested in that to be honest. I'll think about it tho.
I’m just pulling ya leg would be awesome to see and how it would work
prob animating it is the hardest part
dont say that word bacon it scares me
I could model it and let someone else animate it. I've been trying to learn animations and i have a basic understanding of it but no time. I do this for fun.
so much shit I've been wanting to finish, by the way @shell hedge I can finish the cannon if you're still interested in making it work in game lol.
spam
guess what this is ?
Fish trap? 🙂
bread box
yup
lol
The Krusty Krab?
haha didn't thought about that lol!
blender screenshot
Lobster trap. Where I am from that is what they are used for at least.
I think is used for fishing in general, not just Lobster maybe im wrong lol
this is my reference when i went to the zoo i took a picture of it
lol
The krusty Krab
Wait is it an actual building or just like a cool prop you can put on the ground and stuff
It's an underwater restaurant run by a stingy crab.
Minty
Like Devodnik said it would be a nice shore proop or Everon life item to earn some €
I'm thinking about making shit load of props mod so server owners can use.
@ivory cape would support it :))
apparently this was made in 42 but did so bad that they shelved them until 1945 berlin
and held it like this... however I think its incorrect
I think you hold over hand, aim it next to your head and extended it away from your head before firing
A mic 🎤 or what ? Lol
Trying to meet the materials that are on real one.
Model is in reforger and together with @spring pond with help of @shell hedge we have figured out how to add custom inspect actions for non weapon items.
next step is make the display work
If you will have spare time to think about it we will be glad mate.
display gonna be ez
Well that was fast! I you guys are incredible
Looking to hire a modder for our server looking for Marine skins specifically Marpat camo
#creators_recruiting is a channel for you.
But there is actually several mods containing MCCUU, one of them is mine.
https://reforger.armaplatform.com/workshop/596CD7B382CB3BCD-USMCEquipment7th3Bat4Coy
looking good looking good
There seems to be a problem with this mod. The vest and backpacks don’t spawn in the arsenal box
That poor PRC has been through the ringer.
I remember those from DayZ. Looking good! 
great work! thank you for directing me to the right place!
Will be able to fix the clipping later, if I'm right @calm rune has perfect weight transfer samples and fixed skeleton.
Is there a tag in the WorkbenchTool for Blender like _LOD0, _LOD1 etc. that will be ignored on export? Like the EDIT Lod in A3
LODX is taken from mesh names on importing
dis gud lods ?
yes
Bohemia Interactive Prague senior technical artist Miro Horváth gave an almost-hour-long talk earlier today: https://youtu.be/6GI3vbgJ17k
"Game assets production pipeline for Arma Reforger" by Miro Horvath
Blender Conference 2022
2022-10-29 16:30 at the studio.
Amazing work
@spring pond is fighting with the configs because for some reason detach script is not returning Battery to loadout and etc.
This is actually pretty awesome. Not many companies give you such an insight. Was an interesting watch. 👍
That thing is gonna look so damn good with some tweaked animations 🔥
Is 2650 Tris too much for a fancy old radio prop at LOD 0 ? Or is that no problem for Reforger ?
