#enfusion_model

1 messages · Page 3 of 1

zenith quartz
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UVPackmaster is a must have. Love it to bits.

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Although the actual unwrapping process is what I struggle with and loathe now. 😄

calm rune
last hill
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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?

zenith quartz
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Are there sockets per chance?

last hill
delicate condor
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@willow sage @tacit eagle ablobplsnospam, take it to DMs

willow sage
delicate condor
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Block and ignore then.

sly bridge
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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)?

tacit eagle
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what's the focus on me for?

mental onyx
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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.

delicate condor
calm rune
undone halo
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Same I dig the clothes mod @calm rune

sly bridge
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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

leaden trench
tacit eagle
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seems pretty good steve

leaden trench
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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.

tacit eagle
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subscription are the big bad

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also how would one purchase this? what is it only on negotiable terms?

leaden trench
woven swallow
leaden trench
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No, it's .obj in and out

woven swallow
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why the Futuristic UI tho haha

leaden trench
woven swallow
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I will consider it. I enjoy UV unwrapping my models but there is times that I wish it wasn't that tedious.

shell hedge
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blender doesnt have auto uv?

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what would a "good" uv map look like for the modding sample weapon?

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yeah I was gonna say the uv button in c4d does what that site shows, now I know who made it

agile crater
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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.

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A good uv will do a Nice baking

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A Nice baking will get a nice texture

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And a good texture will do a Nice 3dmodel on game

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Anything else when you do your owned uvs you will contrôle your lods subdivises

leaden trench
daring condor
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Honestly I don't mind UV unwrapping

shell hedge
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Yeah I'm finding it quite rare to need to adjust my UVs after c4d does them

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but my meshes are usually not complex

daring condor
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I just do the old, mark sharp edges as seems, cut up cylinders where necessary and then have unpacker do the rest

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Don't use UV packmaster cuz I hate paying for shit

daring condor
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I'm pretty sure refudger can handle it

agile crater
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Humvee reforger polycount is 60k tris

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for exemple , in lod0 you can do in 3d the tire designs and in lod 1 2 3 you can bake them

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but for you you must have a good uv

tacit eagle
leaden leaf
tacit eagle
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its a rare semi disposable 68mm launcher @leaden leaf

woven swallow
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just bored. warming up.

covert dune
woven swallow
covert dune
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True true

leaden trench
# daring condor I'm pretty sure refudger can handle it

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.

tacit eagle
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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

woven swallow
glossy lynx
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I normally am able to import models that have around a million polygons as a maximum

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Past that point it is more applicable to split the model up if you want more polygons

tacit eagle
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hmmm high poly is not used in game its only for baking textures on to the low poly

woven swallow
tacit eagle
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now how does reloading for this thing work thonk

shell hedge
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just remove the semi part from semi-disposable

tacit eagle
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but bacon then its just a disposable ; ~ ; and the thing about this this is that you can carry a bunch of reloads for it

woven swallow
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Update: v0.9 - Placeholder textures

  • Model
  • UV's
  • Textures
woven swallow
tacit eagle
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they bee ammo

woven swallow
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different ammo then

shell hedge
tacit eagle
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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

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I'm pretty sure that ignition system is electrical. so there is no need to align the rocket

blazing axle
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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.

woven swallow
glossy lynx
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I would not even know where to start with buildings so kudos to you for trying

delicate condor
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floorplan

tacit eagle
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typically buildings dont need a high poly

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so its a little easier to work on

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the only high poly you do are on planes. and typically for doing roofs

plain galleon
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the white plane is the "flashlight" light position.. but I can't figure out where it is defined as to where to be created?

fathom bolt
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With the prefab if I remember on the left panel you have your model and the light

plain galleon
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ah thanks! forgot that

blazing axle
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How many vertex should the average weapon model have?

tacit eagle
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the pkm has 30k

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for lod 0

fathom bolt
tacit eagle
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you can go as high as you wish but you start getting little returns and higher performance demands.

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always try to get the most amount of detail with the least amount of polys

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EI no need in making a glock that has 30k verts

blazing axle
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I re-cut it down to 10k so hopefully that's okay..

tacit eagle
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show us

plain galleon
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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?

calm rune
sand pagoda
woven swallow
fathom elbow
tacit eagle
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its popsicle you put it in your mouf

fathom bolt
tacit eagle
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nice

hazy shell
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Love the M24

unreal sable
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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?

shadow gorge
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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.

delicate condor
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from the look of it im guessin its way too high poly and not nearly game ready

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you will need to look into mesh optimizing

shadow gorge
cloud rampart
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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)

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If we apply a textore on it, mantains all the color and the texture under it

zenith quartz
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Make sure to remove them when importing.

daring condor
cloud rampart
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Where to remove it?

daring condor
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Your 3d modelling suite of choice

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Blender, Maya, Object builder

cloud rampart
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Nothing

delicate condor
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check if it has multiple vertex color layers

daring condor
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if it stays like that just pivot to making a nerf mod 👍

tacit eagle
woven swallow
tacit eagle
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more wrinkles?

unreal sable
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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?

tacit eagle
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I dont think anyone but the devs know how destruction will work for buildings.

delicate condor
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no guides. you would have to study the existing buildings in the workbench

unreal sable
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😦

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any tips , has anyone designed new buildings?

tacit eagle
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tips for what exactly? as level zero beginner?

unreal sable
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for example i want to setup the building and know how to setup collision, materials, lightning, sound inside... etc

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sizing, i'm creating a new map, and i have some experience in blender

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i want to add also custom textures, some bilboards and posters around

woven swallow
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"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

unreal sable
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i mean, i dont need modeling help, just i want to know what is needed to import custom buildings correctly into efusion

delicate condor
unreal sable
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or at least provide documentation url, the official enfusion site is poor on docs

delicate condor
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there is very little documentation so far

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so unfortunately we are all stumbling in a dark room together

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you can check out the existing buildings in the workbench viewers and see what kind of lods they have and so on

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and try to replicate that

unreal sable
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ok thanks 😄

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i will see that

tacit eagle
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I wish blender used gpu for cloth simulation ; ~ ;

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my cpu no good at multicoring 😦

daring condor
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well. cloth sim code is 16 years old at this point

tacit eagle
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yeah I just searched it up

daring condor
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amd cpu, nvidia gpu combo remains supreme

tacit eagle
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yeah epic... but who owns those things

sly bridge
daring condor
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i do^2

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decided to upgrade on a whim in the before times

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(early 2020)

fathom elbow
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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

tacit eagle
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Moi3d is probably the best lite cad program for artist. I dont use freecad or solidworks in my creations

fathom elbow
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freecad is atrocious to use

tacit eagle
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moi 3d is 300 dollars

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and freecad is not bad at all. like blender it gets better every update

fathom elbow
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and just like early days blender the interface is/(was when i tried last) atrocious when you are used to industry standard tools

tacit eagle
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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

fathom elbow
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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.

sly bridge
pliant bolt
willow sage
glossy lynx
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Watch out! It's dangerous to post memes here...

willow sage
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Nice T0nk

light lynx
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chaffee?

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wait no its not. The basic shape is similar

willow sage
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It's a thread-putting-back-on-rails image xD

broken grove
fathom bolt
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i have a problem with scope reticle

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i've change the reticle in a copy of the artii hdr mat

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and this is what i got when i put my game in low quality

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its not happening with the vanilla scope

calm rune
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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.

willow sage
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Marvelous Designer stuff here 😄

Nice one Vergy!

calm rune
bright raft
# fathom bolt

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:

fathom bolt
zenith quartz
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Finally taking the time to render these. 😄

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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

tacit eagle
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blocks

bright raft
zenith quartz
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Thank you!

junior thorn
zenith quartz
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Yee it's planned

silver shale
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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?

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i tried multiple different positions for my bones but any of them will work

last hill
silver shale
tidal latch
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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

silver shale
last hill
tidal latch
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it should be possible - after all you can assign prefab over there

sly bridge
zenith quartz
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Yup!

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And thank you!

sly bridge
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can you show a wire because fellow modeler reasons?

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the g19 is basically g19x, right? g17 frame, no?

zenith quartz
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G19 is a G45 specifically. 🙂

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Well lemme rephrase haha.

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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.

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(And the Glock 45 is basically a Glock 19X. It's weird and convoluted haha.)

shell hedge
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i rate it 17/10

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could even be 19/10

willow sage
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Mine rate is ❤️ at ❤️ scale.

tacit eagle
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I dont know if glock sues you unless you are making big profit (game dev) or making counter fits

sly bridge
tacit eagle
tacit eagle
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guess what this is gonna be

shell hedge
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stun baton from half life 2

tacit eagle
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no bacon but almost

leaden leaf
thin canyon
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Is there any collisions tutorial? I make blender object, export to game, everything looks fine, but I can go through.

calm rune
shell hedge
calm rune
# thin canyon

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

thin canyon
calm rune
silver shale
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Does anyone know how to hide a prefab on first person view when attached to BaseLoadoutClothComponent of helmet?

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Like PASGT goggle does

sly bridge
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Opacity map -> head clipping procedural map - doesn’t work?

blazing axle
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What scale should I use in blender for model making? Is it 1:1 with real life?

daring condor
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yes

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unless you are doing physics sim stuff

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in that case scale it up by like 10 but shrink again before exporting

calm rune
sly bridge
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might be some engine side limitations in regards to accessories for helmets?

thin canyon
tacit eagle
misty solstice
blazing axle
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My first attempt using blender. now to make the magazine for the front.

zenith quartz
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I'm surprised there isn't like a checkbox or something that determines whether or not something renders in 1st person.

shell hedge
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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

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feels a bit hacky

delicate condor
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Probably something that would need engine side feature

shell hedge
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or maybe you can set the entity's flags to not be visible

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maybe then it truly does not render

silver shale
shell hedge
# silver shale 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);
    }
};
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disclaimer I have no idea what kind of repercussions this will have when playing, I tested it for 10 seconds

silver shale
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Thansk again! I will test it out with NVG

silver shale
quartz crypt
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This won't work correctly with shadows, tho

quartz crypt
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I think that he means it will be invisible to everyone, not just you in FPV

silver shale
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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

shell hedge
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yeah that doesn't make sense to me, your client shouldn't care about other people's cameras

quartz crypt
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But aren't you setting that flag on whole entity?

silver shale
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Yeah but afaik in your script you are setting those flags to the entity

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Not related with character

shell hedge
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yeah, but I'm setting it on my client, why would this propagate to others?

silver shale
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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

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Dont really know if I am wrong, just thinking out loud

shell hedge
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I used my character as an example, you can use whatever entity you want

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all GetOwner() does is gets me the owner entity of the component

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and then I hide the entity in my example

silver shale
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While my client dont see NVG in FPV, others clients can still see it from their own cameras

shell hedge
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did you test the code and notice the entity disappear for everyone?

silver shale
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I mean, the mod is intended to be on server side

shell hedge
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then this will not work for you, as the function I was using runs on the player that switches camera

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you will need to extend it to notify the server that someone switched their camera

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but why?

wary inlet
#

working on m18 mod, here's the model so far

sly bridge
bright raft
sly bridge
bright raft
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Huge props for attention to detail

sly bridge
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thanks, took me a while to get all the right photos

zenith quartz
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So do I!

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I found the patent and modeled off of that. Also did magazines but apparently I don't have a picture of them.

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This image is an old WIP anyways, though.

sly bridge
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lol, much imagination between us. Looks good

bright raft
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A side project I started this week:

wary inlet
# sly bridge

yo shit nice work! very detailed model, mind if I ask where you got the reference?

sly bridge
wary inlet
sly bridge
bright raft
sly bridge
#

looking good

eager hill
# sly bridge

The hardest part about doing guns with all internal components is finding good reference photos. Sadly it's not always possible

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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

sly bridge
sly bridge
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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

tacit eagle
#

just use a vpn when you are going to chinese sites

sly bridge
tacit eagle
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same for this generally speaking it is way way easier to get proper refs for things used by the US

sly bridge
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just wondering, what precisely one would find on Chinese websites?

tacit eagle
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stuff you wont find using other languages... also getting ddos which is why you should use a vpn.

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its how I made this

shell hedge
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ddos powered launcher

tacit eagle
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yes also forums are really good source for info. because english and even russian sites lack a lot of info

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for Chinese equipment the English sites are like stuck in the 90s for the most part

daring condor
#

Yandex and Google translate are invaluable when looking for that stuff

tacit eagle
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yes its also easy for me since russian is rather easy to understand, however russians dont understand me

last parcel
#

does anyone know the width of the reforger characters ?

delicate condor
last parcel
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trying out to make buildings, so more measurements so characters can fit through doorways and such

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but if it exits a sample character I will use that as a measurement thanks 🙂

tacit eagle
#

why not just look at the buildings in
enfusion ?

daring condor
#

Why not just look at the sample character

calm rune
#

Everything is 1:1 scale

dire estuary
tacit eagle
#

no 😦 I haven't

sly bridge
calm rune
calm rune
# sly bridge 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”.

sly bridge
#

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

tacit eagle
#

I would make rooms, hallways and doors a little bigger than what would be in irl.

tacit eagle
wary inlet
tacit eagle
#

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.

delicate condor
#

would definitely slow down launcher use and make it more tactical choice

tacit eagle
#

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

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there is a cheaper export variant of the 29 that is a single piece

shell hedge
#

can you make it explode if you bonk the rocket against a wall while running around?

tacit eagle
#

only if the player named bacon in the argument string.

shell hedge
#

I'd be down with that

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just waiting on someone to make cursed reforger

tacit eagle
#

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.

hazy shell
chilly dragon
#

Was reforger vegetation made using speedtree?

shell hedge
tacit eagle
#

yes but only if cute

tacit eagle
#

@shell hedge

plain galleon
#

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?

bright raft
plain galleon
#

have that on same point..

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guess my origin is off somehow

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this is still too low, but feels strange

uneven vessel
#

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

honest wave
delicate condor
#

Smål Master Chief?

honest wave
#

yes

plain galleon
bright raft
#

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

tacit eagle
#

block out of a new creation what is it 😮

shell hedge
#

half life 2 stun stick

uneven vessel
#

nice Law 80

sand pagoda
#

lp finally done

sly bridge
#

lovely

shell hedge
#

is it a military trombone? sorry I don't know much about guns duckshy

uneven vessel
#

don't be foolish.. a trombone has a slide, this is clearly a bassoon

sand pagoda
misty solstice
tacit eagle
#

British designers. how much stupid odd and complex stuff can we put fit on your equipment... yes

patent flower
#

@sand pagoda this is beautiful

zenith quartz
#

Detail is insane on that SPG-9

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Nice work

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...it's an SPG-9 right? 😅

calm rune
tacit eagle
tacit eagle
sand pagoda
#

yea, also called spg-9m

#

literally the same but with extendable front leg and with better scope

zenith quartz
#

Time for weirdness.

tacit eagle
wary inlet
wary inlet
shut bloom
#

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.

sand pagoda
#

just use 1 prefab

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and then when model will be done, change it in prefab settings

shut bloom
#

man why didnt I realise that

sand pagoda
#

yeyp

shut bloom
#

BRUH xD

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Thx

sand pagoda
#

you gonna use prefab for building anyway

shut bloom
sand pagoda
#

😉

shut bloom
tacit eagle
glossy lynx
#

If you update the fbx while enfusion is open it will automatically update the xob as well

calm rune
surreal ore
#

Any idea how to make colliders move along with the visual lod, when using a proc animation.

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I have tried this a million times following the wiki

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some people have no problem with it, but i can never get it to work correctly

last hill
pure kayak
#

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

tacit eagle
#

viking helmet?

pure kayak
#

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

pure kayak
#

anyone know what would cause this to happen? it was working totally fine till i added the slot

tacit eagle
#

@shell hedge

wary inlet
tacit eagle
#

why cursed ; ~ ;

pure kayak
zenith quartz
# tacit eagle why cursed ; ~ ;

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.

tacit eagle
#

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

chrome plaza
#

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?

last parcel
#

I would suggest looking at the trees in enfusion to get a overview how they did it

tacit eagle
#

I think the trees are done like in every game where the leaves are texture planes

chilly dragon
chrome plaza
delicate condor
#

some A3 trees go up to 11-12K tris and the Inocarpus on Tanoa is 16K but those are fairly big trees.

near bear
#

Does anyone have the t pose model for reforger the modder doing my milsims uniforms can't find it

near bear
#

Thank you so much

blazing axle
#

Hello everyone, for some reason my model is showing gaps in the workbendch but not in blender, any ideas what could have caused this?

shell hedge
delicate condor
#

Could be texture is low res and has no bleed and is transparent around the uvmapping

blazing axle
shell hedge
#

ah ok so might be the texture

delicate condor
#

No, just fix the texture

shell hedge
#

why is it transparent

#

at edges etc

blazing axle
#

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?

shell hedge
#

try loading it in with a blank texture

#

or put default material on it

#

if it still happens then its a model issue

delicate condor
#

2k or 4k usually. Depends a lot on what you make

last hill
# shell hedge at edges etc

Check and see if any verts are not connected. Do a weld on all of the vertices on those areas, see if it improves.

light eagle
shell hedge
#

the blender fbx exporter does not triangulate automatically?

light eagle
#

No

shell hedge
#

ouch

light eagle
#

Workbench tries, but you get things like this.

shell hedge
#

ok, this makes sense

blazing axle
last hill
#

I noticed this issue on clothes if there were multiple elements in an area, they seemed to come apart.

shell hedge
#

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

blazing axle
shell hedge
#

so the bevels were not connected?

last hill
blazing axle
#

now it looks crap in places but thats learning for you!

last hill
#

If it worked undo and go around manually then try a smooth or whatever it is called on blender

delicate condor
#

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

zenith quartz
#

Don't put subdivided meshes ingame tho.

hazy shell
#

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

shell hedge
#

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

hazy shell
shell hedge
#

even with collider debug show it's invisible

#

until camera gets really close to it

woven swallow
#

WIP Cannon - Textures are placeholder.
I've been super busy with IRL work. that's why taking for ever to finish.

shell hedge
#

RESOURCES (W): Invalid collider 'UCL_Collider'. Export skipped

#

why is it invalid?

tidal latch
#

it is not cylinder probably?

shell hedge
#

I may have accidentally squished it a bit

#

it works now after unsquish

dire estuary
#

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

shell hedge
#

basically I made a new one

#

and did not do any manual transformation

#

just the generator sliders

tidal latch
dire estuary
#

Thanks, will have a look

celest imp
# sly bridge

Is that in a mod on the workshop / do you have any plans to release it there? It looks great

sly bridge
broken grove
zenith quartz
#

Would love to hear more about decal usage and the workflow for creating and applying them.

hot pumice
#

new type of characters with their own skeletons could be something interesting but probably lenghty to explain

broken grove
#

@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?

zenith quartz
#

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.

hot pumice
# broken grove <@294539797601583104> so you'd like to know how to model a new character from sc...

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

hot pumice
#

perfect

shell hedge
#

game is called Everything and it's a cool experience, in case anyone's interested

shell hedge
fossil crater
#

There is actually a mod of a horse in dayz that does this

hot pumice
#

we have the technoloy

shell hedge
hot pumice
#

crap

tidal latch
hot pumice
tidal latch
#

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

hot pumice
#

guess I should have expected it
but at least it seems simpler to make animations now?
not sure

gilded sandal
#

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?

gilded sandal
shell hedge
#

I see no texture in the material

gilded sandal
#

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

Lightshot

Captured with Lightshot

shell hedge
#

click apply to prefab bottom right corner

#

to sync changes with prefab

gilded sandal
celest imp
#

If you don't you should think about making one it would be great

sly bridge
sly bridge
celest imp
celest imp
sly bridge
celest imp
#

Oh ok

#

Sorry about that forgot this was model_makers chat

delicate condor
# hot pumice guess I should have expected it but at least it seems simpler to make animations...

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

zenith quartz
#

Getting somewhere.

sly bridge
zenith quartz
#

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.

sly bridge
#

:)))

shell hedge
#

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?

fluid fern
shell hedge
stray swan
#

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

shell hedge
#

can't wait to browse ikea in reforger

tacit eagle
#

come on even ikea doesn't have exposed screws

#

I would hide that since Ive have that experience

delicate condor
#

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

zenith quartz
#

I just based it on a shelf in our apartment. 😅

#

I dunno who made it.

pure kayak
#

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

last hill
# pure kayak anyways, i got yet another hopefully quick question, im trying to get a PBS-4 Su...

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.

plain galleon
#

Best advise for character and transfer of weights, which model do you use?

plain galleon
#

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

calm rune
#

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.

plain galleon
#

Thanks!

tacit eagle
#

what should I call the one on top m1a or m1e1?

woven swallow
#

WIP - Bear trap

zenith quartz
#

Now make it bounce.

#

Bounding bear trap.

woven swallow
#

this is actually meant for a project that we're working on. it will be in game and animated.

tacit eagle
#

where are the ghost people that goes along with it

open sage
river ice
#

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?

glossy lynx
plain galleon
#

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?

tidal latch
#

check number of bones on both pictures

plain galleon
#

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..

river ice
chilly dragon
plain galleon
#

yeah, afaik it works great for legs, torso, arms.. unless i am missing something there is no selection for the groin

chilly dragon
#

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

plain galleon
#

oh wait, now it seems to have a Groin there.. but no effect :/

tidal latch
#

maybe you have something in override meshes to hide in pants?

chilly dragon
shell hedge
#

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

plain galleon
#

yeah but groin isn't working.. still there even when defined

chilly dragon
#

try what bacon suggested then

glossy lynx
plain galleon
#

i mean, won't happen often but not ideal solution

shell hedge
#

huh but all the soldiers have the same submeshes in the faction

#

so it should work

fluid fern
#

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?

sly bridge
#

@fluid fernwhat file type are you trying to open to begin with?

fluid fern
sly bridge
fluid fern
sly bridge
#

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

fluid fern
#

of course, I thought the raw pbo would be ok, I will ask him for the raw

tacit eagle
zenith quartz
#

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.

tacit eagle
#

do you explode your model for a bake?

#

I think you only do AO as non exploded

shell hedge
#

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

tacit eagle
#

how you bake normals without exploded? eps when using a cage

#

since your gonna get overlapping detail that you don't want

shell hedge
#

yeah you're right, for a gun it doesn't really matter but for a house or things with an interior it will

tacit eagle
#

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

shell hedge
#

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

sly bridge
#

i only bake using groups (marmoset) or naming convention for substance, and also AO in 2 passes (exploded/ named) and everything in one place

tacit eagle
#

hmm I wonder if blender has such options

sly bridge
#

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

Ges

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...

▶ Play video
#

pretty similar to substance / marmoset setup

tacit eagle
#

nice, thank you. will have to look more into it

#

HP is done

leaden leaf
tacit eagle
zenith quartz
# tacit eagle do you explode your model for a bake?

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.

thorn topaz
#

Is it possible to set sculpting groups to prevent that?

fluid fern
#

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 ?
shell hedge
#

you have a collider?

fluid fern
#

Yep

fluid dragon
#

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 ?

shell hedge
# fluid fern Yep

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

fluid fern
shell hedge
#

does your collider actually work ingame? does it import correctly?

#

is it the same layer as colliders of objects that dont have rain inside?

fluid fern
#

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

regal isle
#

Could be wrong

shell hedge
#

it does not rain inside the btr

shell hedge
fluid fern
vague sandal
#

@gilded sandal bro how did you do it to turn the asset into the solid prefab and not a hologram that can be traversed

vague sandal
#

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

delicate condor
#

You need collider

neat canopy
vague sandal
#

thanks

neat canopy
vague sandal
#

I already have it but it still doesn't get solid

neat canopy
#

Did you check the "static" box in the bottom of rigidBody Component?

vague sandal
#

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

neat canopy
#

ok... Hmm.

Have you done the "Collider Setup" in Blender?

#

And added the right prefix

vague sandal
#

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

vague sandal
#

thanks bro

#

and how many do I need to add, just one?

neat canopy
#

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

vague sandal
#

@neat canopy epa bro thank you, that was it, you made it work for me, thanks again

#

I appreciate it

vague sandal
#

@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

neat canopy
#

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

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

fluid dragon
#

is there any info out yet how to do custom animation stuff for vehicles and all the related stuff for that ?

tidal latch
#

you can have one collider sometimes by using i.e. BuildingFireView if the shape works both for character collision and fire geometry

autumn ledge
#

If you could do so, I'm sure i can get people to throw money @ you

vague sandal
#

@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

vague sandal
#

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

last hill
fluid fern
#

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?

shell hedge
#

inverted normals on the walls?

fluid fern
#

Can anyone explain to me why the wall is transparent?

shell hedge
#

make sure your normals are facing the right way on the mesh

fluid fern
#

The orientation of the faces is ok, so I think it's due to the vertex?

shell hedge
#

show screenshot with face normals visible?

fluid fern
shell hedge
#

are the normals fine in the fbx as well?

fluid fern
#

No in the fbx it is bugged

shell hedge
#

ah someone that knows blender will be helpful here, not the first time I see this normal issue with blender exports

vague sandal
#

@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

tacit eagle
#

it looks like you have multiple lines intersecting each other

#

should look like this

#

and you need to triangulate

fluid fern
#

How can I do that?

tacit eagle
#

do what?

fluid fern
#

To correct the error, I do not see how to do

tacit eagle
#

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

fluid fern
#

I will redo my walls

#

ok it's good thanks

cloud rampart
#

Anyone have problems with the helmets appearing and vanishing on first person randomly?

#

Have activated the headclippinga and the AlphaBias and Apha In Shadow

calm rune
cloud rampart
leaden leaf
#

Wasn’t someone making a GRAD BM-21?

delicate condor
#

yes. been a while since I've seen anything posted about it

leaden leaf
#

It looked amazing

delicate condor
#

you can check if its on the workshop too

leaden leaf
sly bridge
cloud rampart
tidal latch
#

In RHS we are using plenty of custom materials and we never had that issue, so I guess you missed some element

cloud rampart
#

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

tidal latch
#

what about emat?

cloud rampart
#

sorry, emat, not .et

tidal latch
#

so both emats are identical? I mean, the one freshly created and then the one duplicated?

cloud rampart
#

recreated all the parameters from the original asset from reforge to a new material

tidal latch
#

have you checked that in text editor?

cloud rampart
#

that dont work, but if we duplicate it, it works perfectly

tidal latch
#

can you share material which doesn't work?

cloud rampart
#

try to recover the old material and give it a try with text editor

tidal latch
#

I could probably tell you what was wrong in your newly created material so you wouldn't have to create duplicated mats

cloud rampart
#

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

tidal latch
#

game

cloud rampart
#

never saw this error on workbench or single player

#

ummm, ill try later to recover the emat and share it to you

tidal latch
#

sure

tacit eagle
#

:3 18K verts, I just have to make separate materials, learn mixer 😦

spring ferry
tacit eagle
#

why D:

daring condor
#

because its best practice to avoid issues with bevel bakes

#

this explains why towards the end

tacit eagle
daring condor
#

yeah no edge separation between the two sharp objects

#

not good

tacit eagle
#

im gonna blame bacon on this one

daring condor
#

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

shell hedge
#

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

daring condor
#

link i sent explains why in detail

misty solstice
fluid fern
fluid fern
#

Nobody had answers?

shell hedge
#

wonder if this has something to do with it

fluid fern
shell hedge
#

building should probably be BuildingFireView

#

can you see if this makes any difference?

fluid fern
#

And I don't have any errors on import

#

Ah!

#

I'll test it tonight and get back to you.

fluid fern
fluid fern
neat canopy
#

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 🙂

neat canopy
fluid fern
neat canopy
#

go in "edit mode" of the UTM
then press A to select all
search for "triangulate quads" in the searchbar.

#

and press enter

fluid fern
#

Okay i check that later

shell hedge
#

he was able to walk on the thing so I figure collider mesh is fine

neat canopy
shell hedge
#

at this point prob go over this and some vanilla house and see what the differences are

fluid fern
#

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

wise lily
#

Lego mod?

fluid fern
#

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

woven swallow
woven swallow
#

Bear trap
Mode: Blender
Textured: Substance painter

pallid dune
#

1P29 finally done & in game PeepoHappy

wise lily
#

Lego mod ?

tacit eagle
#

no we are not 5 years old

tacit eagle
#

has anyone tried Quad Remesher? Ive tried the trail version and it does not do a great job

calm rune
fluid fern
#

Did you have problems importing fbx? infinite loading and workbench crash?

wise lily
tacit eagle
#

@calm rune most of the videos I see on it are for hard surface stuff oddly.

shell hedge
tacit eagle
#

no I have it, I just dont find it that useful like how videos portray it

shell hedge
#

I think I used it for LODs for one of my meshes recently and it was very helpful

misty solstice
tacit eagle
#

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?

shell hedge
#

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

fluid fern
#

can you help me? I applied another texture on the top of my building but it doesn't appear, except on the bottom

tacit eagle
#

did you mark seams? by default it should be red edges

#

also what are you point to the box?

fluid fern
#

I don't understand

tacit eagle
#

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?

delicate condor
misty solstice
delicate condor
fluid fern
willow sage
#

Is there anyone who knows what the status is with CUCV vehicle?

fluid fern
#

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

shell hedge
#

I think windows need a destructible component; see vanilla windows in buildings

fluid fern
#

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)

fluid fern
shell hedge
shell hedge
#

need to go over the differences between your building and vanilla buildings

#

95% chance something is missing

fluid fern
#

when I look at other prefabs, the layout is the same

shell hedge
#

huh I've never seen splines as children of an entity

#

does this work?

fluid fern
#

I have error with the splines but it's the same with the objects I place

shell hedge
#

well if it starts crashing after you add doors then something in the doors or around them might be missing

fluid fern
#

No, but whether it's a door or a rock, I have the same on everything

shell hedge
#

oh... hard to say then

#

I've experienced a ton of crashes when working with generators

fluid fern
#

Really unpleasant all these crashes

lethal frigate
#

How can we port structures form a3 to reforger?

sly bridge
#

you can only forward port content you made your own

lethal frigate
#

Ooh ye u forgot what about a2

fluid fern
sly bridge
wise lily
#

lego mod

#

where is?

misty solstice
#

Lol

tacit eagle
tacit eagle
hazy shell
#

Lets go !
Looks great Nyu

surreal ore
#

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

tacit eagle
fluid fern
woven swallow
#

anyone here knows a tool or a script that generates the LOD's in blender?

glossy lynx
#

I normally just use the decimate modifier or manually decimate models to create lods that confine to uv’s

woven swallow
tacit eagle
woven swallow
tacit eagle
#

if I leave them alone for long enough they texture themselves

woven swallow
#

I can tell

tacit eagle
#

do the ghost people also use hamemrs 😮

calm rune
woven swallow
woven swallow
glossy lynx
#

Due to budget cuts we could not afford to craft the helicopters out of metal

summer sierra
#

Can’t wait to see that thing finally in the game!

tacit eagle
#

needs more raw meat texture

wary inlet
regal isle
glossy lynx
#

The guns work differently, so they are fine

regal isle
glossy lynx
#

We'll release it when we think it's ready, still needs a good bit of work

summer sierra
#

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 😂😂

willow sage
#

@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.

misty solstice
#

Minty

woven swallow
tacit eagle
#

🥺 ded never says anything about mien stuf 😦

thorny cobalt
#

Then make better stuff :whip:

willow sage
#

Thanks guys,
Really needed that.

Have one actually with me rn.

misty solstice
#

Damn, looks perfect

calm rune
junior thorn
tacit eagle
#

do you guys think I should change the sight?

#

its a chairman 1946 design

misty solstice
#

I kinda like it

#

What I can’t wait to see one day is riot shields lol

tacit eagle
#

sometimes fun to get out the tablet

misty solstice
minor crystal
#

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

light eagle
# tacit eagle how do you make good lods? do you take lod0 and decimate it or do you make a new...

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.

woven swallow
# light eagle It all depends on use case and your needs. Decimate is really only your friend...

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.

shell hedge
#

idk about blender but there should be an option to preserve 3d edges and uv edges

willow sage
zenith wave
#

Very nice

spring pond
young shard
#

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?

sly bridge
#
  1. you cannot add things you haven’t done or bought
  2. you cannot add anything owned by Disney, star wars included
sly bridge
#

@surreal ore nope

surreal ore
#

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.

sly bridge
surreal ore
#

And that's exactly what I stated to someone else and you deleted my post.

sly bridge
#

i have no authority over that, but just like there will be no piracy talking even less encouragement, same goes for ip infringements

surreal ore
#

I didn't encourage anything. I simply stated facts.

#

I didn't tell him to rip models from a starwars game.

sly bridge
#

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

surreal ore
#

Hahah

tacit eagle
#

all im gonna say is that i plead the 5th

tacit eagle
#

hmm the threads are non connected with the tire, I guess my lod for the trailer is correct

woven swallow
misty solstice
shell hedge
#

prob animating it is the hardest part

tacit eagle
#

dont say that word bacon it scares me

woven swallow
#

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

woven swallow
#

guess what this is ?

little kayak
tacit eagle
#

bread box

woven swallow
woven swallow
open sage
woven swallow
shell hedge
woven swallow
calm rune
woven swallow
tacit eagle
#

its for ze crabbe

#

i will also never accept snacks from strangers too

calm rune
woven swallow
#

this is my reference when i went to the zoo i took a picture of it

tacit eagle
woven swallow
#

lol

misty solstice
woven swallow
woven swallow
misty solstice
#

Wait is it an actual building or just like a cool prop you can put on the ground and stuff

prisma delta
willow sage
# woven swallow

Like Devodnik said it would be a nice shore proop or Everon life item to earn some €

woven swallow
#

I'm thinking about making shit load of props mod so server owners can use.

sly bridge
#

@ivory cape would support it :))

tacit eagle
#

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

woven swallow
#

A mic 🎤 or what ? Lol

willow sage
#

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.

shell hedge
#

next step is make the display work

willow sage
#

If you will have spare time to think about it we will be glad mate.

thorny cobalt
#

display gonna be ez

junior thorn
shy sedge
#

Looking to hire a modder for our server looking for Marine skins specifically Marpat camo

willow sage
open sage
calm rune
covert dune
shy sedge
willow sage
neat canopy
#

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

shell hedge
#

LODX is taken from mesh names on importing

tacit eagle
#

dis gud lods ?

shell hedge
#

yes

hoary glen
willow sage
glossy lynx
#

Amazing work

willow sage
#

@spring pond is fighting with the configs because for some reason detach script is not returning Battery to loadout and etc.

covert dune
calm rune
covert dune
#

Is 2650 Tris too much for a fancy old radio prop at LOD 0 ? Or is that no problem for Reforger ?

tacit eagle
#

no its not a lot at all

#

the weapons alone are 30k