#enfusion_model

1 messages · Page 12 of 1

shell hedge
shell hedge
safe turtle
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Marder III Ausführung H for the Forged in Europe mod

tacit eagle
surreal ore
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@safe turtle How are you gonna do the tracks?

covert eagle
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anyone else have a problem where sometimes your mesh comes in to enfusion black? even though the texture isnt even close to black that you put on it?

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from blender

delicate condor
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you have painted vertex color on it

coarse peak
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Anyone have a video for a tutorial on adding colliders to buildings and stuff

covert eagle
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@coarse peak the full process like in blender to enfusion or just how to make it work in enfusion? I could help if you need

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@delicate condor Thank you for what ever reason that didnt even cross my mind I was to busy thinking it was a shader problem

silk monolith
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Is it possible to get some Marine Corps gear 😭 like soem Mich or LWH with proper textures ??

crisp musk
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Can someone tell me I’m here exactly how to set up and property attach and weigh and label the bones for my vehicle in order for my turret to properly rotate with the mesh’s and everything. Im a complete idiot when it comes to blender and I can only do basic stuff so I need some help making the thing work. (I will post pics and what not if needed to after I get a response.)

dusty plume
safe turtle
safe turtle
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I made some with a curve modifiers in blender but I don’t think I can get them to move, maybe for track damage though

safe turtle
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Happy to help

coarse peak
sly bridge
sly bridge
safe turtle
silk monolith
delicate condor
uneven vessel
silk monolith
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You guys are legends lol >:)

young flame
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does anyone have a .blend file for the character model in A pose without bent arms? im used to working with dayz character model.

surreal ore
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download the poses library or whatever its called, and use it to switch to the t pose

young flame
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i download the whole sample pack and only seem to have characer.fbx

safe turtle
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I would request that someone please explains this sentence to me. Does this mean that I would not weightpaint not moving colliders? For example this Hull UTM Collider since the hull is not animated and only moves with the vehicle?

tidal latch
safe turtle
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I also dont know why after import into the workbench my UTM collider are combined into one material, could it be because of the missing material?

safe turtle
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fixed

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You will need to head to Import Settings - Physics and then Turn off Merge Tri Meshes

tacit eagle
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Is there a blender example file for creating vehicles, or is it just the enfusion file? I can't find it in the wiki

leaden trench
# tacit eagle Is there a blender example file for creating vehicles, or is it just the enfusio...

I don't recall there being an example .blend file, but you should be able to import the example fbx and export it again. https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCar/Assets/Vehicles/Wheeled/SampleCar_01

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

tacit eagle
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Yep, that's exactly what I was after 👍

frail wyvern
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Is there a tutorial on how to add collision to models for example, I’ve made a model and imported it, but I walk right through it

tacit eagle
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@frail wyvern Colliders are pretty easy, you just add a shape around your object and name it one of the following: "UBX_, UCX_, USP_, UCS_, UCL_, UTM_ prefixes are used to mark Colliders (Box, Cylinder, Sphere, Capsule, Cylinder, and Trimesh respectively)" - then use the blender tool to set up the layers

https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation - this page shows examples of colliders

https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools - this one goes over the blender enfusion tools

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For collision I believe you want the colliders as simple as possible, so UBX_

glossy lynx
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There is a more in depth tutorial on colliders in the fbx import section of the wiki

safe turtle
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Colliders don’t work on the .xob files, when turned into a proper set up prefab the colliders will apply. Try replacing the model on the btr for for quick testing

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As long as your vehicle collider is a convex and on the right layer it should work when spawned as a prefab

light vault
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Does anyone know if it’s possible to make a sliding door move vertically instead of horizontally?

surreal ore
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Yes

wicked dirge
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diagonally also

light vault
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I assume its a setting in SlidingDoorComponent?

sweet mist
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Good evening,
I have a problem that happened suddenly and I can't figure out where it's coming from...
When I export my Blender 3D models in FBX and import them into Enfusion, everything freezes...
I have to force Enfusion to leave.

Has anyone ever had this problem?

covert dune
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Some various things like simply giving it some time or something about re-importing was mentioned

sand pagoda
covert eagle
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Really nice @sand pagoda

quaint pecan
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Hey guys, I want to create a mod but I'm not a model maker or any developer of sort I just want to get my dream mod in the workshop.

What information would I need to give a potential model maker if I were to commission one for money? Say in the instance of having them make a Rooikat ( armoured South African vehicle )

wicked dirge
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You can't commission mods for money. It is against the EULA of the tools to get paid to use them.

karmic adder
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He was asking about commissioning a model maker, so that part of the question can be answered.

wicked dirge
midnight path
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anyone got an idea? cant seem to figure this one out

glossy lynx
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Something is wrong in your vehiclewheeledsimulation

midnight path
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ive been going through it everything looks right

shell hedge
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looks dope

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love handguns in reforger too bad 9mm deals no damage

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I modded this gun into the game and it's so fun to use but the damage output of 9mm is pathetic

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hmm I guess the damage output makes it not so fun to use

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kitted it out with a tac light, suppressor and a red dot tho sadge

last hill
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Well for the life of me, I cannot work out how to set up colliders for the new armor system - they don't move properly when moving the character around. I've used the debug to show the position of my colliders on characters moving and they are not moving with the character.

From my image above, you can see when I have it set to only show the colliders (firegeo) the default game PASGT follows the head when turning, but both my plates and helmet colliders are static - I've skinned them to the skeleton on Blender and set them up in Blender to use FireGeo and as a test used the Hard aramid 7.3 that the PASGT helmet is set up with as triangle mesh colliders (UTM_ prefix). It just seems to be ignoring the skinning of the base mesh (the base model mesh itself works and moves correctly), it's just the collider ignoring the position and staying in the initial position?

I'm not sure what it is I am doing wrong and really need help

I've compared to the UTM layers on the default PASGT and that all seems to match, but yeah, clearly missing something important.

tidal latch
last hill
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THANK YOU!

tidal latch
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ps, using only Spine5 for whole vest FG should be good enough

tidal latch
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also, don't forget to update prefab (Physics on wear and animate colliders on wear properties in base loadout component)

last hill
tidal latch
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yea

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you need to repostion collider afterwards

last hill
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Ah ok, in Blender?

uneven vessel
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Yeah when you set the relation it parents the model to that bone, so will offset the origin of your collider to be that bone's position (rather than world 0,0,0)

last hill
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Fixed and working - thanks guys

uneven vessel
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speed holes, they make the helmet go faster

woven swallow
tacit eagle
tacit eagle
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I've yet to meet man who can out smart them

fathom elbow
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white case with red tip... these must be healing bullets, correct?

safe turtle
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need some help over here

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maybe watch it in 0.25x

uneven vessel
heavy musk
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can someone maybe help me with a vest im trying to import ? it floats backward behind me when i pick it up i know its because of not setting up the weight i dont have a sample vest where i could transfer the weights from does someone maybe know where i can get this from ?

calm rune
glossy lynx
safe turtle
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weight is at 10t

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here are my suspension values

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OMG

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I set the weight to 10.670

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not 10670

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my mistake

coarse peak
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Lol

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My boyyy

heavy musk
glossy lynx
heavy musk
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yes sir

tidal latch
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are you sure you have 163 bones in total?

heavy musk
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i dont know bro i probablz forgot to parten the skeleton in blender

heavy musk
tidal latch
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so its not correct

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compare what you have with sample

heavy musk
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notlikemeow how and where can i see how many are there supposed to be ?

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sry dawg just getting into all this and watched this video a million times to figure it out but it wont work

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its 9 am and i staret basically 23 hours ago to actually try and get into modding again

tidal latch
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you can also compare it with in other Reforger character asset

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in any case, is it your model made from scratch or did you bought it from somewhere?

reef sun
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I imported a custom character model, everything works except if the character dies with that model it freezes in position and no ragdoll. It uses the same bones and everything. Any ideas?

tidal latch
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like whole custom character? Not just uniform/pants?

reef sun
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Yes

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Head and body

tidal latch
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colliders are also same? Are they animated in game? Are they using same layer presets as vanilla character?

reef sun
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Did they change with the new health update?

tidal latch
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ahh, yes. Noted, hopefully it will make it next update of samples

reef sun
heavy musk
blazing agate
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Any tutorial for vegetation creation??

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because I have created trees, but one thing I noticed is that my leave material, start to dissapear quicker than the default one, I wonder is there is any param that i need to adjust, mine doesn't have any LOD yet, also the material its not setted-up:

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mine left, Reforger Right

delicate condor
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id say copy the existing material and use it as base

blazing agate
blazing agate
sand pagoda
blazing agate
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Still the same.. Only happens with the vegetation, I also have a small shrub/bush, with similar values on the LODs, also copied the existing material to use it as a guide

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Must be missing something on the vegetation workflow

tidal latch
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are you sure its not just LODs?

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vanilla trees switch to simple poly planes at larger distance

blazing agate
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Yeah I know, I have the billboards too

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But still the same

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The main problem are the leafs

tidal latch
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maybe LODs are not switching fast enough?

blazing agate
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And 2D branches, the 3D part is perfect

tidal latch
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in MeshComponent there are params for switching between LODs - I don't remember name of it from top of my head

blazing agate
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Do you mean the part in wich you can set the distance?

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If it's the part I think you mean, I've already setted It Up like the ones on vainilla, but nothing

tidal latch
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distance? No, it is coef telling engine how fast it should switch LODs

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can you show your last LOD up close maybe?

blazing agate
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Right now I'm not at home, I'll send an image when posible, but, the last LOD of the tree for example is simply made of 16 faces, with a billboard of the tree as texture

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Let say I have 3 LODs a part from LOD 0,

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My main problem is that with LOD 1-2-3 the leafs shader make them disappear but the geometry swaps perfectly

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That's why I think it's a problem with the shader (??) not with LODs, there's any chance that the shaders have a distance value ? Or something I need to tweak?

tidal latch
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are you using custom textures?

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or vanilla ones?

blazing agate
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Custom

tidal latch
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and you already checked import settings on those textures?

heavy musk
sly bridge
heavy musk
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so just ATM no pouches under the arms yeah? so ill have to scrap my SidePlates ?

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thats too bad

tidal latch
uneven vessel
wicked dirge
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sonce 0.9.9 you can define how much a vest is causing the arms to stick out to reduce clipping

blazing agate
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Yep, they are as It should, for my trees I used 1024 by 1024, 8 bits, and with LZW

blazing agate
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Mmm no...I didn't check the import settings on the textures

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What kind of parameters can I found there? Or what I should be looking for ?

safe turtle
blazing agate
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Ouuu thanks a lot, I'll let you know tomorrow if something changes

heavy musk
# tidal latch Google some tutorials how to weight things. Could you also share link to asset t...

those are my cgtrader purchases most of the stuff is from hyoon https://www.cgtrader.com/hyoon3d ; https://payhip.com/Hyun3D ; One of the assets is from the 3dma store https://www.cgtrader.com/3dmilitaryassets

Payhip

I am a 3D artist that creates 3D models mainly for ROBLOX and ARMA III. Programs that I use are Blender, Substance Painter, and Paint.net.Discord Server for support: https://discord.gg/ZVkZQbHevV

heavy musk
tidal latch
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Alright, thats fine!

woven swallow
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I didn't know that to be honest

heavy musk
woven swallow
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That's true.

coarse peak
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Royalty free All the way baby

sick shard
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I'd say ripped models are easy to spot anyway since most of the material's are going to be unity based (most common) and tarkov models are easy to spot

stray bridge
stray bridge
sick shard
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No they wouldn't to much time was and still is an issue on dayz sa workshop not that I care but it's a losing battle you cant win regardless lol I'm just saying for someone like me it's easy to spot but maybe for someone less familiar with the assets it might be more difficult but personally I wouldn't risk it on reforger since they can just block access to your tools so more of a deterrent

uneven vessel
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BI needs to make an effort to clamp down on it otherwise they’re liable for copyright infringement - if they’re taking steps to minimise and reduce unlicensed model usage then they can rightfully say ‘this one slipped through the cracks’. If they do nothing then they’re building and encouraging a platform for theft

It’s not a battle to win or lose - just a dance between BI, rights holders and model rippers

sly bridge
shell hedge
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remember you need to make your own models otherwise you're not a real modder

surreal ore
leaden trench
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I guess BI are not real developers, because they purchase models from freelancers also.

sly bridge
last hill
last hill
# surreal ore No

I did it anyway, folk do love to make others look good in this discord I am noticing.

surreal ore
# last hill I did it anyway, folk do love to make others look good in this discord I am noti...

Joke or not, it shouldn't have been said, especially by a moderator, especially in discord for a game that only has a player base because of modders. If you can't see the point then you're clearly blinded by the superiority complex carried around by some guy who gets to be a jerk to the community that he's supposed to be moderating. I'm done with this conversation, if you'd like to continue it go ahead and drop me a DM.

zenith quartz
blazing agate
# tidal latch

This didn't work... I think it may be the size of the leave topology size

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your's are bigger

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this is yours

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so I guess, that might be the main problem

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it's more or less the same amount of polygons, same visual effect..but maybe the Fade of the textures start earlier becouse of the size (?)

blazing agate
# tidal latch

also I have a question, there's any difference between the different Foliage Alpha mipmap functions?

tidal latch
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I'm not sure about it

woven swallow
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I am not against people buying models. I am against people buying models and claiming they did the model. That's all.

heavy musk
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Yo, so im now trying out belts after im done with platecarriers wich worked out fine. Is there a way to keep the holster in place? rn the lagstrap fits perfect the only thing really buggin me is the holster moving just like the legs do, i suppose weighing the shi out of the holster or something?

surreal ore
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What determines the order of the materials on import?

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Would expect they come in like they are in blender

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apparently that's not always the case for some reason.

calm rune
heavy musk
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got the same one irl with the strap to be clear the QLS paddle is moving with it

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when i kneel the holster points forward

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thats not right xD

last hill
# heavy musk when i kneel the holster points forward

It will be your weight painting. From someone who has a drop leg holster in the game already, you need to work on the weight painting settings on those verts and ensure that only the ones pertaining to that part of the leg apply and not hips etc etc.

tacit eagle
last hill
kindred thistle
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Do pivots for doors in buildings have to be bones, or can they be empties?

jaunty condor
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Anyone have a guide on how to rig clothing like shirts and what not for blender?

surreal ore
jaunty condor
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@surreal ore Does this work for the skeleton that arma uses?

surreal ore
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Skeleton is irrelevant. that's how you transfer weights in blender

jaunty condor
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k illl give it a shot and see if it works

stray bridge
#

Is it allowed to use the Arma 3 cyrus model (with changes to the poly count etc) or is it not?
Just curios mcheart

last hill
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Only if it is licenced to allow it, to my knowledge thus far none of the Arma3 models are permitted as its still in active development/CDLC.

Arma2 and prior are permitted as they were released to the community to forward port. But Arma3 hasn't been.

I could be wrong but I believe that to be the case?

thorny cobalt
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You cannot take content from any game. Neither Arma 2 or 3.
You CAN take content from the licensed data packs, but the Arma 3 one isn't out yet.
So there's no way to get the cyruz

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Even if you were allowed to, you wouldn't be able to get the model

iron galleon
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so what if someone makes it themselfs ?

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that is okey right ?

thorny cobalt
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The weapon design is not trademarked.
So if you make yourself something that looks similar, it'd be fine

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Atleast IF that is BIs design, which I assume

iron galleon
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i just want to make the gun as what has been done with the arma 2 dmr , create it ourself then add it in

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just making sure its not breaking any tos

thorny cobalt
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Making stuff yourself doesn't break tos 🤗

iron galleon
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good 🙂

heavy musk
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maybe if it works even take some notes for other people that specifically want to get a holster or plate carrier in game

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without any visual artifacts

last hill
# heavy musk maybe if it works even take some notes for other people that specifically want t...

If memory serves me correctly, auto weights directly from the pants worked for me but I only have two pant types in the mods so far of my own so the belt and holster works via Zeliks as an attachment, on other clothing items I dare say it will clip a lot.

If you have pants to weight it from, give that a shot using Vergys tutorial on weighting clothes for Reforger. Worked for mine with minor tweaking on the straps etc.

coarse peak
#

Hey what texture painting programs are y’all using?

last hill
kindred thistle
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Having an issue where the bones of an imported object are in the right location but rotated for some reason. In Blender they are rotated the right way, however in Workbench they are all rotated by 90° in the X axis

surreal ore
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rotate them in blender on z by 90

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apply rotation

iron galleon
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i got a question , so i want to make a useable gun/ammo box that can be also placed on the ground . but if i use the preview it only will go to 1 direction , is there a way how i can make it that you can turn it while its in your hands ?

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i coudlnt mind a funtion for it ether . hope someone knows an answer 🙂

surreal ore
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@iron galleon Can you explain a little more in detail? What do you mean by "turn it while its in your hands"?

iron galleon
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that you can place it but change the degree its placed in

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right now it only places it in front of the character

surreal ore
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What are you using to place it?

iron galleon
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plceable item component

surreal ore
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I'm not sure how that works exactly as i wrote my own placeable item component.

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What i did for rotation was use an input to rotate while the item is "being placed"

iron galleon
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how can i make it react on an input ?

surreal ore
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override "{795184CF9AD764DB}Configs/System/chimeraInputCommon.conf"

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Add a custom action and context

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then somewhere add the action to the input manager via AddActionListener()

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and somewhere activate the context for the input manager via ActivateContext

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ActivateContext either needs to called on frame or, with its second input being the duration

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in your situation EOnFrame would be best as you don't know how long they are gonna be "placing" the object

iron galleon
#

that a lot of info hope i can figure it out thanks 🙂

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if i got some more questions about it can i hit you up ?

surreal ore
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yes

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@iron galleon in your case you can probably just extend SCR_PlaceableInventoryItemComponent or mod it

iron galleon
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SCR_PlaceableInventoryItemComponent doesnt help me with rotation of the object .

surreal ore
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it does

iron galleon
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how as i have it in use and it wont do anything ?

surreal ore
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then you're doing it wrong

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or

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your input isn't actually being "seen"

iron galleon
#

what is the input you mean in this one , the one you told me above about?

surreal ore
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@iron galleon ```c
modded class SCR_ItemPlacementComponent
{
//------------------------------------------------------------------------------------------------
override void DisablePreview()
{
GetGame().GetInputManager().RemoveActionListener("CharacterMelee", EActionTrigger.DOWN, RotateItem);
super.DisablePreview()
}

//------------------------------------------------------------------------------------------------
override void EnablePreview(IEntity weapon)
{
    super.EnablePreview(weapon);
    GetGame().GetInputManager().AddActionListener("CharacterMelee", EActionTrigger.DOWN, RotateItem);

}
//------------------------------------------------------------------------------------------------
void RotateItem()
{
    Print("Rotation Logic Here");
}
//------------------------------------------------------------------------------------------------

};

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This should get you started

surreal ore
iron galleon
#

appreciate the help 🙂

surreal ore
#

You'll need to add your action to CharacterWeaponContext as well

lethal frigate
#

Looking for someone to learn me how to do multitextures and other stuff related to buildings

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Like the envivroment probe for shadows and doors and stuff

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In near future

humble sonnet
surreal ore
#

@humble sonnet For buildings?

humble sonnet
last parcel
#

are the buildings custom made or are they vanilla

humble sonnet
last parcel
#

Then you're map isnt setup correctly.

humble sonnet
#

well thats pretty general

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what isnt setup correctly?

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can search ARTDMIsland in workshop to check it out. The only thing broken is this lighting issue.

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I followed the wiki info, maybe it has been updated since, I'll read that again

coarse peak
#

What would make my bullet collider stop working even tho it shows it’s in engine

karmic adder
#

Did you set up the RigidBody component?

coarse peak
#

I thought I did

coarse peak
#

I have none of the rigid body stuff on prefabs selected

I do have skinning, morphs and scene hierarchy selected before reimporting

last hill
#

Look up the debug menu on the wiki, there is settings you can enable to only show colliders, it might just not be working properly for whatever reason.

tidal latch
cedar thicket
#

Hello model makers o/ has anyone made some vegetation for a Bayou/Swamp enviroment?

coarse peak
tidal latch
#

can you show Relations section of your collider in Blender?

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can you also post pictures from World Editor showing BaseLoadoutComponent parameters?

coarse peak
tidal latch
#

Animate Colliders on wear is also needed

coarse peak
#

ok let me try it

tidal latch
#

also, make sure that in RigidBody component Model Geometry is enabled

coarse peak
#

It’s working now just didn’t have animate on

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Thank ya!

coarse peak
tidal latch
inland sentinel
#

Im n[/sure where I post this but what is the slot name for the siderail of a gun? Is it slot_siderail

last hill
inland sentinel
#

Hmm, it says the slots names have to be exact in the documents?

last hill
#

Not for rails.

The classname is what you pick from a dropdown box, for rails it is ris such and such. But naming the slot itself no problem.

inland sentinel
inland sentinel
last hill
inland sentinel
#

Thanks man

patent flower
#

any marmoset toolbag 4 users here? I currently use toolbag 3 and I only use it for baking. Is it worth upgrading if im only baking

sly bridge
#

what is the upgrade price from 3?

lucid crystal
#

What is the overall process from start to finish for rigging clothing to armatures and getting them to stick to the character in-game? Anyone know any good guides out there that detail this specifically or can you explain the process from editing in blender to implementation in enfusion tools?

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The guides out there don't really go into detail regarding clothing, unless i got to blender specific-guides.

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but nothing regarding reforger.

tacit eagle
#

It's specific to helmets, but it's pretty much the same for all clothing

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The basic steps go

  1. Copy weights from reference model onto your current in-progress model

  2. Parent the model to an armature (Hold shift and drag)

  3. Apply an armature modifier in blender and link to the rig

  4. Export FBX with the correct settings (Custom properties/add leaf bones unchecked)

  5. Import into Enfusion, reimport with skinning and hierarchy checked

I'm probably forgetting something but that's the gist

karmic adder
#

I'm having some issues with reimporting 3D models.
I tried clicking reimport on the FBX, I tried dragging in the updated FBX, I then tried reimporting TXO and XOB, but the XOB still for some reason stays the same.
Only when I do a fresh import, it works. Any idea why?

surreal ore
#

Open the fbx in blender from your mod directory, then when you save it will auto reimport when you export to the same directory in blender

karmic adder
#

And why doesn't it work the other way? That workflow seems a bit inconvenient to me, I have a script that generates FBX from blend files for me.

crisp musk
#

So recently I’ve tried importing models with my colliders and everything but when it shows up in infusion it’s not properly registering the colliders like UCX colliders. Before the update I was able to simply import a model with certain meshes labeled UCX and all that with no problems but now it seems it’s not working like that anymore. My UTM colliders and UCL colliders show up but not my UCX and UCB colliders. Anyone know a fix for this or if there is some sort of work around?

lucid crystal
tidal latch
karmic adder
tidal latch
#

also, is the model not changing in World Editor or in Resource Manager viewport?

karmic adder
#

Both. Though my change was technically on the collider.

reef kernel
#

Hi everyone, first question, if i set bones on right position, trigger dont have right position, but if i will move it in blender, i can find right pos, but its not logical, what is the problem? Same troubles with others elements like w_bolt. Amrature 0.0.0.0 pos, 1.0 size

shell hedge
#

if you are not using your own animations then you will need to adjust joints in your model until they look more or less right

reef kernel
#

Maybe the problem is in the components of the prefab, if I duplicated the ak prefab from arma?

shell hedge
#

either adjust it until it's good enough or make your own weapon animations

reef kernel
#

I thought about my animation, but I haven't figured out how to get the animation plugin yet. Workbench does not see animations from fbx

shell hedge
#

fbx animation imports with profiles is not supported for some reason

reef kernel
#

I think smth wrong )

shell hedge
reef kernel
woven swallow
#

Guns guns guns everybody makes guns..

#

Boring...

broken grove
shut shadow
#

The sample mod has a bug that when dropped upon death the gun start going in circles and sometimes vanishes

tidal latch
#

On the workshop? I think github should be fine but workshop is not updated yet

tidal latch
zenith quartz
#

I ended up restarting this. I'm working on the handguard and stock. Grip and magazine come next, otherwise it's basically finished.

lofty wind
#

I wanna buy this, you guys think it will be a lot of work to make it low poly?

sly bridge
lofty wind
#

I am very new to modelling

sly bridge
last parcel
#

did a little gun modeling.

fathom elbow
#

ahh... my first bb gun ... single shot, spring operated, creeking hunk of plastic, shot as straight as a boomerang. Them memories... nice work

zenith quartz
#

Very very nice G36C.

covert dune
#

I'm pretty surprised, that looks really good for something so out of the blue. 👍

woven swallow
lucid crystal
#

Noticed abit that my dummy bones aren't really showing like they did before, so from video i seen and from what i understand, it should be (3 + 160) would that be alright, or did i mess up somewhere?

surreal ore
#

The rig is correct, you should have 163 bones total. The (3 + 160) would indicate you have all 163 bones with 3 of them having some mesh weighted to them.

#

In your case, you have all 163 boines with nothing weighted to any of them.

lucid crystal
wicked dirge
#

its only the other vest slot that can influence arm spread. So if you hava vest with pouches, you gotta separate the pouches to the other slot

blazing agate
#

Had to do it and bring it back...

#

(it's made from scratch, this are not arma 3 white boards)

pure kayak
#

quick test i did to check the model under pbr

lofty wind
#

Nice

uneven vessel
#

good work!

coarse peak
#

Helmet

crisp musk
#

Is anyone else having trouble importing FBX files to the tools and then your Colliders won’t show up? Every time I export my files the only colliders that show up for me is the UTM and UCL colliders. (I’ve only used UCL, UCX, UCB, and UTM colliders.) before the update all of them showed up like they should but they don’t anymore.

last hill
reef kernel
#

Someone have ideas, how to fix it? (Helmet)

last hill
# reef kernel Someone have ideas, how to fix it? (Helmet)

Need parametric instance component, opacity map on the material needs to be head_clipping_a.edds and you need to enable two checkboxes under the alpha mask options.

If no luck, check out the PASGT helmet .xob and look at their materials

reef kernel
last hill
last hill
#

I'd show you but I have a mod update in progress so can't move around workbench currently

crisp musk
#

The problem is that I don’t know if the colliders are set up properly in blender or not. I really don’t know how to check that. The merge tri-mesh thing I tried but it had no effect. All I know is this before the update all I had to do was label my meshes something like “UCX_turret” and it would show up that collider. After the update that only happens if I label it UTM or UCL. (Usually I set up the collider usage properties in the tools themselves due to blender sometimes completely removing my meshes for odd reasons.)

last hill
#

Then export back out and reimport to workbench, see if the collider count is going up. You might also have broken your collider meshes.

#

UTM's have to be triangulated, UBX can only be cuboid. I don't think cylinders work, they need to be triangles as well.

#

Can you show me your blender screen and then your workbench xob

crisp musk
#

Hmm well you mentioned that I might have somehow broke my colliders so I went back to one of my older files and reexported to a separate FBX and that worked.

#

I guess my files got corrupted or something.

last hill
# crisp musk I guess my files got corrupted or something.

The xob file should update each time you export the fbx back out and it should pretty much just work, but if the older export is working, but not the new, I'd rebuild your colliders and be careful of ensuring triangulation on UTMs and if using UBX that they are cube or rectangular prism.

reef kernel
#

one more question, we make a car, similar URAL, similar armature hierarchy bones, but some bones become empty and scripts from ural doesnt work

last hill
crisp musk
last hill
crisp musk
#

So basically I export my files to a separate FBX file on my computer then I import into the workbench from the workbench itself.

tacit eagle
#

Anyone know of a base reforger character model that works in Marvelous Designer?

#

Tried exporting the one most of us use for rigging but apparently it needs to be in a t or a pose

last hill
tacit eagle
#

Sweet, I'll give that a go. Thanks

sly bridge
reef kernel
#

We added attach on the helm with attachment slot, but now HeadClipping_A.edds doesnt work, some ideas?:D

reef kernel
#

may be we have variations with code? but we cant find smth about hide geometry from 1 person view

delicate condor
reef kernel
delicate condor
#

blobdoggoshruggoogly dunno then, might not have been considered in the engine even

tall plinth
reef kernel
#

done already, ty

surreal ore
#

@reef kernel you sorted?

delicate condor
#

in case someone wonsers about it in the future and comes looking in the chat history, dont hesitate to jot down what the solution was. Sharing is caring.

spring pond
#

cuz from what i know it handles attachments in a slightly different way thus its not setting alpha value of BaseLoadoutClothComponent which in turn makes it so items remain visible in fpp

#

from what i know only ClothNodeStorageComponent is capable of doing that but that comes with more than a few other limitations and problems

late spear
#

I have imported some structures I made for my map using enfusion blender tools. I am not completely sure on the process to make them compatible with Reforger. Several of the structures I made have glass and doors that are not proxies. Do I need to separate them from the model?

surreal ore
#

If you wan't them to function accordingly then yes

last parcel
#

basic coloring and bake done on g36c and imported into the engine just to see how it looks like

delicate condor
#

the yellow lighting maybe takes a way a bit here

stoic torrent
#

for a second i thought it was fallout new vegas

last parcel
#

without the yellow lightning

zenith quartz
#

Lookin' good!

misty solstice
#

Very nice

spice topaz
late spear
surreal ore
#

Buildings are their own breed. It's best to look at the already existing buildings and see how they're set up and create yours accordingly

#

There is also information on the wiki about building specific things.

#

Probes and portals and such

dire light
#

Hello, why are the wheels in the wrong position? after shooting at them, they stand up properly position as in blender

agile crater
#

https://cdn.discordapp.com/attachments/392728823105323020/1140634687849635902/image.png
Really Bohemia ^^ ? you're forcing us to place each pocket by hand in the prefab editor to be able to spread the character's arms? the positive point I see is that it may be possible with a script to choose the position of the 3d models directly in-game. is this a step towards in-game customization of vests and helmets, you little sneaks? I'll look into it, but it would be nice to be able to script in C++, please.

sand pagoda
#

Imagine calculating collision between character hand and vest each frame just for something called "ingame customization"

#

whats the problem with configuring literally 2 values?

agile crater
#

you can adjust the arm spacing in the prefab, my friend.

sand pagoda
#

yes, but this sounded like complain for me

you're forcing us to place each pocket by hand in the prefab editor to be able to spread the character's arms

agile crater
#

yes, because if you don't add pocket slots to your prefab, your character will have his arms at his sides.

#

however, if you add a slot it will automatically have the arms spread.

sand pagoda
#

¯_(ツ)_/¯

agile crater
#

in fact, your character doesn't necessarily need to have his arms outstretched when you've only got your vest or a belt on, that's the subtlety of it all, your vest or belt is the base. Then they sort of added an attach too on this one, with the option of adding a location.

#

maybe a system like Ground Branch coming soon would be cool

calm rune
last parcel
tacit eagle
#

Damn those are beauties

calm rune
# last parcel

Not sure if it’s the angle but the mag slot on the lower receiver of that XM16E1 looks very small.

last parcel
#

I made it to fit the vanilla magazine so it might be.

uneven vessel
#

If so, might I suggest the rest of your M16 will look a tad big in the characters hands

iron galleon
#

is there a way that i can attach a door function to a button ?
so the button opens it ofc

reef kernel
#

Hi! How can I adjust iron sight to bullet impact as bullet lands way lower than front sight?
Aiming at the red square, but the impact of the bullet is where the blue square is located (moved the crosshair from the object for observation of the impact area so you can see the difference between the front sight and bullet hole)

zenith quartz
#

That is probably just based on the physical distance between the iron sights and the barrel?

reef kernel
#

solved

surreal ore
#

@reef kernel share your resolution? In case someone else runs into the same problem.

last hill
#

Anyone else noticing that the armoredvest colliders are not doing anything anymore? Just got reported to me, so I went to check my plates that worked fine before the most recent minor update to Reforger and now, even the base vanilla 6b2 colliders aren't doing anything anymore? The virtual one still stops things but not the colliders themselves?

Helmet colliders work still and show up when firegeo colliders are set in debug menu, but not vest base colliders?

Tweaked: Added VestArmored_Base base prefab < also can't find that prefab on Workbench.

surreal ore
#

{AA074754692261B1}Prefabs/Characters/Core/VestArmored_Base.et

#

@last hill

last hill
#

Ah thanks. I had the underscore so didn't pop in search

#

Will wait to hear about the vest based colliders not working anymore. Dunno if just me.

last hill
surreal ore
#

Odd

last hill
#

Verifying on steam.

#

Hmmm

#

Still nothing there

#

It's not experimental is it?

surreal ore
#

I don't use experimental

last hill
#

Then I have no idea what is going on

#

Would explain why my vests are broken.. doesn't explain why I don't have that prefab. Will do a full install of the tools and try again

surreal ore
#

have you opened reforger after the update? for it to upack the files for workbench

last hill
#

Yea

surreal ore
#

That's incredibly odd then

last hill
#

I'll do it again for good measure though

last hill
surreal ore
#

Maybe you had workbench opened the first time you opened reforger?

last hill
#

I possibly did

#

But that also fixed my colliders not working, thank you!

last parcel
#

finnaly did rig the ak + made a new wooden handle + a new magazine.

unreal reef
#

the stock will be foldable ?

calm rune
silk monolith
covert dune
#

Would displaying some 3D letters on a handheld item be worth the extra vertices ? It could be a nice detail, but it could end up looking worse than baked if I don't throw a handful of vertices at it. thinking_pikachu
I know vertice count isn't too much of a concern, but it may just be silly to do.

shell hedge
#

or you could have planes with floating text rendered on them

#

generally it kinda depends on how many letters there is

#

depending on how many words you put in it's anywhere between the cost of the map item mesh or a btr mesh

covert dune
#

Well it's stamped into the metal outwards, I don't think floating text would work

shell hedge
#

if you need it to be 3d then sure, otherwise you can do what btr decals do and just have a plane with a texture that has normals

covert dune
#

It's just a handful of letters, I think it's fine. Would be the first to disappear in LOD aswell.

shell hedge
#

yeah dont worry about it then

covert dune
#

🙏

dull trench
#

Hey I’d love some help on how I can go about making a jungle forest for my map I’m making

leaden trench
stray bridge
#

start with the basic shape of the map, add roads, paths, vegeatation, maybe shape of villages etc,
#enfusion_terrain is probably the better channel

last hill
# tidal latch ahh, yes. Noted, hopefully it will make it next update of samples

In case nobody informed you, those 26 UTM colliders are still in the most recent samples unless they dropped a new one since I updated at the end of July. I'm assuming I'll need to remake my colliders to follow the base model ragdoll, I tried to duplicate and change the values in the ragdoll file to point to the UTMs and it falls through the floor, before killing the UTM's move (in debug menu to visible colliders), but as soon as the unit dies, falls through the floor.

I'll just have to do what bonbon did and create my own colliders following the base model setup.

tidal latch
last hill
tidal latch
#

No problem, although I find it bit weird to say such things without checking first

last hill
dull trench
#

I meant like jungle trees lol

#

Srry

#

Yeah I have the terrain somewhat

#

Just need the trees and structures

#

I got the terrain just the trees and stuff lol is the problem and the building obviously

#

The idea is I’m starting the us on an outer island and they have to establish a beach head lol

delicate condor
#

Good vegetation and building modeling may take some time to learn though but it can be quite rewarding

plush shard
plush shard
# dull trench I got the terrain just the trees and stuff lol is the problem and the building o...

there's a addon in blender called sapling tree gen, it's really good there super lp and easy to configure, If you want help with it this video is decent https://www.youtube.com/watch?v=jMDRc4hJwvA

In today’s video, we’re going to check out a free add-on contained inside of Blender 2.83 that allows you to quickly generate custom trees inside of Blender! Sapling Tree generator is an add-on that comes built-in to Blender for helping you to quickly create trees and leaves, as well as setting up the UV mapping properly so you can quickly add t...

▶ Play video
grizzled coral
#

Wasn't BI also had a tree generator? I think they showcase one during Arma 2 or Arma 3 times... Or was it the Carrier Command Gaea mission?

sly bridge
wary inlet
delicate condor
#

to use any kind of generator effectively to make a game working tree one still will need to learn how to model and texture stuff and how things work

#

generators typically dont make very good game models

light lynx
#

Speedtree

dull trench
dull trench
#

Hey question

#

Idk if it’s in scripting but I asked it in there if you could check it out I don’t know what it would categorize as

dull trench
sly bridge
#

@green plinth this isn’t the place for requests or inquiries of any sort. Please read the channel’s description before posting

stray bridge
#

not sure if thats the right channel here :/

Anyone knows where I can find / or set Hitzones for an item?

mcheart

shell hedge
stray bridge
tacit eagle
#

This is probably an easy fix but I can't figure it out, this car wreck prop hovers above the ground when placed. Is there a way I can lower it?

glossy lake
#

Ctrl down arrow

stray bridge
#

if placed in gm, hold alt + lefclick to move it on the y axis

#

checked the .xob, the mesh is fine not buged out or anything

tacit eagle
#

I was hoping to change the origin point so people can place it in GM without having to move it around

stray bridge
tacit eagle
#

Ah shame, I'll find something to replce it with. Thanks

stray bridge
#

probably just use an ied? lol

covert dune
tacit eagle
tacit eagle
#

I'll just switch it out with something else, appreciate the help though

covert dune
#

I reported this on the feedback tracker a while back and it was acknowledged, but nothing came of it

#

Most of the wrecks have this problem

tidal latch
#

you could try creating hierarchy of objects

#

think of compositions

tacit eagle
#

Sorry, this is probably me being blind again, but where in the rifle prefab do I assign a different mag?

tacit eagle
#

Legend, thank you 👍

pure kayak
#

What would be the best way to model say, vegetation like a fern for reforger?

leaden trench
tacit eagle
#

I can walk straight through the stairs I'm making, do I have the correct colliders?

stray bridge
#

could you send a picture of the stairs with flat shaded colliders in the viewport?

tacit eagle
#

I might try a different layer preset, see if that helps

karmic adder
#

Do the other colliders work?

tacit eagle
#

None of the colliders work, but I've been using the same layer presets so they're all the same

#

Wait, I found the answer. The answer, as usual, is that I'm a fucking moron 😂 I dropped the XOB into the world, not a properly setup prefab. With rigid body which is very very important

stray bridge
#

glad that this is working now

quiet fog
#

https://imgur.com/VAkd4F3 does somebody know how I can quickly merge overlapping edges?
I already know about moving vertecies on top of each other and then merging them by distance. Is there something similar available for edges as well? (They are not overlapping in the picture so you can see better)

covert dune
quiet fog
covert dune
#

There's no way around it unfortunately, it all comes down to the vertices merging

surreal ore
#

In most situations you wouldn't even need to merge those. Objects can be touching directly at an edge without any problems. And in a lot of cases it's better to have separate meshes in a single object than it is to have one single mesh with numerous extra edges for no reason.

#

A million years ago I when I first started to get into 3D modeling, I thought that all objects had to be a single closed mesh. That's most definitely not the case, and trying to model like that will lead to some big headaches.

inland sentinel
#

Does anybody have any tips for creating colliders or walkthroughs in blendor for Reforger? Ive been using the docs but it only says what the shapes and names are

tidal latch
#

you can load samples and check how they are made

tidal latch
#

there is also file on github with all colliders types, so you can take a look how they are looking

inland sentinel
#

Do you just make the shapes yourself and then rename them?

#

God, I have to learn how to use blender now 😭 I did this with Object Builder in dayz and it was really easy

tidal latch
#

yes, you make shape yourself

#

obviously, UCX (convex) meshes need to be convex

surreal ore
#

Why are my empties not exporting as children of my armature like they're supposed to?

tidal latch
#

"Armature" object is automatically removed by Workbench

#

Otherwise, it would be sort of impossible to make characters/character gear using Blender

#

If Armature is called differently than "Armature" then it will be imported in Blender

surreal ore
#

My problem was that eye and the other empties weren't children of my root bone.

#

I've since fixed the problem

tidal latch
#

that is solved by using Relations tab & setting correct parent

inner girder
#

How do we keep this one piece? Having a issue with a single suit although we have separated it just in case .
Would prefer to keep it one piece.

surreal ore
#

@inner girder Just use it as pants.

inner girder
#

Can you please explain a little? Please and thank you 🙏🏼

surreal ore
#

Pants prefab + that model = flight suit that can have a jacket worn over it

uneven vessel
#

Any clothing item can be weighted to any bone, so you could just make the whole overall fit into the pants or jacket slot

wicked dirge
#

i would agree. Make the entire suit as "pants"

inner girder
#

@surreal ore thank you for the help!

surreal ore
#

No worries

light vault
#

I have what I assume is a pretty basic question. I've created and published a test mod to the workshop. Its a small building structure. I can download the mod fine, but when I go into Game Master to test it out "in game", it doesn't appear in my mod list (but I can add other building mods I've downloaded) - there must be something simple I'm missing here. Any help would be appreciated...

tidal latch
misty solstice
inner girder
# misty solstice Mechanic outfit?

It’s actually a tanker suit but was a good introduction to weight painting and sculpting the clothing to fit the character example.
A higher quality actual flight suit incoming after this one.

misty solstice
acoustic canyon
#

How we lookin on them palm trees and straw huts. Im tryin to get that vietnam map goin..

cunning thistle
#

anyone know if you can take the broken ship from dayz and put it into arma?

last parcel
#

no you can't.

cunning thistle
#

oh

#

do you have to actually model it and do it that way?

last parcel
#

yes

cunning thistle
#

ok

cunning thistle
#

would anyone be able to show me how to put a model into arma 3?

calm rune
pallid vapor
#

Hi guys, in blender my textures look good but upon importing to workbench they look much worse. How can I tweak it so they look the same quality?

delicate condor
#

lighting in the programs are somewhat different so you need to figure out which parts dont work right and that usually just takes trial and error

#

or you may have plugged in the textures in wrong places in the enfusion material

#

someone might be able to tell you more specifc ideas if you post comparison pictures of what you see in blender and what you see in engine

pallid vapor
delicate condor
tacit eagle
pallid vapor
#

This is blender

#

This is reforger

reef kernel
#

this textures maps

#

hm , another truble

pallid vapor
#

I also have to note I have no experience in Blender or models in Reforger. Have spent time in the world editor but wanting to learn importing objects and vehicles later. If anyone can point me in the right direction with this it would be greatly appreciated

delicate condor
#

its very low resolution/low quality so you are not really going to get much use of it

#

this is not how game assets are made

#

and I dont think this model can be turned into a game asset without basically making it completely new

shell hedge
#

they seem to be higher res in the blender preview

woven swallow
delicate condor
#

sure for maybe 10 different buildings that would make up such composition

woven swallow
#

yeah

woven swallow
delicate condor
#

it is if you want details

pallid vapor
#

But I got it ingame so far, just the textures are making it worse. Was thinking about using it as an object far in the background of a terrain.

delicate condor
#

for that it could work like that sure

#

it could be mipmapping in the view or get compressed even more than it is

#

or Blender rendering might interpolate it better/nicer

pallid vapor
delicate condor
#

dunno if you can

#

might be better to try to enhance the actual texture

#

or if its far away, just let it be as is

pallid vapor
#

The blender texture probably looks fine from far away but this certainly doesn't haha

shell hedge
#

in the edds file

pallid vapor
shell hedge
woven swallow
#

Been distracted playing rust lol

wary inlet
tacit eagle
#

Going up against a NATO warship

zenith quartz
#

Just a high poly and some colors.

tacit eagle
#

Dayum

#

Clean guns and uniform are nicer imo than models that have dirt and grime built on them

zenith quartz
#

Depends on the amount of grime. When they're clean like this it looks unnatural.

shell hedge
#

yep clean metallic items IRL look like 3d renders

woven swallow
#

been very distracted playing Rust. yesterday I did all the UV except for the sails and ropes. thats next. then right after that. Textures with substance painter. I also want to finish my Dr. Earnhardt's mansion.

wary inlet
tawny sundial
#

I am having an issue getting the bones exported for my weapon model.

Vertex groups have been assigned and weight is set to 1.0 in Blender. In the export settings, custom attributes are on, and leaf bones are off as instructed. Still, the imported .xob shows 0 bones in Workbench.

Could this be due to the model having the meshes set under an empty object the Blender as shown by the second image?

last hill
tawny sundial
tawny sundial
#

Any suggestions on how to troubleshoot this?

sly bridge
tawny sundial
#

I have done the reimporting of the model in workbench with import skinning (if I remember the option correctly) checked as guided in the tutorial. Still the bones are not registering for some reason

stray bridge
stray bridge
#

was worth the try, hmm im not into bones and importing them enough to give more advice unfortunately

tidal latch
#

Is mesh moving with bone in blender in pose mode?

#

Your objects are also missing lod suffix

tawny sundial
#

Thank you for the tips and patience everyone.

The mesh was indeed not moving with the bone. After I manually added the armature and bone details to the armature modifier as shown in the first pictures, I was able to get the mesh moving and the bones to show when importing.

Not sure if I did it the right way, as this wasn't mentioned in the tutorial, and as the parts ended up getting unaligned after the import as shown in the last picture...

tidal latch
#

That means you did not made weights correctly

#

Aka vertex groups were not skinned to anything

#

What you did was hard weighting one object to specific vertex group via modifier - while its "working" it is definitely not correct approach

#

Also, as for misalignment - don't use rk62 m3 low poly empty object

#

Just delete it and don't use such hierarchy

#

Also, just to be sure - your armature object had armature object before?

plain galleon
#

Have a material pbrcamo(actually bis sample faction), but when I apply it on our jacket (or any pbrcamo) it becomes invisible, seems very strange but could it be something with the fbx??

shell hedge
#

is your jacket visible with other materials?

#

anything in the log console?

plain galleon
#

But as soon as I use a pbrcamo

plain galleon
#

my pbrcamo also works on the bis 3d models, so it is 100% confirmed something with the model

#

seems to be the uvsets/uvmap

tawny sundial
tidal latch
#

I can add it to wiki though to make it crystal clear though

tawny sundial
#

Superb! Glad to be of help 😅

surreal ore
#

No your material or prefab are set up wrong

tacit eagle
surreal ore
#

@tacit eagle I did include prefabs to inherit from that only require the model to be changed.

tacit eagle
inner girder
#

Anyone know why up close our textures are high quality but I move 10” away and they almost look like a lod? (Note we have not even set up lods yet)

#

Also is there a detailed guide on setting up lods in tools?

#

The lighting engine seems to be effecting the textures too

shell hedge
#

MIPs

wicked dirge
#

In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. The height and width of each image, or level, in the mipmap is a factor of two smaller than the previous level. Mipmaps do not have to be square. They are i...

#

lods for textures

#

import settings do have some control over mip maps

plush shard
#

Wokring on some random bits of clothing for a pack i'm making.

calm rune
limber wasp
#

how do I add hitbox to a wall?

plush shard
#

Low poly test after bake

#

i hate retopoflow takes sooo long

shell hedge
#

you usually bake all those folds into normals as well right? seems sensible

plush shard
#

yes

shell hedge
#

yep, never done clothes before, maybe one day I'll have a go at it

calm rune
#

Looking good. I’d turn the height down a little and whatever mask you are using also bring that down slightly. It’s adding a lot of depth and darkness to your folds making them look a little unnatural and flat.

plush shard
tacit eagle
#

these look really nice

#

maybe it's the folds that do it for me, it doesn't look like a one-solid-colour bodysuit

quartz crypt
#

looks amazing would defo use u as a dev

tacit eagle
#

picture 5 on the g99

iron frost
#

Silly question maybe, but can you edit or manipulate, a model within enfusion or do you need blender to do that?

glossy lake
#

Blender would be your best bet.

iron frost
iron frost
#

Are there any tutorials out there that talk about how to get a turret to animate properly in Enfusion?

leaden trench
iron frost
leaden trench
plain galleon
surreal ore
#

Yeah, you can't have any vertex painting or it will show the "paint" in Reforger

zenith quartz
#

Very, very wrinkly.

plush shard
grand marten
#

Hi there, I'm having a problem with probably a simple solution. Only I can't find it. I've made a model of a wall in blender. Importing everything goes fine but when placed in a map it has no collission. I can see it has a rigidbody thats set to use the mesh. But when I go to the model I can see it has no colliders. I checked the wiki and it says I need to export it with another mesh that will be seen as the collission box if I use the right naming convention. I did that, but still there are no colliders showing up. Does anyone have a clue?

tidal latch
grand marten
#

I think I did. I'm using blender without the plugin. Do I add the layer preset using custom properties on the actual mesh or do I need to make another 'collission mesh' as its child and give set the correct layer preset for that one?

tidal latch
grand marten
#

Okay! Thanks

quiet fog
#

while on the topic of colliders, in the FBX Import section of the wiki it is stated that for static models (i.e buildings and such) a trianglemesh is preffered and that it should be "as uniform as possible". One, what is meant with uniform in this case and two, simply taking the orginal models mesh and use that as a collider would likely be unfavorable right? Is there a way to see how the colliders look on vanilla buildings so i can get an idea of how they should be?

tidal latch
#

there is also in game debug for physics

grand marten
#

So I tried to follow those wiki pages mentioned earlier. It seems like the collision is working. A mesh showed up in the colliders tab. But now it says the material can't be found and the object is invisible.

quiet fog
covert dune
quiet fog
#

ahaaaa

shell hedge
#

different collision layers is my guess

covert dune
#

FG is probably Fire Geometry which has to be exact enough for bullets to go through, and Phys is just for collisions like players and vehicles, so it's pretty rough.

#

Just a guess though

tidal latch
#

Above answers are correct

quiet fog
sand pagoda
#

do you have rigid body component in your prefab?

quiet fog
#

ah, my dumbass dropped in the .xob notlikemeow
forgot about the prefabs, this is all so confusing haha

last hill
tidal latch
#

it is also possible to have GenericEntity without prefab - in this case information about it would be stored only in world that you are working on

#

for example, when dropping xob to world editor viewport, Workbench creates entity of type GenericEntity with single MeshObject component

#

you could still add to it RigidBody component and set it although it is highly recommended to use inheritance of prefabs, so you don't have to configure everything from scratch

#

it is also handy when there is some game update which adds something to base prefab - if you are inheriting from correct prefab then you don't have to do anything basically

neat canopy
#

What are the dimensions of the standard BI doors for buildings?

neat canopy
#

Perfect, haven´t seen that one in the wiki. uff.. 😅 😂

#

Thx

last parcel
iron frost
#

Anyone figure out
Yet how to give vehicles multiple levels of zoom?

wicked dirge
#

you would have to script it

slim knoll
#

So I noticed that it takes me many times longer to upload any mesh. It started doing it just recently. I thought RAM wasnt fast so I upped it from 8 to 24 but still, it takes long to upload it.
My last mesh project had 100K verts and was pretty fast. This one has about 50K and it takes forever.

PS: Its just a mesh, nothing else. A textureless mesh.

#

Any ideas whats causing it?

thorny cobalt
#

you mean importing mesh into workbench, not "upload" ?

slim knoll
#

Uh yes. Importing, my bad.

bleak depot
#

anyone know how to fix the flickering backround. its occlusion from building..

bleak depot
#

fixed

surreal ore
#

@bleak depot Share your fix in case someone else has the same problem.

bleak depot
# bleak depot fixed

My occlusions was a Box and i Delete the Face to the plane. But this doesnt work. Reforger think the plane is a Box. You create und the Modeling Software only a plane.

tacit eagle
#

Are material overrides broken? My prefab seems to completely ignore it

tidal latch
#

on uniforms/inventory gear?

tacit eagle
tidal latch
#

use prefabs

tacit eagle
#

Not just textures, but the model reverts also

tidal latch
#

but the model reverts also
ah, that might be other issue. There is currently problem with retextures of models which are using deflated variant

#

so i.e. uniforms will fall back to standard materials once you will equip 6b2. It is known issue and this one was actually fixed internally

tacit eagle
#

Gotcha, I'll play around and see what I can do. Thanks!

bleak depot
#

is this a arma reforger bug have anyone idea to fix this issue?

In test my building in the game master and after place the building and change the position is my occlusion from the building on a old position... can anyone help me? i can change the position from the building, but the occlusion stack on the same old position from the first place

sand pagoda
bleak depot
sand pagoda
#

nope

zenith quartz
#

Thoomp.

#

WIP M203.

wary inlet
zenith quartz
#

Ty! :)

zenith quartz
coarse knot
#

Hey all, can anyone help or give some advice on how to fix this model and mod my good friend is making

#

The gray hood version is from the US army Expanded mod the tan is my friends

tidal latch
#

keep in mind that one vertex can be assigned to max 4 bones

#

check Log Console for errors/warnings - if you don't see anything suspicious yourself, you can send whole log for other to examine

coarse knot
#

I see

#

I will let my friend now

#

Know

grand marten
#

Im not sure if modelmakers is the right channel, but I've made a house model. Everything is working fine. But to make sure I don't have to put furniture in each and every house, I want to do the same as the houses already in the editor. That is, some kind of combined prefab. So the house mesh, with all the furniture parented. But when I try to copy an existing house, change the mesh of the house and remove furniture and add my own stuff and save it all. The old furniture still shows up. After trying to fix it, even the housemesh changed back to the original without me doing anything with that in the file.

#

Does anyone have a clue on how to fix this or what I'm doing wrong?

vale cradle
#

Here You go It is the log from importing, Skiming, and wearing it in the prefab

tidal latch
#

Are you sure? That looks like logs from game, not workbench

vale cradle
#

I tookn them from the workbench

tacit eagle
# coarse knot

Looks like a weight painting issue, given that the mask is so far away from the character the issue probably stems from when he's automatically copying weights over (It's too far away from the model in blender)

#

Whenever I've had parts of my mesh fly around and stretch like that, it's this issue^

tidal latch
vale cradle
#

those are the one in the reimport session

#

@tacit eagle I Try both doing the weight paint my self as I usally do and then do the weight transfer same result both time

surreal ore
#

@grand marten Don't just change the model of a vanilla building to your model. You need to create a "Base" prefab with your model. Save it, Right click, then select "Inherit in". This creates a new building prefab that inherits from your base building.

#

Hierarchy should be

#
Base_Building:
Building_Variant: Base_Building
Building_Variant2: Base_Building
#

The Base_Building prefab should only be the building(with or without doors and windows, depending on if you want the variants to have different ones), The variant prefabs should inherit from the base building and have whatever furniture you want in them.

vale cradle
#

I might have something that could help ... I try to only weight paint on the spine 5 or every bone under neck 3 and this is the result

#

every bones under neck 3 acting like they are completly offset

#

@tidal latch

surreal ore
vale cradle
#

Oh my bad

#

didn't know

#

apologies

surreal ore
#

No worries, as some don't mind but to be clear it is against the rules.

vale cradle
#

make sense my bad

surreal ore
#

Its better for me to tell you than a moderator.

tidal latch
vale cradle
#

So just to be sure we need to follow at 100% those file path

#

so that wouldn't work

tidal latch
#

it would work

vale cradle
#

I am very confuse on why it isn't working I Redone everything like on the page and same result

#

The only thing that might be a problem is my armature being called "Root" and on the website it say to make to call it "Armature" but when I do it does not moove

#

And like I said everything under Neck3 go completly offset

#

For some reason it got fix by pressing "i" then locrotScale

surreal ore
#

I've done that before, Edit: I zoned out and forgot i was in the middle of a search and replied to something really old. My bad

tacit eagle
#

anyone know the dimensions (in cm) for the barn doors ?

surreal ore
#

@tacit eagle Not sure about doors but the window names include sizes. Doors may be the same way.

last parcel
#

They dont but you can see the mesurments by looking at the xob file in the editor

tidal latch
tacit eagle
#

Not finished yet but finally got the basics of substance painter down, took me damn near all day to figure out what was wrong with my uvw maps in 3ds max. Trying to make some more buildings for a terrain. If the buildings turn out well enough I'll try and make them public for anyone to use.

inner girder
#

Not really sure if this is the right place to ask this question but how would one merge a radio and a helmet together like let’s say a pilot helmet?

coarse knot
ivory whale
#

Anyone available to answer some questions on to as why my plate carrier spawns in at the persons feet and not on the body? Not sure if its bad weight painting or what

ivory whale
#

Got the plate carrier to work but now all the pouches are inside the body not where they are supposed to be

tacit eagle
last parcel
#

just search for it in the resource browser. its under assets,structures,doors,Door_Barn_E_01

light eagle
inner girder
lapis vault
#

Work in progress. Its been a long time since I've done any modeling

ivory whale
lapis vault
#

With porting them in? I haven't messed with the enfusion engine yet. I'm trying out the free trial of marvelous designer to make an outfit, then I might learn how to set things up in enfusion after. But I felt a pair of shoes is a necessity in an outfit, can't go around barefoot 🙂

What issues were you having?

ivory whale
lapis vault
#

HP done methinks

lapis vault
#

I know polycount isnt a big deal these days, but does anyone have a general estimate for items in reforger? if there were resources on that I would be glad to read over them.

iron brook
#

Since you are making boots i would check how many tris the boots in reforger have and do smth simmilar

shell hedge
#

also remember that if you publish an asset pack that has models without LODs, rainforests burn

#

you dont want to burn rainforests

lapis vault
#

fair enough thanks. Havent even messed with the workbench much yet. Will have to aquiant myself

plush shard
shell hedge
#

bunker or welding mask thonk

tacit eagle
blazing agate
#

Don't know why was taking me so long to post it blobcloseenjoy

lapis vault
lapis vault
tacit eagle
tacit eagle
# coarse peak What you working on

Making a variety of buildings for terrains, I’ve used 3ds max in the past but right now im waiting for a new ssd to arrive so I can properly install zbrush and try that out

lapis vault
#

I would be interested in trying zbrush. But I can't justify all the money at the moment. $40 there, 50 for substance.. it adds up yeesh. Actually, I should look into alternatives to substance. I would really like to use it again, but it can't hurt the wallet to try new things

lapis vault
#

is there a specific way you need to setup the model for rigging to the character in reforger? I see you have the arms cut a specific way

zenith quartz
#

Doing ironsights atm but can't help but enjoy the look of this with the smart side rails added.

zenith quartz
#

Ty!

fathom elbow
#

IQ 150 side rails

zenith quartz
#

MBUS 3 completed.

steel tapir
#

In what tool of the workbench are models made in?

surreal ore
#

@zenith quartzIf you ever decide to get involved in a weapon customization mod lmk lol

zenith quartz
#

Absolutely. 😄

jaunty condor
zenith quartz
#

I use Blender but I'm planning to swap to Plasticity in the future. Marmoset Toolbag for baking. Substance 3D Painter for texturing.

steel tapir
#

Also another question if I wanted to reskin a vehicle what application should I use

steel tapir
#

Alr thank you 🙏

tacit eagle
delicate condor
last hill
steel tapir
short schooner
#

I know this is a blast from the past, but do you remember how you figured out this issue? I'm getting the same error but in a totally different scenario. I'm getting mine with the [Attribute] class. I get this error in world editor when I click on the + to add an object.

Where I'm having my issue
class AISpawnAttr
{
[Attribute("", UIWidgets.EditBox, "Entity Name")]
string m_sAISpawnName;
};

class BA_SpawnerEntity : GenericEntity
{
[Attribute("0", UIWidgets.Object)]
ref array<ref AISpawnAttr> m_sAISpawnName;
ref array<ref AISpawnAttr> m_sAISpawnNamePacked = new array<ref AISpawnAttr>();

#

Your two questions were the only thing that came up in search. Sorry if this is a little out of category here, but you're the only one who's asked about this in the past.

deft owl
lapis vault
#

Im tring to learn Marvelous Designer to Zbrush, Ive never used either of these programs, and it seems incredibly annoying honestly. Whats much of the point of marvelous deisnger is so much of the detail is lost? And seams are basically destroyed or make the model a mess to work with and leave so much manual work to put them together.

zenith quartz
iron brook
shell hedge
#

what's the best way to find reference for wearing out rifle models? I see models online often that have wear and tear in places where it may not actually be worn by real usage (ie apply generic scratched edges filter and call it a day)

iron brook
#

yeah, dont use other peoples work as reference. You'll do the same mistakes as them. Best look for irl photos or scans.

shell hedge
#

woah, bookmarking this, thanks

calm rune
sly bridge
tacit eagle
#

I have a bit of a niche request if anyone has any insight, I'm trying to attach my own radio backpack to the base vanilla frame (saves me having to make one myself). Is there an easy way to go about this? I've tried using slots but I'm not sure how to make it so the radio sit on the ground when not equipped

inner girder
#

Is this the correct place to ask about creating generators? Is there a resource somewhere ?

tidal latch
#

it is more scripting question I would say

inner girder
tidal latch
tacit eagle
#

@tidal latch I think it does accept prefabs

tidal latch
#

well, then you can assign some composition with radio to that item model

#

or you can model radio in a way, which you want to have it on ground

#

using Pivot ID & Child Pivot ID you could nicely snap it to one of the spine bone - I assume no skinning is needed for radio itself

tacit eagle
#

Got it done, thanks rey 😁

deft owl
#

SCR_WaterPhysicsComponent

#

You'll also need to add a Rigidbody component

deft owl
#

Try setting the simulation to active. I think you might have to create some sort of collision geometry as well. If you don't want to do it in the model click on the + button next to geometries on the rigidbody and configure a super basic one

glossy lynx
#

Comes down to the setting for that
Copy setting from an existing vehicle

surreal ore
#

What causes UCX colliders to not import? I seen that some people were having this problem as well but there doesn't seem to be a definitive answer as to why?

shell hedge
#

usually there's some error

tidal latch
surreal ore
shell hedge
#

ah maybe not convex then

surreal ore
#

it is convex, that's what the convex hull operator does it blender lol

#

i'll try again though

delicate condor
#

Best convex results in blender have needed the use existing faces be turned off and triangulation be enabled. At least in my experience with it.

Complex blobs with large multi face flat surfaces also can result in errors in game and with the checks because in the math calculation they are not absolutely flat after all. (decimal precision errors)

Simplification of the geometry can often help

lapis vault
#

For object LODs, will I need to rig/weight paint each and every LOD?

shell hedge
#

only the ones you want to move with joints

#

they are separate meshes so they need their own setup

lapis vault
#

For example, clothes. I assume it should be at least somewhat important, ya?

shell hedge
#

yep

#

but for LODs you can also weight paint less bones (armature must remain the same, just less weights)

#

skip some detail bones

lapis vault
#

For now its just boots, should be pretty simple to let the transfer weights to do it for me

#

I'll have to see if there's a simpler way to keep LODs together so I don't have to redo so much of it

#

Is it possible/correct for each LOD to share the same armature or will I need to copy the armature for each LOD?

lapis vault
#

ty

lapis vault
#

I've noticed that I have a lot more verts in the workbench than I do in blender, ~2700 for LOD0 in blender but ~4000 in Workbench. Where do these extras get counted from?

tidal latch
#

ahh, verts - maybe faces are split?

lapis vault
#

can you elaborate? I haven't triangulated prior to importing into the workbench, not sure if that would effect it i.e. it splits on import.

Pretty much most of the game engine pipeline stuff is foreign to me and I am learning it. I might ask a lot of questions in here 😂

tidal latch
#

GPU is using triangulated meshes and faces are split on hard edges

#

so probably during XOB conversion, those meshes are converted to more GPU friendly form already

delicate condor
#

its an option in the Blender "convex hull" tool

lapis vault
lapis vault
#

if i count seams its still slightly short

#

and it seems they do not animate properly when worn. More troubleshooting, I think this is tomorrow work 💤 sleepy time

thorn topaz
#

Verts also split at uv seams, not just the seam edge but each vert that is neighboring that seam.

As an example- create a UV sphere with default settings then go to the UV editor, select "UV" then "Seams from Islands".
Select a seam on the mesh, press shift+g to select simlar- choose Seams.

Lastly with all seams selected press ctrl+V to bring up the vertex menu and choose "Rip Vertices"
This will separate each vertex at a seam so that point at the top goes from 1 vert to 10

Mind that you don't HAVE to split the mesh at the UV's as that effects smoothing groups but that is how you get your true count.

tacit eagle
#

While we're on the topic of LODs, is the method I've been using to create them acceptable? It hasn't given me issues so far, but I used the decimate modifier on x3 duplicated object

LOD1 = 0.5
LOD2 = 0.25
LOD3 = 0.1

thorn topaz
#

each lod at half the previous is the typical standard yes, if in doubt open the editor and navigate to something and look at its lods

tacit eagle
sly bridge
lapis vault
lost narwhal
#

Not sure if this is the right channel, but does anybody know the fate of what happened to these mods/models?

leaden trench
lost narwhal
lapis vault
#

I'll admit, these dont really blend in with Everon's greenery XD. Im fairly happy with the result though

tropic moth
# lapis vault

Hey is it possible to add like a dirt map on the model - in script like. What I mean is when the game says that you walking on dirt or mud the texture of the boots would slightly change based on a few game events?

lapis vault
#

No idea, I don't think theres in game shader effects for mud on the character. Only wetness from water, which does work

tropic moth
#

Got it thank you 👍

tropic moth
lapis vault
#

ty

west pelican
#

Does anyone have the skills to help me? how do I create a .xob file of a building I built? I created the .et file but I can't create the .xob file!

thank you for your reply

#

I am trying to make the environment of my bunker dark, but it is not delimited because of the .xob file and EnvironmentProbeEntity therefore has no effect

thorny cobalt
#

xob files are created when you import your 3D Model in .fbx format

last parcel
#

as the EnviromentProbeentity takes it information of that to make it darker inside

west pelican
#

Thanks you

west pelican
#

I send you picture wait

lapis vault
#

Well there's your first problem. Prefabs are not assets - they are a collection which can contain assets but you will still need additional setup. It may be wise to go over the modding tutorials in the wiki

fathom bolt
#

fbx = object/model exported from a 3d software, fbx become xob once imported to Reforger

west pelican
shell hedge
#

dope

west pelican
#

This is my first ''creation'' and I only do this so that the environment inside is black, I think I need the xob but if it's too complicated I'll let the interior light up

wicked dirge
#

why would you need the xob do you think? A prefab is typically made from a xob, and the prefabs you used to compose your prefab probably have xobs separately already. You cannot make a new xob from this composition though

west pelican
#

Okay, so do you have any idea why my environmentprobeentity isn't working? Look at these two images, on my creation the environmentprobe doesn't know where to change the environment while on the second, the whole bunker seems to delimit in 3D

#

I based it on the changes made to EnvironmentProbeEntity to copy since the dark environment of the bunker of the gogland map, so I copied what it had put.

last parcel
#

becuse he is also using a probevolume found in prefabs and then place the envprobe as link to it

west pelican
#

Ok after that the environmentprobeentity will work fine?

#

Thanks you for your help

woven swallow
#

I just stop playing Rust and finish my models haha

lapis vault
#

looks nice!

woven swallow
lapis vault
#

So I'm setting up a pair of pants, and tbh I don't know much about weight painting. this is the result I currently have just with the transfer weights function in blender. Most of the model is fine, but theres some very noticeable stretching around the crotch (sorry for the butt-shots) How can I clean this up so it doesnt deform so badly?

shell hedge
#

well you need to go over the weights in that area

#

it may be weighted to a bone further away than it should be

lapis vault
#

I also turned into darth maul