#enfusion_model
1 messages ยท Page 4 of 1
When importing an fbx is how do you get workbench to recognize the other meshes?
figured it out, it was merging meshes by default
@willow sage nice work
When will this awesome mod come out?๐ And thank you for making this mod!๐
Dunno, still fighting with configuration :<
I have a mesh that uses only part of a larger texture, is there a tool that will create a new, smaller, texture with only relevant information?
flashlight model for @shell hedge upcoming laser and flashlight attachment mod
Hell yeah!
Hi, i'm getting a error with my model, this is the aspect of it. Get the error "Material file has incorrect format" sometimes, but with even new materials can't solve this
any clue?
Have you compressed textures before importing ?
no texture added yet, thats the look with materials clear
Have you assigned any material to object ?
You are exporting fbx by blender ?
yes
I think its a vab
a vab?
Whatโs the final goal? ๐ฅ
Its a Spanish BMR
We have it on arma 3 and are importing it to reforger
Sick
RESOURCES (E): Material file has incorrect format '$Vehiculo:Assets/Vehicles/Wheeled/BMR/data/BMR_Detalles_Interior.emat'
RESOURCES (E): Could not open material '$Vehiculo:Assets/Vehicles/Wheeled/BMR/data/BMR_Detalles_Interior.emat'```
the log of the error
It looks like there is problem with only one material.
i cut part of the log, but happen with all materials
Oh okay.
there're a lot of material sxDD
Hah, yeah my brain is like lasagna atm.
Have you used a materials that were used in A3 also ?
I think that, but the one working on it says he remade the models twice :/
the materials*
Is he using SP for texturing yours assets ?
substance painter?
Yep
I believe that he is exporting them incorrectly.
I will check them tomorrow if you will send me a complete set of one of these materials
try importing textures and making your materials in-engine
in workbench
The original its green
For me you need a random png textures to be assigned as nmo and bcr slots
Use whatever you have in png format and try to place it inside this assigned materials
If they will show, everything is allright
And you will need to worry only for your textures artist to deliver them asap
Hey SpaceStrider when do you think you will be updating the rhib love the model just crashes the server when we try to load it in!
working on this piece of junk
the tooling to make this thing probably cost more than for an entire car
I can do it soon
just been busy working on the helicopters
roger love the work by the way thank you for the quick response
the doors of the BMR will be able to open ?
That issue is your artist has messed up the BCR or NMO channel maps on the textures.
BCR = Base Color (diffuse) and goes in the RGB, then create the Alpha Channel and put the Roughness on that channel, export out with alphas on, either png or tiff works best in my experience.
NMO is set up as Normal goes in RG, Metallic goes in B, alpha channel is your AO channel.
So you will have two RGB+A Textures for the vehicle per material.
BCR is your BaseColor + Roughness in Alpha
NMO is your Normal on Red and Green + Metal in Blue channel, Alpha is your Ambient Occlusion.
Hard to explain without a diagram and am on my phone at work on a quick break.
Hope it helps. But that appears to be the error in your texture maps causing weird colors.
Also ensure the artist is using either 512, 1024, 2048, 4096 etc etc. Also must be square or they will cause errors and not pull the channel maps correctly.
so you cant use 1024 x 2048 or 512 x 4096?
Well now I don't know, some folk seem to be saying it works fine as long as it's the right ratio, I just haven't had any success with that.
You can
I said in prior messages the model dont have textures yet
@last hill
Looks like somehow the models is broken, the one who made the UV used UVPackmaster for first time, since he used that, the model looks like that
We are redoing the UV from a backup we have
there probably are too many uvsets in it
only 4, tried to reduce to 1 or 2 and still broken
for now he is redoing it and its not broken for now with 4
it should really have just 1 unless you use different uvmappings on different textures on same surfaces
different materials dont need different uvsets
they can overlap on same uvset /uvmap since they dont share surfaces
What?
It uses differents materials for differents parts of the model, the exterior have one, the wheels other, interior other one...
Vanilla assets do that thing too
But anyway, i said we used even only 1 and still broken on that blender we used, we started again with a backup who work (With 4 materials)
I don't know about the blender tools addon (I don't use blender) so I'm used to creating my materials inside workbench after importing all textures, and then assigning them to the mesh
maybe you discovered some kind of new bug
but I've used meshes with multiple materials and did not have this kind of issue
but I never imported materials ๐ฆ just tex
maybe, even using duplicated vanilla materials do strange things
its something related to the model more than materials i think
cause if we are using a backup an redoing all again and now is working well...
don't know too much about blender, i only make the textures on SP haha
I think 3d tools try to include material information alongside the fbx, maybe the exporter of said material information didn't put something in there that it should have
I use SP as well, so I just export textures and make materials in Workbench usually
The one working on the model says he exported all as always, we did other vehicle like that and looks fine
the plot thickens
Let's make medieval assets, anyone wants to help? ๐ค
why this arma not skyrim
because anything is possible ๐ถ
Exactly.
Stop complaining. All you make is cylinders ๐คฃ
I would not be talking
Just make everything green with a the bare minimum metallic shine. BOOM! Toy Soldier mod ๐คฃ
yea scale all the houses and furniture up etc, put conflict gamemode in it
rs2 vietnam has that toy sol a der mode
Happy Halloween!
Started to make pipes too.
As long as you texture them I don't mind ๐
Will be, don't worry.
veles pipes are really good
I have no doubts, they will fit the reforger climate quite well
pipu
Regarding geometry requirements. The wiki states
overlap of more objects is totally unacceptable
overlap of just two object is acceptable in edge-cases when necessary
best is to split the the overlapping collider```
Does this apply to tri-mesh geometry for view/fire geometry or just collision meshes like vehicle?
all and any collider is my understanding
but I feel like it might only matter for colliders that interact with the same layers
because a lot of stuff in the game has overlapping colliders of different layers
I'm sure the layers overlapping isn't an issue. Just concerned with too much detail in a tri-mesh being an issue.
too much detail in a trimesh that's overlapping something?
I'm reworking the blackhawk geo. It's got multiple UTM geometry meshes. I'm optimizing them, no hurt in making sure nothing is touching.
the BTR70 has a fire geometry collider with 3500 triangles
Blackhawk is currently much higher than that.
I'm looking at the blackhawk and all colliders it has combined have less triangles than the one on the BTR
well, at least the workbench version
Yeah, that seems off. I'm looking at 169k just on the fireview at the moment.
Yes
I see firegeo and viewgeo
maybe I'm not looking at the right thing
this is on RAL_UH60.xob
I almost wonder if it cleans things up. The blend file is no where near as low as the geometry in project file.
I think there is a checkbox for that in import settings
topology optimization.
question is whether it does that to the geometry too
there is also a merge trimesh checkbox
but the way this collider turned out in workbench it does not seem to have a high poly count
We had some overlapping in the vehicle geo. I've cleaned up the fireView and vehicleFireView. Doing as much as we can to make it run better.
only thing I remember is collision warnings start firing when the wheels touch the ground sometimes
so not sure if it's the convex ones since they are above wheels
Yeah. We don't have much of a workaround for that. Helicopter module doesn't support wheels yet. So they are scripted.

ah
well vanilla vehicles have wheels too, but I guess they do raycasts inside engine classes than script classes?
The original helicopter was a car Ralian turned into a helicopter. That was the best way to get wheels working on it. But then scripted physics for the helicopter...
hm yeah it's a tracemove in script, I was wondering if using EOnContact or something would be more efficient
I've sometimes got performance drops in my stun grenade and that thing only fires like 5 traces ONCE, though it may have been my fault
I'd have to bring that up to Ralian.
I mean, this assumes that the wheels are problematic, I don't know if it drops frames when they are disabled
im no modder but when it comes to cosmetic things like clothing mods etc
Lets say someone created their own model for a piece of clothing like a jumper is it as easy as replacing the current clothing in game with the model?
In other words is it easier to import models like clothing into the game compared to others mods???
clothing requires to be rigged as well, but once you figure this out it's easy peasy
Side project, will see when we will get info about NV devices.
rigging to the character animations ?
yes
ah ok
So lets say if I had created my own Star Wars models would that be ok to try and mod? I know ur not allowed to rip assets from other games etc but what If someone created a clone mod using their own models and for a private server for a select group of people would that be ok?
if you have written permission from the intellectual property owner then I guess it's fine
even if the assets are self created and its not being distributed to loads of people?
I will dm you that answer
not relevant
rigging is the process of assigning mesh vertices to bones.
not allowed to be uploaded to the existing workshop, even these were made by yourself
no IP rights protected content ever, even with a license?
with license/permission, yes
if you have a license or agreement etc, of course, but generally speaking companies playing in the same field - video games - (with exceptions) will not provide you such license
oh yeah I agree Disney probably won't give me a license to port hulk into arma but I wanted to make sure
there is always a chance if you happen to get right person to answer the query. Though in case of corporate Disney the question may not reach the right person who could give the permission and who would be supportive of such things
well i changed my name to Disney and I say go ahead
tis not the right way
something about this connection feels off but besides that very pretty work
unsure if thats just how the device is but a slight bevel/chamfer there would make it look nicer imo
Yeah there is small bevel but maybe this picture will show it better.
There is small gap for two halfs of housing coming together really nicely.
But if you noticed it you prove me that I wasn't even close enough.
yours looks better than the real life one
ohhhh i see
my rule of thumb when it comes to this stuff
exaggerate the bevel slightly for game art
its easy to get carried away when modeling but from any game distance you wont be able to see the seam of the plastic so exaggerating the bevel makes the seam more noticeable like it is irl
but still amazing work man
Whoa...
I'm speachless, thank you.
like here these should probably be smaller but at a in game holding distance they are more noticeable this way
but thats preferences
so eitherway ur fine
Will make several more mid 2000's nv devices and I will try to follow these comments, if I remember correctly, tactical_toxic left me similar feedback.
Thanks anyway!
Was this textured in Substance or Blender ?
It looks real good
@minor crystal when is that rifle getting released? Been keen for it since you showed it ๐
hi guys
is there any generator for making collision boxes on the models?
i saw that somewhere or someone mentioned it one time that there should be some
the object looks funny cuz i used only one texture for materials but this is just a test
cuz i found a way to proces models from sketchup trough blender and import into reforger
if i can learn all about structures and how to make them properly
im gonna make a big collection from them
i have some older skp models i made in the past
i know this is not the best way to make models but its very simple
made textures a little darker
donโt.
?
guys just hyped up about the rifle man
This script is very useful for 3DS Max http://www.scriptspot.com/3ds-max/scripts/ucx-tool . I don't know if there is a similar tool for blender.
oh that looks like a great tool
@leaden trench thank you alot man
i have no 3ds max but my friend has it so i will send this to him
I used to use convex hull when making collision objects for arma 3 objects
Worked perfectly tbh, still quite a bit of work though
well convex hull is probably not applicable for a building
where is mesh ๐
everyone is a noob at some point, enjoy it before u get better and get frustrated that u still have to look up the easy thing haha
Well u can just select the corners of the part u want to convex hull, and then just convex hull those
substance and then a viewport screenshot in blender eevee
excited to see it :)
honestly for a bit i completely forgot about it working multiple halo mod projects
now i'd like to drop it but been busy adjusting to living on my own and a new job so been too busy sadly
hopefully soon
Fair fair. All in due time ๐. But let's not talk about it before I get banned
ah lmao
Lol
That looks very nice
Thank you
nice work homie
beautiful work, did you do the strapping by poly modelling or did you use a spline
Howโs this going?
I have most of them, so it's a matter of minutes before I measure something. It takes longer to verify if everything is correct with the scale.
But I do not know if we will put it into the game shortly because the odkupiciel brought me back to the ground saying that BI will do night vision, aaaaand taking into account the circumstances in which the reforger takes place, it will rather be pvs-5 or pvs-7. Not to mention all the backend will be needed to use nv.
Wait Reforger is geting NVGs
Okay man, thanks for the update and thanks for replying so quickly.
Nobody said that, and nobody confirmed it either.
It is my personal opinion after long hours in workbench, it would be a sin not to use the enfusion possibilities.
Completely forgot to click on reference you made.
The radio mod is still in progress, @spring pond is fighting with scripts for main functionality but we are slowly moving forward, we have slowed down a little because of lack of knowledge in some components area.
To give you the full picture of the project i paste the functionality chart here, but in polish (sorry) ๐
https://www.figma.com/file/fqX0NNW7aMlHfE47QtvlP4/Untitled?node-id=28%3A709
Also what is worth mentioning there is one person who would like to contribute to making the project happen by creating another radio for indfor (FIA) side.
this is a channel for model makers. So if you wanna add to the channelโs topic then fine, but do NOT inquire or press people about features or release dates
^
that goes for others here as well
Pufu you need to relax a little bit brother. Life is short. Enjoy it.
Im going to go out on a limb and say when some people inquire about mods and features, it wont hurt as long as the they know the boundaries of their questions. If modders decline to answer, it is what it is. No harm, no foul right?
the main thing is that this channel should not become the ETA enquiry channel especially when more and more mods are being made
at this time that sort of questions are bit rare still but if its not moderated it will get out of hand
Perhaps a special permission needs to be issued to ask questions to modders?
such things can be asked in DM or workshop threads
most of the time modders cant really give ETAs anyway
And that is very true. If unmoderated it can lead to a unstable situation
it is unfortunate but its not thing for this channel to keep it more on topic and useful for the people making stuff
If someone has an idea to help improve the mod, would it be helpful or a hindrance
then the mod should have its own discord or release thread for such input
or if someone asks here "how to improve my model" then thats on topic
iโm wielding a ban hammer :))) i am 100% relaxed. I donโt make the rules, i also would prefer that people can read between the lines on their own.
Also, what @delicate condor said +1
while i understand i would absolutely prefer to be asked in the channel about updates / info instead of DMs, personally
toob but scary
nice work
love the work on the grill-ish part on the right side of it
Both
based
I like to use them both as some areas require it imho
did someone say tube ๐ฎ
Guacamole maker!
tooob
Nice!
fires 256 s5 rockets into windows
I will have to reimport it in pieces
It's 3 lvl
Basement ground floor and first flor
It has atleast 30 rooms
It's huge house
This is made in sketchup heh
Then exported to blender and then to arma
But as I said I will have to cut it in pieces some textures have problems
I don't have a pic of last floor here
I'm still learning how to make the best looking object both model and texture , this is just testing how bigger objects go into reforger by this method with sketchup and blender
why not just do everything in the blender
Cuz i have like 30 mins of expiriance in that program
And making models in sketchup are way faster
I spent on this building 1 hour all together
You will likely need blender for proper uv mapping. And you will want to learn how to use the multimaterial to optimize the model.
there are a few ways to model buildings
-
floor plan: cut walls using the knife tool, offset the walls. extrude to window and door openings and lastly to the ceiling height
-
use planes to create walls and openings and then use the solid modifier to add thickness and connect each wall together using Boolean union and clean up the mesh
-
snapping with premade sections and merge all vertex by distance to create a solid mesh
pls guys dont use sketchup for modeling videos games
did you made this model?
ye
Operation Neptune spear aka raid on osama bin laden vibes
hey guys i have this colider here but u still can go trough it what im i doing wrong
is it manifold ? maybe its too complex :S
good, but generally speaking sketchup is not really a software for game assets
okay i get that
A wild PuFu is now on the hunt in the interwebz wilderness on the search for some proof that this building was not made by such and such user. Lets see how this pans out ๐
im just trying to learn
no iโm not, just a valid question
how is the collider named
utm
belive me iโve been doing model for long enough to figure out when stuff is made by someone else
polycount?
idk for that but it has 1130 verts and 2136 faces
weirdly
Do you have these? This seems to be the root of all issues with building collision around here.
Bottom right corner + Add Componet then search for RigidBody then make sure that Model Geometry is checked. EDIT: No it is made done through the engine.
okay
i did it lets try
bruh
i dont know how to expres my appriciation to you
it works
๐ you are welcome
is there a way
so i can make it an actual material
like stone or brick or metal
You can set the collider to any of these materials using the EnfusionTools addon for Blender
We need to talk, this is why prc is having wooden bullethole after being shot.
Slide into the DM's ma friend
Or just assign it in workbench
Can also do that but if it is as simple as 4 clicks in Blender then may as well do it there ๐
anyone know why i dont have any materials here?
its not the materials tab? its lower
in game material i have none
also in layers
i cant chose like what type of material this is brick stone wood metal...
oh sorry the colliders setup menu
Can anyone link me documentation on the collider types? I searched on the Wiki and can't find anything on the types. UTM etc..
check the pinned stuff on this channel
@trim needlehttps://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
Saint Javelin
a stinger
WRONF
Double wronf
Nice!
This is a quick and dirty render of the upcoming launchers that will be available in SFP. Grg18 and NLAW is high-poly models, the rest is textured low-poly.
I canโt wait!! This look amazing
very nice
pretty
Like!
Looking great
by the time armored vehicles come out we'll have like 250 launchers ready to blow them up
its the year of luncher
Is bevel+weighted normals the proper way to go regarding tanks and so forth?
bigg and large objects
I just do sub d ๐ฆ
there is no one tool that fits it all. i generally do a mix of subd, chamfers modifiers, zbrush decimations etc
My problem is that i cannot get a decent resolution so i was thinking about working with chamfers and skip most of the normal and go with tileable textures instead.
what is the thing you wanna achieve?
Texture my tank Iโm working on. Itโs just to many items to get some decent resolution on a regular hp/lp workflow
what size are you working with?
Iยดve tried 4096x4096 for the turret but its not sufficient
Can someone help me design a uniform mod for my milsim?
We've got over 150 people and it would be great to have our own uniform with our unit patch and American flags on em
Looking for something similar to the 7th Ranger Battalion Uniform mod
the basic texture pack for the leoptard 2 for the turret is 2048 x 1024 in warfunder
I think you are wrong, im pretty sure they are working with chamfers
and procedurals
here is the color map for the turret
and the normal map?
for the body its 2048
Are you sure its the entire model and not just selected parts?
thats a big list of materials, but then i guess they chopped it up in more materials then
yeah well you can see that they try to make modular stuff like the mg42 mount and gun so that they can reuse them on other vehicles
reforger also supports decals normals
have a looky over humvee / jeep
check these, much easier than explaining
#creators_recruiting is the channel for that.
how do them normal decals work?
Just as a regular normal map
except you change the shader to DecalPbr
where you can ignore to write albedo etc etc only render normals
that is lovely! GJ
Anyone has any idea how to make custom ladders? I made a model, but Im missing some pivot ids or something, can anyone explain this?
that helmet kinda looks like this
no it looks more like this...
@sleek forum did you take a look at the ones all ready in game?
i figured out bone stuff, but it still wont work action and everything is there, but just cant start climbing
anyone knows how to maker the crosshair mod to work?
i keep getting error when i launch GM with that mod enable
@smoky fractal do you know LISTENBOURG ?
thats where lou is from
This is what I have so far and it's my 2nd day on blender. I just wish I could get it to look pretty and I knew how to texture lol
This is troll or i just don't get it somehow?
What?
Heโs not a troll. Heโs trying to learn to use blender. Heโs new. He also made a list over in #enfusion_texture
No troll, just like 16 hours straight watching videos and playing around with stuff
Before I fit it on the model
Hmm, have some time
I do! I own my own businesses so I have all the time in the world lol
jump in!
Better fitting newer vest version lmfaooo
i will be reviewing ur mod when it comes out
Don't expect much, I can't make it like the 7RBN did theirs lmfao
I would kill to have one look as good as theirs
A noob question. Will i need a powerful pc to use the modding tools? My laptop canโt run the game since my video card is 2 gb. But could I possibly use the tools to create models?
depends on what you want to make
enfusion runs like the game when you are previewing it.
So thereโs no point tryin?
also most of work is gonna be done in separate programs like 3d modeling software blender, photo editor like gimp or paint.net, audacity for sound
I was thinking of learning how to make custom vests and helmets
Even vehicle if possible
do you have the game on pc? why dont you try, I dont know if the game works with older cards that are not DX 12 compatible.
and if you cant work with enfusion you could always team up with others and do the out of sdk work then
Thatโs the thing, i dont . I was planning on buying it for that purpose.
You can try out if you can use modeling software like blender and if you even want to continue down on that path before committing to buying the game on pc.
Blender being free you can start the learning with no cost. Then once you know if you like 3d modeling you can consider again if you want to try out if the modding tools can run on your machine
Just asked Papa Javi about it and he told me that he could make it work on integrated graphics. It is slow when you launch the game but gets the work done. So me having a dedicated graphic card gives me hope
Still. Does not hurt to learn the part that is free first to see if you like doing it
Oh yeah. Gonna start working on blender rn
And don't be disappointed when your first models don't look as good as some you could see above. 3d modelling is not easy and takes a lot of work, but if you keep practicing your work will improve.
I know some people who gave up on Blender because they were comparing their models to those created by people with years of experience
Oh my first few ones are going to be dogshit
I hope my drawing skills dont transfer onto 3d modelling
So start with some youtube tutorials and get comfortable with basics of the program. Then if you like it, you can invest in some courses - personally I recommend what Tim Bergholz creates, at least that's how I started making better models
Drawing skills are not an issue. I can't even draw a straight line
Haha cool
Thanks for the motivation dude
Gonna try my hand at creating some plate carriers. Do you think thatโs something to practice on as a beginner?
Too advanced, start simple. Do what's in the tutorials first. And later when you want to create something on your own, try props. Barrels, crates, sandbags, hescos etc.
you can also pick some small part from a plate carrier and model that
like just a latch or piece of strap or something else small
for someone who wanted to make houses I could say model a doorknob
or the nails and screws
singlular small things that are easier to complete before moving on to more complex things made from many parts
Start small, work your way up. I had great help from Vergy and Punky when I got to the step of making it work on an in game character
Once i get a proper rig, i can't wait to learn from the greats
Hey there, i have a question about lods. I already checked out the tutorial in the official wiki, but didnt found an answer. Is there a way to set the distance for specific LODs in blender or the enfusion engine. I only found the factor value which is not in meters.
do cylinder colliders need a minimum number of faces or something?
RESOURCES (W): Invalid collider 'UCL_casing'. Export skipped
no clue how did I mess up this one, typically they import fine
mesh name is "casing_LOD0"
same thing with this one
so no caps?
I have this collider in my stun grenade project and it works fine
I tried triangulating it before exporting too
I had the same problem yesterday, i created a bucket shape cylinder to fit a helmet and then I need to tri mesh it because Enfusion wouldn't take it
Who wants it ๐ฆ
it works when my collider and mesh are bigger, I wonder if this is a problem because of floating point errors or something, with this tiny mesh (bullet casing)
capsule worked lol
cylinder didnt at this size
same thing with a cylinder out of blender
outstanding work bacon :3
now I need to make one for a bullet, and capsule doesn't work now
:C bullit? why does it need one
I guess so that it doesn't phase through everything when fired
are they cones
vanilla used capsule for bullet
aight it worked now, had to make it 10% bigger than the bullet mesh
we want know about the deagle
soon
Hey people, who knows what's going on here in this problem... the sever and the mod crash when I die with the weapons I'm making work, would anyone know what's going on, I think it could be something with the collider? Who knows what I can do to correct the error
look at the console.log file for possible reasons
Redoing stuff from 7th Marines
I could but i already made them faaar more dark as they should be, i mean in game.
Has anyone tried making Civi Vests? Press Vests, Red Cross, etc?
For some texturing tips make sure you break up the pattern at the seams. Also make sure the rotation of the pattern is correct.
Thanks for the tip, this could be a coincidence this pattern is really repetitive
if one was to make a cardboard box with such camo do they also have to shift images for seams?
no but you have to do it on pipes
thats the wrong helmet
I know that. I was referring to seams ๐คฃ
Weโve used your pack since community servers came out! Keep it up!
The saint has risen
i said that joke first
Sweet!
The speed at which you crack out these extremely detailed models is insane!
is that the rocket launcher from halo
Can anyone link to resources on the creation of buildings? I have tried to get as much info as possible on portals etc for windows but I have no idea how to make doors etc
No, that is not
Itโs some sort of Russian ATGM launcher
im being sarcastic
i think you mean acoustic
Iโm so hyped rn
Have anyone tried making some megascan model for reforger?
This will be implemented on arma Reforger?
hope in arma 4
is that the eurofighter or rafale?
Seems like a rafale
can u go inverted?
C130 rolling on the strip,
C130 rolling on the strip,
Airborne Ranger gonna take a trip,
Airborne Ranger gonna take a trip,
We gonna stand up, hook up, shuffle to the door,
We gonna stand up, hook up, shuffle to the door,
We gonna jump right out, and then count to four,
We gonna jump right out, and then count to four!
@timber fjord yes its Rafale, @smoky fractal i dont understand
its a top gun reference
Hi all working on a custom house to test making buildings and getting this warning. I've checked the portal PRT panes in blender and they look fine. Am I missing something simple here?
WIP: My version of Mjรถlnir, just trying some stencils.
Is this a mod????
Did someone know how to add a Colider to a Bone so that the colider moves with the object in reforger?
im willing to pay someone to show me how to make a car mod
moreso to show me a good workflow, i also just kinda need someone to run quick questions by on occasion
first learn modeling, then worry about how to put that into game
im familiar with modeling since i 3d print stuff, but its a steep learning curve to actually make models that do things
depends if you come from a cad background working with mesh modeling is different than what you know.
working on game models where you create HI and low poly meshes, UV unwrap, texturing, animating
yeah i dont know any of that
it makes cad seem easy
i understand what LOD is and stuff so i know to incorporate that in the future
but uv unwrap, animations. never done any of that
first learn how to do sub d modeling
yeah you should listen to super mario here
Hope Arma 4 will have planes
@deft owl this thread doesnt really have anything to do with the topic of the channel
please keep them on topic
Reforger doesnt support fixed wing right now
yes but actually no
@shell hedge "yeah you should listen to super mario here" who is super and who is mario?
Reforger doesn't support fixed wing like it doesn't support rotary wing aircraft....
Why does my bone not move the collider attached to it? (It is part of the armature and has the right vertex group) It only works with the v_root. In the .txo it says it is parented to the v_root. How do I change that in blender?
Turns out the normal vertex groups with bone deform does not work. You need to parent the collider to the bone directly
Hi, there is some information about the maximum polygons count in a model? (airplane, vehicles, weapons, equipment, etc). We might be modelling a new aircraft and would be nice to know.
I don't know about a maximum but I accidentally imported a mesh with 300k once and it was fine
probably use less though ok?
is there anyone here that knows how to bevel a couple edges retaining the UV?
I dont think its possible without destroying the uv... maybe if you do it manually and slide edges close the to edge and manually create a bevel
roger, seems like it's better use of time to redo the texture then
well bacon if the mesh is easy you might be able to save it
duplicate the mesh, bevel one mesh and overlay both together in the UV editor and adjust the beveled one to fit inside the original you might have to Unwrap the beveled one / reseam it
I would have to weld the displaced vertices together
but maybe breaking edges manually is better than redoing texture
Do you guys know how to make a 6B3 vest or any ideas to help with it?
That's coming in the 2nd milestone update along with the 6B2, so I wouldn't bother
Just wait till it comes
@fluid fern donโt
how do you compile couple objects to make a prefarb?
There is a wiky entry about it. Im not at pc to give you the link.
If it is a prop search for Assets/prop creation in the wiky
new toob ๐
Another day another toob
are you going to texture all your toobs and turn them into a mod? or do you just enjoy modeling toobs
i dont like texturing cylindrical stuff 
Okay, I somehow ended up with 90 more bones than I am supposed to have - whack
Can you post pic from Workbench?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation#FBX_export_settings I have suspicion it could be thing described over here - leaf bones
indeed, read the wiki page then
something is also skinned to Armature bone which is not correct
i mean the leaf bones thing is a checkbox so that should be easy to test
I will check the sample bones and get a fresh start on trying to merge the boonie to the bones.
I had to have goofed somewhere since this is the only hiccup
hats more complicated than aircraft carriers 
o wait is this the same strider even, dang not the same guy, would'be been a good joke if it was
Wait what, there can only be one
But fr, I am struggling
I have been starring at this screen for eight hours now and nothing works
have you tried to unchecking leaf bones? Collision_end is clear indication that those were enabled
I will make that attempt and try again after I sleep. work in an hour lol
Thanks for the help, I will reach out good or bad when I try that
m16a4?
Slowly taking it's shape
click on model then shift click on bones. With both selected press CTRL + P then press with empty groups. Done. That is how you rig your model to the skeleton. Literally that simple.
No make sure you have it weighted first
I am going to have to review weighting because I am messing something up. Ill double tap it soon
i like punkys m16
Weight transfer from body to cloth a short and quick tutorial
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Anyone ideas on why the material on the walls of my custom building is flashing? I'm also noticing light bleed though the walls.
Also noticing the same in a different room of my building. Could this be that I have too many light sources or is it a config/model issue?
maybe z height fighting with mesh or materials
Can you explain what that means if you don't mind. Is it that the building it too tall along the Z axis?
Z-fighting, also called stitching, or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer, which keeps track of depth. This then means that when a specific pixel is being rendered, it is amb...
can also happen with materials too but I don't remember how its called
it could also be something else, maybe with how the lighting portals are done, I dont know
Cool ok I'll give that a look over. Never heard of this before so really interesting that this could be my issue.
Thanks for the help ๐
try disabling the lights first and use a flash light to see if the problem is with the lighting itself
Hmm good idea
Flashing of textures still occur without the big room lights so I'l have to try something else
im pretty sure its with your materials. maybe someone else knows more
Good to know thanks very much for the info you have given me already ๐
any chance you ended up with multiple materials using the same polygons?
or overlapping polygons?
Silly starting point but just making sure you havenโt accidentally duplicated some polygons/object and left them in place is worth checking
Looks very good man
Looking for some guidance on how to block light. The problem I'm having is it's too bright inside my tanks, and increase the AO causes an unsightly contrast on the character model.
how does the btr do it? unless it doesnt
70%
Chocolate gun
felt inspired by the PRC152 to get in on the radio game
@willow sage is it going have attachment compatibility?
Don't think I have any overlapping verts in the mesh. Same for the materials
It doesn't look like it does
By no means a functional vessel, getting the model into the game has not been too awful
Okay so I figured out LOD and colliders. Now I am just trying to weigh the rig for export... I think? And I believe the automatic weighing failed. I don't know what I am suppose to do. Do you have to manually weigh paint at this point or is there a work around? (I am using Blender, still working on a boonie. Vertex added for Head, Neck3, Facial Jaw. Parented to Head for all LOD and UTM)
You need to transfer weights from vergy's weight transfer model. Or since it is only boonie you can just simply parent it to the skeleton with empty weights, and then on your boonie model find a vertex group called head and paint it whole red in vertex paint mode.
Looking good!
Totally did the same and started work on a new Bowman PRR haha
Marconi Prr was originally on our list guys.
Please keep us in da loop! Super excited to see naval assets
GJ on the radio stuff looks epic
Thanks, honestly we are really close to release it.
Odkupiciel is struggling with sync Rplload & Rplsave, it's pretty much pain in the ass to get things work here.
I tagged you in a weight transfer tutorial vid in this channel.
Thank you
@willow sage whats the next weapon u planning to do?
M203 but need to hold my horses and finish what i have started. Done NV set, recent USMC remake, radios and now M16A4.
Need to finish one of those first.
Night vision ๐๐พ
Puhleaaassse
no famas?
Does Vergy's Weight Reference need to be parented to the Armature or can I transfer to my LOD and Object without it being parented?
@calm rune
I don't know how you re making lods but maybe for workflow practice purposes you should first parent your mesh to skeleton and then when it's following skeleton in pose mode you should create any amount of lods by duplicate and using decimate on duplicated objects.
Good to go, thank you
Any ideas how to resolve this? It periodically slides off of the head and rest as if it was never weighed
Find a bone named head or neck I don't remember which one actually was responsible for whole head movement. And on mesh you want to bring in game in vertex group tab pick that bone and select whole mesh by pressing crtl +a and on vertex group tab press assign button. After that you will be sure what whole mesh is following that bone.
Issue did not resolve but it is more stable\
The model looks stable when idle but as soon as I move it looks like an LOD1-2 and off center/floating from the head
Reforger is saying it is missing Geometry... any tips for a hat?
Can you show me a your lod1 and 2 modificators in blender ?
How do you want me to go about that? Like screen share?
Um, just ussual screenshot pasted here.
Whats a modifiactor?
@willow sage nvm I figured it out because of you ya beautiful bastard!
Thank you so much!!
@smoky fractal the famas is in.
Not really in the mood to explain how to make LODs at 5:30am BUT your original model should be LOD0 so just copy and paste the original and name it LOD1 then reduce the tri/poly count and the weights will already be there for you Bcz it was a copy of the original. The proceed to then copy and paste LOD1 and call it LOD2 then reduce once and again then repeat all steps for LOD3 & LOD4.
Originally made for A3, the CAGE Armour Chassis
Trying to export a model with weighting out of blender for the first time, I put into enfusion but it seems the weighting hasnt transferred.
anyone got any suggestions
"export skinning" enabled in import window?
Presumably this will be headgear?
of course
Any plans to have variants? E.g. a helmet and mask
Oh yes.
Where is tea?
He looks like he's about to cry.
well they did strap a gopro to his hat
maybe he's shy
il get the kettle on
Helicopter Battery ?
This a piece of equimpent more important than a heli battery lol
Itโs clearly meant for storing snacks
Assam/Ceylon Forcefield Generator, it's the secret behind Chobham Armour
Wat
Need to fix textures because this FN M5 rail does not look like it should. Originally they were violet, the barrel oxide is too bright, too many scratches, etc.
Should appear on the workshop at end of the week perhaps.
Hey guys, got a quick question
im trying to get attachment points for a vest working, has anyone actually managed that yet?
Clothes and more clothes!
I like the non screen pads
I had one like 2 years ago but I could never get use to it after a month of trying so I just threw it in the closet lol
@calm rune this guy is talented
adding a slight amount of metalicness to the gun paint will make it pop a bit like real ones too
i mean like a small amount tho
iirc some of the paints used for guns have some metallic properties irl too
You using Substance painter ?
@willow sage i can help you for texturing if you need
What is this and will it replace the reg npcs
Can somebody make a AV-8B harrier and add it to arma reforger already ๐๐ญ
no only gr3 and only gr3
GR3 is British Biast
Arma has to be American Biast
metallic? metallness? metallicness? I never remember
shine texture
albedo , ambiente occlusion , normal map , roughtness and metallic
take template unreal engine in substance
OP, the overpowered map
so i asked before about attachment points but now im unsure if thats a thing i need to add, but i assume its something model related still. how can i get pouches to "snap" to my vest model?
how many polygons in a building reforger can handle?
Likely works but sounds like a lot
im gonna cut it into pieces
well the roof has tiles so a good amount
@gilded lake
metalness / metallic
i was just extremely sleepy excuse my dumb wording lmao
use a normal map and split it up into like 2x2 or 4x4m grids that are instanced, should keep it relatively lightweigjt
or be even more extra and use a mostly flat plane with a heightmap lmao
metallicness
me
I forget - can objects terrain cut? Can I make a trench object that I can just place somewhere on the ground and have it be 2m deep?
no
ta
any idea why my ui icons generated from the model for my helmet are facing 180 degrees the wrong way
I noticed helmets are facing 180 degrees so maybe you need to adjust camera in the preview render attributes to match (copy settings from existing helmet?)
not spotted that, thanks il try that
do note though that each time you make a change to the preview render attributes, you may need to restart workbench to apply them since they are cached
cheers!
is it possible to use materials.emat from base game for our models?
sure... but you cant extract the textures
you can assign them in workbench but I imagine UV stuff will be not fun
ik i just need like base material
no im not thinking about extracting them
but using them for model
do i just apply them or how do i use them
youll likely need to setup a multimaterial setup and create a mask to project different surface materials on your model
do the characters walk on the geometry in AR or is there a roadway lod for bridges et al ? anybody know ? cheers in Advance
they can navigate around objects, climb them move inside buildings
I believe that roadway lod is no longer a thing
well i was really looking for more specific to Geometry and roadway and the surface influence on vehicles and AI /character
well yeah but what they walk over in the model Geo or Fire geo or such do we know ?
I think colliders impact the navmesh
if it collides with the character it will count as a surface
ooft thats very different then
do we know if geometry animates after init or is it static after that ?
don't know about that
ok ill have a delve and find out thanks for input
incase ya was wondering why i asks , i wanna continue some ideas https://www.youtube.com/watch?v=ISgEBIFfxGg
AI navigate through navmesh and collides with geometry which has proper layer preset ( https://community.bistudio.com/wiki/Arma_Reforger:Collision_Layer ). Geometries can be animated and there is also possibility to regenerate navmesh (see compositions for instance)
cheers i will read up on that link , i think maybe navmesh isnt on the fly but ill still see what the outcome is now iwht new info cheers
navmesh can be regenerated for selected area via scripts
Not finished yet. I get bored and jump to other models..
something about great minds
Love it! i got plans of adding some decals too.
I have to resort to the cannon mounted at the top of the stairs loaded with grape shot, "Tally ho lads" the grape shot shreds two men in the blast, the sound and extra shrapnel set off car alarms.
https://cdn.discordapp.com/attachments/847516074715250769/1045173998943748186/image.png
https://cdn.discordapp.com/attachments/847516074715250769/1045174151398293504/image.png
https://cdn.discordapp.com/attachments/847516074715250769/1045174465165807647/image.png
https://cdn.discordapp.com/attachments/847516074715250769/1045174587664650261/image.png
High poly is done. Now on to the part I hate most, retopo ๐ฉ
@calm rune what camo is this going be in?
dope
I wonder if you could use it as a turret while having a standing animation so you can move it left and right
with the stick
wrong question bacon you should ask how fast can it go down the mountain
Attach a cart to it with an auto cannon feature lol
lol let's see when it finished
What do you guys think of that rope? lol
Does anyone have a clue how to do Interior Probes correctly?
I cant seem to understand how the ones in Reforger get the Red Mesh as the Boundary.
no AO in enfusion ?
I think the NMO has occlusion
Damn that's a good looking vehicle!
Very exciting
when the AO goes up to 11 :3
I can't wait to see the interior and experience it's handling
well all the Buildings do it like this tho.
I would really love to understand how I can achive this result I have no clue where this Mesh of the Shed is. its not in the Geo its not in the Occluders its not in any Component. how can I achive the same with my Building?
Very nice, out of curiosity, what is that based on? Seems vaguely familiar but also not
The Vรฉhicule Blindรฉ Multi-Rรดle Griffon (English: Multirole Armoured Vehicle Griffon) or VBMR Griffon is a French multi-purpose armoured personnel carrier developed and manufactured by Nexter in cooperation with Arquus and Thales. Entering service in 2018, it will, alongside the VBMR-L Serval, succeed the Vรฉhicule de l'Avant Blindรฉ (VAB).
To be more specific its the VBMR serval(its on the same wiki page thats why i posted griffon)
So I Figured Out how to make those Box Volumes for the Interior Probes
What you have to do is Make Boxes to where you want to have the Volumes. Then name these BOXVOL_01 and the following _02 etc. for some reason it does not seem to start with 00. These Boxes are in LOD 0 then Import your model as normal and just apply The dummyVolume.EMAT to those boxes and done. now you can Put your Interior Probe inside your Prefab and have fun :)
Okay so, I haven't purchased Reforger yet, but before I do, does anyone know the process for porting Reforger models into blender so I can work on them?
I worked on Arma 3 models if that helps
you cant. there is no way of exporting or Editing the Base Models that exist in Arma Reforger.
Sad!
well you werent able to do that in Arma 3 too. only through some Cheeky not so legal ways.
well what you would be doing is either Ripping them straight out of the game which is not ok. or breaking open the Model Files. which is also not OK.
Duly noted
well you are not really able to do any of that with Reforger.
but there are other nice stuff you can do In the workbench to see how their stuff is setup so its allot more open than A3
Right
its like the m79 osa but worse in every way :3
At some point you should put all your toobs in a row and measure just how many kilometers of toob you've created
Just for the heck of it
Then simulate some water running through them all ๐คฃ
All jokes aside that is gonna be one beefy launcher pack If you are making a mod out of them.
I will I want to make a large community mod project so everything is standardized and we are not making the same things
its around .065km of tube
Blender render with enfusion lighting. ZSH-1-2M helmet
Would be awesome if it were a mod folder kcomprised of different modders) where you can pick and choose from the mods within
All can be worked on via code or password
no its work like any other mod. just with more sharing of content.
Just gonna ask again, has anyone worked out slots? for character gear, i want to add a visor to my helmet above but i want to do it via slots
have a look at the alice pack maybe? the pasgt helmet has some slots in loadout cloth component too
hmm i'll try, i checked the alice webbing and couldn't work out how to do it
@burnt thunder french army dont use famas right now . and we are not doing 1990 army
AO is kinda superior here on Griffon
honestly seems kinda like a bug since other vehicles have much more pronounced AO it seems
hmm nevermind they dont haha
the truck does
they are not lot of influence of ao for the vehicule's exteriors
I apologize for not using #creators_recruiting but I was wondering if anyone here has made a 3d model of a tangent or quadrant sight for a grenade launcher?
do you have exemple pls ?
I will be making one for carryhandle USMC mod
yeah I need a side sight, can't use a top one for this
m203
oh yea I see it, sorry 
Awesome man, but i changed my mind and will release whole package with correct UV's as you have said.
That will take some time i guess
you can use same materials
Will you be making one that can take optics like an ACOG?
seems like acog could go on the top rail
Maybe once the mod will be release i will try to reconsider what else is needed.
trying to find a way to do the visor screws cause current ones lookw eird
whats wrong with them
it was modelled for A3 the helmet, so teh screws were baked onto the glass as i could use CA textures
so when i did the reforger version i had to add 3d ones, but they aren't connect so instead of 4 screws theres "8"
Just connect them and have them clip through the glass. That's what I'd do
Oh yeah forgot the French adopted a new rifle
Didn't they adopt the 416?
Current prefabs of m16 with m203 cannot be separated, AFAIK that was possible when reforger was released.
For now I'm planning to add carryhandle as a default "scope" something what riverx does on his m4a1 and mk18. So yes you will be able to replace it also with any compatible optics.
And Beacon will prepare for you another present
you can remove the 203 but its glued to the front part of the rifle so all you have left is a barrel
But lest shhhh about it
i think they forget to add in the standard handguard when you remove the m203. or atleast that what should happen like with arma 3 how on certain weapons if you remove a scope you get the default sights
anyone working on a container ship?
why are trying to make the first mission from cod 4 ๐ฎ ???
i just want to make a realistic port
no I dont think anyone is working on any civilian ships
you could use the ships from TOH
I made one patrol-ship type vessel with a flat deck big enough to take eight 40' containers. I didn't release it yet because I plan first to make the cranes in the port functional to give it some game-play purpose like transporting vehicles/supplies/containers that are unloaded by crane.
wow thats cool
Damn good luck, that sounds awesome
@urban helm good
Nice!
๐ค
My first time bringing a weapon in, letting the headaches begin 
it's alot easier then it was in arma 3
@calm rune You available for a sec?
Nvm lmfao found it
Someone needs to make a complete tutorial on how to make mods for Arma Reforger specific, starting from blender and then transferring everything to enfusion and getting everything to work in between. As a newbie this is so complex and complicated without a step by step guide of exactly what to do ๐
Have you checked the tutorials on the wiki? They are quite extensive, very good info. https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets
I've read them. It doesn't give me everything I need tbh and im a visual learner lmfao
So for example I can create the 3d model but then I need to learn how to weight it to the arma reforger character and all the steps with that to get it to work in game properly. Basics like that where there is no info out there. It's very intimidating for the new people coming in wanting to mod, with how complicated the system is and the steps it pushes out a lot of new players wanting to get into modding very quickly
If someone took the time and made a tutorial for Arma reforger specific from blender to getting it into game I think that would help out so many people coming into this
I will literally pay someone to take these already built models and get them to look good and get them to work in game at this point cause my head is gonna explode lmfao
Weighting to a rig is not Reforger specific. You can find many existing Blender tutorials for that.
You're just impatient. You may find someone to help you with this in #creators_recruiting though
It can't really be made less intimating because it is a lot to learn, starting from non Arma specific modeling, texturing and animating which share same principles but tools vary between different programs. After the generic basic stuff tackling the Arma specifics becomes easier.
But it's not really realistic that all the possible things get covered by specific tutorial. At least not without years of time.
@urban helm it will grow into u
ZSH-1-2M cover
will this helmet do its intended purpose as not stopping rounds
Not properly because its just plastic no kelvar
this post was made by the ach helmet gang
Not for the time being, trying to teach my self how to make this a working weapon lol
Not very good at all this since it's my first time bringing something into any game haha
If anyone has some time, would you have some time to hop on a call and kinda show me what to do to get weapons in the game?
Trying to follow the wiki but I just dont understand some things lol
When is this mod coming out?
Can and will this come with an Npc
Cause itโs really annoying when I have to go to an arsenal box for everything
probably will when its done, but my mod will likely be very slow progress on reforgers side
Thank you man because I lose it when i find a badass gear mod and then itโs only in the arsenal box

