#enfusion_model

1 messages · Page 14 of 1

indigo halo
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Thank you!

spiral hedge
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Hey, i have a small Problem with a easy Prop Model. i imported it like all other (with PropFireView Collider), then i created a simple Prefab with: MeshObject, RigidBody and RPLComponent. But if i put the Prefab in the world, it only works on Localhost, the Client is Crashing with RPL Error:

rpl::Pip::ProcessNetToGame
 RPL       (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x400256DD layout=script::Game::SCR_BaseGameMode con=0x0)
 RPL       (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x400256DE layout=script::Game::SCR_ArsenalManagerComponent con=0x0)
 RPL       (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x400256DF layout=script::Game::SCR_CompositionSlotManagerComponent con=0x0)
 RPL       (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x400256E0 layout=script::Game::SCR_GroupsManagerComponent con=0x0)
calm rune
#

Who are the character artist at BI? Wondering if there is some magical way of weight painting or if it is a topology issue on my end for stretching like this. Everything seems to be weighted correctly but no matter there is stretching.

leaden trench
full canopy
#

Still no way to generate portals for the interiors of buildings? I'm still getting the crash that people are reporting when checking "Generate BSP" in order to get portals in my building.

leaden trench
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make sure all things correct like having MatLightPortal material on the planes

full canopy
#

Seeing as how it's something rather than nothing, I appreciate you letting me know 👍 :)

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And yea I have the material name correct, do the portals have to create an enclosed space? Since while I did have a room completely sectioned off for testing it still never wanted to work.

leaden trench
full canopy
#

Hell yea, obviously now I need to tweak it but that's super helpful

leaden trench
#

how the engine is actually rendering I have no idea; its kinda a black box, just tweak things until it looks acceptable

full canopy
#

Lmao yeah if it works it works, I really appreciate it man.

leaden trench
full canopy
#

Yeah I hope the engine devs get around to fixing it for us, of course it's more important that the actual devs have it working.

calm rune
faint scarab
#

Yes, that's what I did in the end imagining it was the fastest method, but the result wasn't good, the fingers bent around the objects but not completely, the end part of the phalanges remains straight, also the texture makes a mess because it seems that the fingers, when they are open, drag a part of the texture from the palm. Anyway, I'll try again until I figure out what I'm doing wrong. Thank you.

eager hill
spiral hedge
#

@DEVs, can you please check the Item Preview Renderer? A lot of time the Items get rendered with ultra low Texture quality. If you then attach the item, the Preview will change to good quality. i already set the Preview LOD to 0, but this does not change anything. I do also not understand why this is a problem. If you press TAB/Inventory all Items from your Character get instantly render in good quality. I also played arround with FOV and Camera Distance, but this also does not make any changes. Sometimes, the same Item renders well in preview, on the next launch it looks like shit. Thanks

last hill
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It seems to be a method of fixing the lag in the Arsenal crate, I believe it is displaying the lower MIP on the texture maps. It is only a recent change.

sick shard
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I think there was a option where you can set the render lod I can't remember where I seen it though so not much help

tidal latch
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it is Preview LOD param which R34P3R mentioned

spiral hedge
tidal latch
#

I don't think it is the case - MIP will be still influenced by graphic settings

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although I'm not 100% sure

spiral hedge
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Do you know if we can Limit the Quality of MIPS in the stettings?

shell hedge
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nah its a bug

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oh wait

spiral hedge
#

Currently the engine creates 11 MIps where 7 - 11 are not useable

shell hedge
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yes you can reduce amount of mips in import settings

spiral hedge
faint scarab
#

Here's the problem I'm telling you about! It seems that some vertex is going their own way and destroying the mash

surreal ore
#

I don't think BI ever planned on doing gloves. Otherwise our A-Pose wouldn't have crinkle fingers

faint scarab
surreal ore
#

I've tried gloves a few times myself and ended up with various results

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I'm also not an asset makers so

sly bridge
shell hedge
#

some dudes got gloves to work

sly bridge
shell hedge
#

yea I didn't look at them up close for very long but there appeared to be no artifacts

tidal latch
#

pro tip - transfer weights for each finger separately

wicked dirge
#

🤯

faint scarab
tidal latch
#

you can select one finger in reference mesh, invert selection, delete it - this way you will reduce chance that vertex from glove finger will stick to nearby finger, instead of desired one

faint scarab
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No, maybe I overestimate my abilities... 😅 .

calm rune
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Should have kept reading, Reyhard said the same thing 🤣

faint scarab
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@tidal latch Could separating the fingers from the hand also work? Otherwise I don't understand something, and maybe it's my inexperience, if I reverse the selection and eliminate will I also lose the weight of the rest of my body ref? And I have to import, select and delete the weight reference for each finger, I guess?

inner girder
tidal latch
spiral hedge
#

The Gloves are not my problem.. but the stupid Arms... They does not fit together.

faint scarab
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I also have those gloves but I can't even import them, because when I make the parents they get bigger on the model.

last hill
spiral hedge
#

After 2H of painting and sculping... not again 🙂

plush shard
simple thicket
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Can someone point me in the right direction as to how I’d get this onto the workshop I’m extremely new so I have no idea where to start but the maker said I have to implement the 3d item onto the engine then make it a mod pack

sly bridge
simple thicket
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Yes

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I want to get it onto the mod workshop but I have no clue how I’d even begin to get the item there after buying it

stuck kraken
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How long are you playing Arma REforger? Or since when have you played an other Arma title? Would be interesting for the start of the conversion.

stuck kraken
simple thicket
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I’ve played abit of Arma 3 until my pc burnt in a fire

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But I main Xbox now

stuck kraken
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OK. Let's start from zero: Enfusion or Arma Reforger do not work after the principle that you load a "fully dressed doll" as a mod. Every piece (helm, weapon, wepon sight, boots, vest, etc.) are different pieces (or can be part of a mod).
It is more like: Arma Reforger provide you a naked doll and you can put some clothes or weapon on.

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So first step would be to decide, what part of this "Game Ready modular Character" you would make as a mod for Reforger

sly bridge
simple thicket
stuck kraken
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"Game Ready" in the name of this model on CG Trader means not "you can load it out of the box in any game engine". It means: "All necessary parts and systems are there. How to convert and configure for your game is on your side".

stuck kraken
sly bridge
simple thicket
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Ohhhh okay thank you soo much I’ll definitely have to do some research and watch some videos, and yes I’ll definitely hold off on purchasing the items. Thank you again for your time

faint scarab
calm rune
simple thicket
quasi tulip
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Hello, currently I am importing models into enfusion and I would like to know if I have to add the collision manually, I tried to import as a mesh collider but it does not seem to work

sly bridge
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are you trying to import the entire set from kitbash in a go?

coarse peak
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For you clothing modders what would cause a item not to show up in two different mods like I have a medic arm band in the us arsenal in the us mod pack then one in Russia arsenal in the German pack but it disappears when you run the mods together

coarse peak
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Thanks boss man

bleak depot
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What is the Max size of a Building to Import in reforger? 40 x 40m or more?

sly bridge
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more

sleek forum
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How do I make MLOD?

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it has no texture as of now

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I made LOD for it but idk how to texture it

obsidian pine
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Hey i would like the whole process of exporting a 3d model, importing it in enfusion, and making a weapon, or vehicle etc in video, to understand how it work, someone know one ?

sly bridge
#

the info is available on wiki, there are also samples (see pinned in this channels = #reforger_samples )

obsidian pine
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Doesnt matter, i dont know anything about all that

sly bridge
obsidian pine
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Yeah that's doc, thanks. I mean like the video of a modder doing its work

sly bridge
sleek forum
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LOD 5 in my case

sly bridge
sleek forum
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im making a structure and last LOD is just a box and idk how to apply texture to that box LOD

sly bridge
# sleek forum LOD 5 in my case

ahm, generally speaking you should texture the first lod, then keep reducing/collapsing/decimating until you reach the last LOD size.

sleek forum
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I did that

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my issue is just last LOD

surreal ore
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Also if you don't know how to texture objects you should watch Blender tutorials.

sleek forum
#

I have textures and I know how to, just last LOD is missing texture idk why

surreal ore
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If you textured the first lod and did what Pufu said the last lod will still be textured

sly bridge
sly bridge
sleek forum
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Reforger has material called MLOD and thats what im trying to apply to my last LOD

sly bridge
#

let me have a look, not sure what you mean

sleek forum
#

ok thanks

sly bridge
# sleek forum ok thanks

looking over the FarmHouse_E_1L01.xob -> doesn't matter that how the material is called. Unlike the first 4 lods, the last one (lod 5) is not a MatPBRMulti anymore, is a simple MatPBRBasic with a single BCR texture

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i don't know of any other way but to bake texture from one LOD to another (you can bake/render to texture) any type of map.

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i can't tell you how to do it in blender because i am not a blender user, but pretty sure that info is available with a simple google search

obsidian pine
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So in theory ( not saying i will do cause it looks complicated asf ) if i buy a 3d model on sketchfab i can import it in game and make it what i want ? Depending if its a weapon or vehicle ?

sly bridge
obsidian pine
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For license i guess its ok if its bought. Well sound interesting but its a lot of work from what i see in the docs

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i guess the easiest thing would be assets, cause cars and gun there is animations etc

sly bridge
obsidian pine
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oh, always heard for mods its ok to use stuff from other games etc

sly bridge
obsidian pine
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Ooooh yeah i heard that too 😄

covert rune
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Hello, quick question,
It's possible to resize an asset from the game inside Workbench ?
Like make a big asset from a little vanilla asset

covert dune
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If you click on the red cube in the top of the component list of a prefab on the right, there is "Scale" under Coords and Angles.

wary inlet
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it is one of enfusions key features i believe

quaint lark
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Hello! I ordered clothing models for DayZ. In Reforge T the pose is different, is it possible to adequately make a port from one T pose to another?

sly bridge
surreal ore
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Sounds like he paid someone to make a model for DayZ and now wants to port said model to Reforger.

woeful hollow
woeful hollow
# quaint lark Hello! I ordered clothing models for DayZ. In Reforge T the pose is different,...

In this tutorial, we will take a look at how to pose clothes of any type on different character meshes from various engines or games.

We will use a mixture of different tools, from proportional editing vertices to Pose and Grab brushes from the Sculpting Menu.

Hope you find the video useful!

▶ Play video
sly bridge
latent moon
#

Anyone experienced this type of flickering with imported models? I'm using a vanilla concrete texture, hence I think it must something to do with the model.

sly bridge
latent moon
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Not sure what you mean with spectacular 😅
It seems only the tunnel is affected. My fake terrain above seems fine.

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I have to admit is my very first asset in Blender, so I might have made some beginner's mistake. I'll check if I can detect if I have an issue with double faces.

sly bridge
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the fake terrain is all quads

latent moon
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I thought Enfusion can do the triangulation itself. Didn't get any different results when I added the triangulate modifier to them.

latent moon
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So it's safer to just add the tirangulate modifier I guess.

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Still even with it, I do get the flickering, but that might be double faces.

sly bridge
latent moon
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Looks to me it did the triangulation just fine

sly bridge
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even if in this particular case it might work, the recommendation would be to never have ngons in game mesh files on export because you might have issues with everything made from spline (so basically ngons) that turns into a mesh in an automated fashion

latent moon
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Nvm., seems to be the material I used that caused it. It's gone with a different kind of concrete texture.

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Thanks for the pointers!

wary inlet
bleak depot
sly bridge
shell hedge
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I tested a small mountain and it was fine

latent moon
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Neat, so together with the fake terrain texture, you could technically build extensive bunker systems 😄

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Although you can't have a road on top of it.

surreal ore
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Placed on surface of MPTest map

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player is standing on top of it but you can't see him lol

latent moon
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The problem is more that importing and cutting a piece out of your terrain in Blender seems problematic. Mine always crashes when I go to edit mode 😢

surreal ore
#

When trying to import the asc?

latent moon
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Importing as asc works fine. I can inspect it too, but then switching to edit mode causes freezes and eventually a crash.

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The mesh might be to big to be edited in Blender, i dunno.

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I guess I could write a script that edits the asc to cut out the area of interest and then import and edit it in Blender.

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asc is really just a header and a matrix with the altitudes from what I see.

surreal ore
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Yeah, just choose the position and import it to Blender

bleak depot
hasty radish
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anyone have any good tutorials on making a skeleton for a car?

latent moon
#

Hmm, seems the fake terrain material is restricted to a size of 145m x 145m

sly bridge
hasty radish
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yea i used the weapon tutorial its much easier to follow

surreal ore
latent moon
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The fake terrain material doesn't use UVs. There seems to be kind of a grid on the terrain and this bug happens when the material crosses the grid. I managed to fix it by cutting the mesh in 4 pieces along those grids.

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There's still another bug though. There is a kind of camera angle-dependent clipping happening to the grass, which becomes more pronounced the larger the vertical distance between the mesh and the terrain is.

sleek forum
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old post but do you have blend file with probes and stuff for reference by any chance? Im trying to finish my structure and im stuck on probes and portals

sleek forum
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yeah I saw that, still lost lol

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portals are just planes positioned on openings?

dawn chasm
fluid fern
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Hello, I wanted to apply patches directly on the uniforms of my mod but it's pretty buggy.
I copied the mod us expansion component properties to see but my patch stays in the air and doesn't stick to the uniform.
Have you had this problem before?

coarse peak
#

Either bones or weights wrong

worthy siren
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i tried exporting a piece of my model as FBX and importing to arma tools as a test, and half of the model is transparent when i rotate around it in enfusion tools, any idea what may cause that?

shell hedge
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backface culling in your material

worthy siren
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gonna go google that

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okay i kind of understand what it is, i still dont know how this issue is tying in specifically, and how i rectify it, would anybody be able to point me in the right direction?

covert dune
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Could it be a setting in the .emat file ? Not entirely sure myself

worthy siren
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think ive found a relevant video

surreal ore
worthy siren
light eagle
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In your material in workbench. Scroll down till you see CCW

worthy siren
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dont even know if ive exported correctly tbf

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not having much look finding that in enfusion

surreal gate
#

Does anybody know how are the vanilla plant models animated? It looks like the .xob files are somehow animated without any bones or anything.

shell hedge
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Material

surreal gate
#

That's amazing, thanks.

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I've just tested it real quick a got a building to wiggle like a tree.

shell hedge
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swap all materials in the game to wiggly materials when injected with morphine

faint scarab
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So guys, I finally successfully exported my gloves from Blender to the tool and they fit the character perfectly, but now I have another annoying problem. When I import the fbxs into Enfusion they turn black, ignoring the material parameters! What could be the problem?

last parcel
#

Check if there is a vertex color not spooking around

faint scarab
#

It was that! Thank You!

wary inlet
# worthy siren not having much look finding that in enfusion

go to the material you have applied to the mesh, you will find the culling settings there it will be a dropdown, it looks exactly like the image Zelik posted. if that does not work or you dont get optimal results go back to blender and and duplicate the mesh and keep it in position but flip the normals, either that or add a solidify modifier

tiny frigate
#

If I wanted to use a different character model like an asset u could find where would be the best place to look?

sick shard
#

Cgtrader ir sketchfab or turbo squid you could get some

worthy siren
calm rune
calm rune
worthy siren
worthy siren
#

began work on an ATMP supacat. i have a scale model and some pictures to go off of and it seems a more manageable task than the tank to begin with

shell hedge
#

you got this

worthy siren
#

thank you bacon!

sly bridge
#

@silk monolith please use #enf_mods_feedback for such inquiries, this is exclusive to model making question, with an emphasis on makers

silk monolith
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I keep getting it confused I’m 😭😭 sincerely sorry it’s not on purpose

vague granite
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Is there a way for me to create an arsenal box containing only the mod items I would like? I'm finding the arsenal very polluted with things I won't use.

sly bridge
vague granite
#

Yes

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There I would put vanilla items + some specific items from task force mattock and others

sly bridge
vague granite
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Ok, thanks

wary inlet
hot kayak
stuck kraken
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Hi, I hope this is the right channel: Is there a way to create a new prefab from Reforger parts? For example but some stones together as a new prefab(soomething like compositions in A3)?

stuck kraken
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I'm a litte confused by the naming: Are "compositions" in Reforger the same as "compositions" in A3? Because this page
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial
says: "Game Master compositions are prefabs that have to be created, configured and maintained in a specific way in order for them to work correctly in Arma Reforger:Game Master. "

I want only put some destructible prefabs together as a new prefab if this is possible. Do I need create a composition for that or only a new prefab?

tidal latch
#

compositions are special kind of prefabs which can be i.e. placed on special slots in game master

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regular prefabs can be made out of several prefabs too - some of them are already constructed like that

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I think trash bin is one of such examples

stuck kraken
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Thanks! I've managed to create a new prefab. 🙂

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The only thing who I've question is:

  • I created a new prefab from the same prefab (e.g. stones). I put the other stones under the hierarchy of the first stone, then I drag and drop it to my prefabs.
  • If I use this prefab in the editor, it spawns all parts of it.
    When I double click it, it show all parts in the .et. But when I click "Edit base prefab" it shows only the "base prefab" (obviously). How can I edit the prefab (for example to add another stone)?
#
  • Do I have to save the "world" where I edited the new prefab together and export every time the new prefab or is there another way to edit the existing costom prefab directly?
surreal ore
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Create a test world. Drag the prefab you want to add shit to into the world. Add whatever you want to its hierarchy. Then drag that prefab to the resource browser. It will ask you to put in a name for the new prefab. Boom, new prefab with extra stuff added to it. Now delete the one in your world and add the newly created one to the world.

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I find it easier to modify prefabs in an actual world as opposed to modifying them by opening the prefab in world editor.

sleek forum
#

Any idea what Im missing? Sound inside buildings still wont change

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This dummy material is also shown separately and not part of the building mesh

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but it is in collider settings tho...

shell hedge
#

do you have an interior probe in your building?

sleek forum
shell hedge
obsidian pine
#

I would buy that

sleek forum
shell hedge
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Compare your building with a vanilla building. If your building does not work the same way then there are differences.

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I can't tell you what specifically is wrong with your very specific project so this is my best advice.

obsidian pine
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Did anyone ever tried importing stuff from magicavoxel ? Idk if its even possible

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I know you can export from magicavoxel to blender. So i guess its possible

sleek forum
shell hedge
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Is that an interior probe prefab? Does it have your volumes assigned?

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Does your building have all the required components?

sleek forum
#

so I think it has all the components

shell hedge
sleek forum
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I did just that, its just a probe

shell hedge
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If your mesh and prefab is setup exactly the same as vanilla then you have hit a bug you may want to report on the feedback tracker.

sleek forum
#

I think I missed something, but I just have no idea what

sleek forum
#

Well if anyone has any idea what the problem might be then please let me know, been stuck with this for few days now🤦‍♂️

shell hedge
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Either something is not setup the same as vanilla or there is a bug. I suggest going over your and a vanilla mesh and prefab and you will eventually find the difference if there is one. You may need to compare everything, not just what you think is relevant.

sleek forum
#

@bleak depot

last parcel
#

have you tried using ProbeHouse_Base instead

bleak depot
#

Your boxvol is a simple Cube. Portals, Windows and so on is not important for That.

I dont work with Blender, but Check the enity-component like vanilla, and put the probehouse_base into the Model. You See with Click on the probe is Connected to the boxvol. Im Not Home… sry. Later i can send you more Details via DM

sleek forum
sleek forum
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Probe detects the BOXVOLs, Its connected with lines

bleak depot
sleek forum
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yes

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just shadow

shell hedge
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do you have all the components vanilla buildings do and are they configured? rigidbody for example?

shell hedge
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and you are sure they are configured exactly the same? what about the mesh xob?

sleek forum
#

But even shadows are a bit off

surreal ore
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Everything needed for a buildinig

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BOXVOL must have a material named "dummyvolume"

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for portals "Generate BSP" should be used in import settings

sleek forum
surreal ore
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Oddly enough, the model i've used as a building example since the beginning now crashes when i import it lol

sleek forum
surreal ore
#

I needed to tick Force Create Portals

sleek forum
#

Boxvolumes work?

surreal ore
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yes

last parcel
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Boxvolumes has always worked portals not as much,

surreal ore
#

I also didn't add an acutal collision for the player, in my example fbc

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fbx*

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portals work fine

last parcel
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Only if tick in force create that makes it think its one room not multiple

surreal ore
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without force create it crashes when imported

sleek forum
#

idk what im missing then I really dont...

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if you open your mesh model should dummy matrerial be listed there? Its showing dummy material only on collider setup under Materal Assigns for me... @surreal ore

surreal ore
sleek forum
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yes here I have it also

surreal ore
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it should only be there

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dummyvolume material should only be assigned to the BOXVOL

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it has nothing to do with the collider

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and shouldn't be assigned to it

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Oh, I see how portals work now, multiple groups of shared portals iiuc

sleek forum
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also shadows are strange

sleek forum
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@surreal ore any other idea why sound inside structure might not work?

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Is there something missing on my terrain? I have sound world Eden

surreal ore
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nope

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I'm also not using more than one BOXVOL

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so idk if that's an issue or not

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as i've not tried with more than one

shut bloom
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Can anyone explain why my Glass is not snapping into the correct space? I copied the Sample car to the exact even adding the Child Pivot but it just stays right there :(

last hill
shut bloom
shut bloom
last hill
#

Your options on the right, showing the colliders/bones/etc

shut bloom
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currently I have fixed the windows with using offsets since I could not find a fix.

last hill
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Did you apply scale before exporting? Can you show the glass model and it's options?

shut bloom
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It works fine with every Socket BUT the ones that are moving :(

last hill
#

I am not 100% sure, but do the base vehicle doors animate via proc-anim? If so and you are sharing their animations, your vehicle bones might not match, resulting in it sitting in a weird place.

shut bloom
#

In blender*

last hill
#

I thought I'd start with the basics of the workbench, but I'll step back and let vehicle modders hopefully help you

shut bloom
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I mean using a offset works but might not be the best thing

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Well thanks for trying xD

tidal latch
#

I noticed that child pivot is no longer working if merge meshes are turned on in slot

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Merge meshes are by default on

bleak depot
bleak depot
shut bloom
tidal latch
#

In slot component?

shut bloom
#

Thx for the insight though that might be useful in the future

shut bloom
sleek forum
#

same issue there

shut bloom
tidal latch
#

Physic merge

shut bloom
#

Ah yeah that does not change anything either

tidal latch
tidal latch
shut bloom
#

funny enough its 1:1 like the sample car for some weird reason it does not work for mine xD

tidal latch
#

Otherwise you could show us where do you have child pivot located

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Also, make sure that your skeleton is fine - animations can misplace it

shut bloom
shut bloom
tidal latch
#

And are you sure it's not anim issue? Have you tried it with disabled anims?

shut bloom
tidal latch
#

Can you post screen with slot manger component and glass panel?

shut bloom
tidal latch
#

Change and see if something is changing in game

shut bloom
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Ok i fixed it such a dumb mistake. I forgot to reimport the Window in Engine with Export Skinning enabled.💀

shut bloom
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I really dont want to annoy anyone but I do have another problem I cant seem to fix. my Fire Geo Does not move with the Bone even though it should.

tidal latch
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Is it parented?

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Skinning is not working on colliders, only whole objects can be moved

shut bloom
#

but what iam moving is also just 1 Object

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Weirdly enough the same thing also does not work on the Sample car the colliders dont move

lime trench
#

any rumors on someone working on a UH-60 Blackhawk (or a look-a-like)?

tidal latch
#

it should not be skinned

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on sample car only trunk is animated as geo

shut bloom
tidal latch
#

so it is wrong

#

see page that I've linked

shut bloom
#

ah interesting i used the Sample car it has it linked to Object

tidal latch
#

see what I said about trunk

shut bloom
#

The trunk is also Parent Type object

tidal latch
#

oh, I see, wrong version is on Github

shut bloom
tidal latch
#

or actually, I fixed it once and exported broken version again and since a while it is like that

#

in any case, you can use method which is listed on headgear tutorial

shut bloom
#

much apprechiate the help btw i was getting stuck on this for hours

tidal latch
#

also, pls turn off pings when making replies - one is enough

shut bloom
#

scale on armature and colliders are on 1 though

tidal latch
#

are you sure you didn't have applied to delta scale?

#

how does it look in blender?

shut bloom
tidal latch
#

can you select parented collider?

shut bloom
shut bloom
tidal latch
#

have you tried removing skinning and armature modifier?

#

is that door looking fine in blender viewport?

shut bloom
tidal latch
#

good!

shut bloom
#

Fire Geo is now also Animated. Perfect THANK YOU very much now I can focus on doing all the Anims.meowheart

tidal latch
#

I got to go now so hopefully no more problems for you today 😉

shut bloom
rose raven
#

The kinetic penetration resistance multipliers for glass and armored glass are higher than for armor metal which is higher than generic metal and cast iron.
Windshields op.

tidal latch
#

indeed, glass shatters though. It is old as world story of hardness vs brittleness

shell hedge
#

love those electric contact points on the rail

stable oasis
#

I don't know if I'm in the right place here, but the model I made has some problems even though everything was done correctly, is it displayed like this in the game? Does anyone know what I could do? I've already tried everything

iron brook
stable oasis
#

and that means exactly? What do I have to change to make it right?

#

@iron brook

iron brook
#

I am not sure how it is done in Blender, i am working with Maya, but shouldnt be that hard to find a tut in YT.

#

Look under Skinning asset

stable oasis
#

ahhh then I think I've already found my mistake, I'll have to take a look haha, thank you

coarse peak
#

he forgot to transfer weights when weighting to bones we got it fixed

stiff reef
#

Hi! I'm new to 3D modeling and texturing, where I can find some sort of guide on how to create trees and plants for Reforger? Thanks!

obsidian pine
#

Hey, using the enfusion tool plugin when i want to setup collider i got this

obsidian pine
obsidian pine
#

Is there any video, that for exemple from blender with the basic cube do the collider thing, export the thing, import it to the game ? I did inherit on a other prefab, i chand its xob to my cube and now i have collisions, idk if its the right way to do but it does work now

iron brook
#

If your model has collision, adding a RigidBody to your entity should be enough to cause collision.

obsidian pine
#

Nope, i add collision setup in blender, i exported and imported it, i had the collider in infusion, i added a rigidbody but still had no collision, i saw someone on the discord saying to inherit an existing prefab so you dont have to make it from scratch, so i took a electric pole changed his xob to my model and now it work

tidal latch
# obsidian pine Nope, i add collision setup in blender, i exported and imported it, i had the co...

https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Creating_prefab
If you don't use one of the mentioned prefabs as a base, then you will have to go through more steps like setting collision. In some cases base prefabs might be missing RigidBody component and in such scenario, it will be necessary to add such component and enable Model Geometry option inside of it.

#

with focus on Model Geometry

obsidian pine
#

but now i know about props_base, i will not struggle anymore in the future. Thank you devman

flint swift
#

does anyone have a guide on how to make Graffiti, (custom graffiti to put on walls)

shell hedge
#

have a look at how decals are setup in the game

willow sand
#

Anyone know why my game keeps crashing when I hit anything marked red in the cockpit

flint swift
#

just extremely simple custom graffiti to put on walls, like no hitbox or anything like that, like just a png and i can place it like props

last hill
willow sand
deft owl
#

It could be a bad reference causing it to crash perhaps

flint swift
#

sorry for asking again but does anyone have a guid on how to make a Prop? (i don't understand the prefab basics guide at all) i want to make a custom Graffiti spray on the wall (like an prop / .et)

tidal latch
flint swift
#

wow alr thanks anyway

willow sand
tidal latch
willow sand
#

If I hit it anywhere else it‘s fine

tidal latch
#

so how does collider look like?

willow sand
tidal latch
#

what are those faces?

willow sand
#

Didn't notice that until now I'll try if removing them helps

#

Still crashes

tidal latch
#

could you try making some simple collider from scratch?

willow sand
tidal latch
#

you can also try to disable Merge Meshes in import settings

#

that might prevent ctd but root cause of the issue will be gone.

willow sand
steep willow
#

Having a bit of a problem with the software correctly labeling bones as such

#

And indeed making them in the correct order

stable oasis
#

How do I make the sleeves so that they fit the character?

surreal ore
#

Watch Blender tutorials

#

Proportional editing

tidal latch
steep willow
tidal latch
# stable oasis

if its model from Arma 3/RV engine, then you might consider learning how to make simple anims and move arms so it fits that character - after that you could transfer weights

steep willow
#

Want me to send the blend file or...?

tidal latch
#

and how did you set vertex groups?

steep willow
tidal latch
#

to which bone?

steep willow
#

w_root

tidal latch
#

so it looks in workbench then?

#

you have w_root bone only, not sure what is wrong?

steep willow
#

The problem is somehow an empty object is counted as a bone

tidal latch
#

barrel chamber you mean?

steep willow
#

Yep

tidal latch
#

and what is moving in viewport if you move chamber bone in workbench?

stable oasis
#

stupid question, my tshirt model has to have rigs so that it works in the game, right? The model I use consists only of polygon

steep willow
#

As it should be

tidal latch
#

have you checked colliders too?

steep willow
stable oasis
#

oh man, can I add another one to my model?

tidal latch
steep willow
tidal latch
#

are you sure?

steep willow
#

The collider doesn't move

tidal latch
#

and how does skeleton looks like in Blender?

tidal latch
steep willow
#

What?

tidal latch
#

hierarchy of the armature in Blender

steep willow
#

That's it

tidal latch
#

and btw: is this blender 4.0?

steep willow
#

Indeed it is

calm rune
# stable oasis

You can use the lattis modifier or try the pose in the scultping tab.

stable oasis
#

Well, I don’t need to do the whole thing without rigs 😂

calm rune
# stable oasis Well, I don’t need to do the whole thing without rigs 😂

In this tutorial, we will take a look at how to pose clothes of any type on different character meshes from various engines or games.

We will use a mixture of different tools, from proportional editing vertices to Pose and Grab brushes from the Sculpting Menu.

Hope you find the video useful!

▶ Play video
stable oasis
#

@calm rune I wrote something to you privately^^

tidal latch
# steep willow Indeed it is

Not sure if it could influence it somehow but ebt only support lts 3.6. You can also send me model via dm and I can take a look at it tomorrow at work

steep willow
#

I see

#

I'll take a break and get back to you, man

#

I'm making a PGO-7 next

fluid solstice
#

@willow sand very interested in your buildings! They will be added to the mod soon? 😄

steep willow
#

Now I'm getting a new problem with the sight:
It displays no detail, only color

#

No reticle, not even what it is pointing at

steep willow
#

Okay, now I need to somehow get the reticle into the center

surreal ore
faint scarab
#

Hi Guys, someone can tell me why did this thing happen? Why did the glove in the first image look like that?

calm rune
reef sun
#

Anyone know how to fix this?
Current material class MatPBRCamo doesn't support needed vertex format (VDNormalUV2Color)

reef sun
tacit eagle
#

How can i add custom building and make it work in game? is there aney guide for this?

stuck kraken
stuck kraken
#

Edit: Problem with LODs and Collider Import is solved: Don't use Blender 4.0 🙂

stuck kraken
#

Hi, can I use LODx also as a collider?

last hill
stuck kraken
tawdry nest
#

Outta curiosity

#

Anyone able to tell me how to import a model type? I’m looking to make some Crye based kit for my Milsim guys, and frankly anyone that’d want to use them; Just very new to the whole “modding” scene

jovial hornet
#

hello guy i think i miss something someone can help me please ?

#

🙏

calm rune
jovial hornet
#

heya sorry this my probleme sorry i forget to put an image

jovial hornet
#

i dont why i have more 200 bones in it ^^*

opal magnet
#

can anyone help me out with this i tried making a uniform and when i imported it and put it in game its like this and idk how to fix this at all this is my 2nd day using enfusion so excuse me if this is a dumb question 😭

zenith quartz
opal magnet
tawny sundial
#

I'm trying to get my first vehicle ingame, using the Humvee prefab as a template for all the configs, but with a custom model. Any ideas why the wheels are turning around their x axis? 😅 nootlikethis

surreal ore
#

seems the bone for the wheels isn't oriented correctly

opal magnet
#

would anyone know where i would get a skeleton for making tops/pants etc?

sly bridge
surreal ore
opal magnet
#

ah ty

#

now i need to figure out if theres a way to remove arms from poking out when you have the uniform on 😭

surreal ore
#

if you set your prefab up correctly then the arms would be hidden with a jacket on

opal magnet
#

yeah i just got it now haha

#

still tryna get to learn all of this its my 3rd day even touching blender let alone the workbench lol

surreal ore
#

id say most of the basic questions have been answered quite a few times.

#

Use discords search function, And if you can't find an answer then ask, as im sure someone has ran into the same problem before and asked about it. In most cases at least.

flint swift
#

Hey, when making a building in blender, do i need to use prefabs from arma reforger (doors, windows) or can i use other ones?

jovial hornet
#

hello someone are free to help me with the gear meowheart

sly bridge
sly bridge
tawny sundial
#

My vehicle hovers several centimeters from the ground. Any ideas whether this is a model/collider or a config issue?

covert dune
full canopy
#

That would be my guess too, Pop open the vehicle debug menu I think with Ctrl+alt and go through those menus, veeeerry helpful for debugging and visualizing vehicles.

indigo halo
#

Hello guys, I’m trying to make my own jacket model. I sculpted and sewn it in t-pose and I’m now facing the dread armpit issue. Any suggestion/guidelines on how I can sew on a A-pose character? Arms are making me second guess my choice 😊

leaden trench
# indigo halo Hello guys, I’m trying to make my own jacket model. I sculpted and sewn it in t-...

I don't know anything about sewing/cloth sims, but I do know a little about making characters look good. I guess you refer to "the dread armpit issue" because there are funky spikes or stretching under the arm after transferring the weights from the Weights template? In this situation you need to smooth out the vertex weights. One way is to go in paint mode, select all and then press the button that says "Smooth" with some number of iterations. However this solution is a bit naive/limited and might not get you the results you want. For best results you can use delta mush algorithm; you can get this add-on to do that. https://blendermarket.com/products/corrective-smooth-baker

indigo halo
#

Thank you!!!!

slow turret
#

Have any of you added a fixture to the back of the SignCommercial prefab so that it fits a regular sign pole? I know nothing of model-making, so fingers crossed someone has / can say it is easy to do?

tawny sundial
shrewd sage
#

hey guys, does anyone know how i can import an fbx file with embedded textures into the tools
or is this not possible, as i currently just get a blank texture - and unlike unity where you can just extract the textures, im not sure how this is done

cosmic prawn
# shrewd sage hey guys, does anyone know how i can import an fbx file with embedded textures i...

You still need to import the textures (from TGA etc) by dragging and dropping them in there also (usually into the data folder next to it), assigning them to materials if needed and then apply those onto the object via the mesh component. Check existing vanilla models and their folder structure. Further reading: https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
Also please do not cross-post your question, you found the right one here to ask so please wait for an answer here

shrewd sage
#

sorry - wasnt sure which one to use

#

what is tga btw?

#

i dont know if i did this wrong, but i just created a 3d patch and then made the image a material

hard wave
tidal ice
#

Helloh I am back with questions, posting here since this seems to be sort of a mix of object/model and texture?
So I'm playing around with replacing the coat of arms decal on the side of the FIA UAZ, i tracked the source of the icon on it down to
UAZ prefab itself -> SlotManagerComponent -> FIA_CoatOfArms_decal -> UAZ469_FIA_CoatOfArms_decal.et -> MeshObject -> UAZ469_FIA_CoatOfArms.xob -> Coat_of_arms_FIA.emat
So if I'm understanding it right the emat of the actual decal image is part of the .xob decal object, however I dont think I can duplicate the .xob to my addon to reuse it and just change the decal emat(?), is thre some other way of doing it that I'm missing or would I need to create a new object for the new decal?

#

Talking about this coat of arms decal

deft owl
#

If you want to reuse the FIA_CoatOfArms.xob I think you can make a prefab of it and modify the materials in the meshobject component for that new prefab

tidal ice
#

oooooooooooooooh

#

I'm stupid, thank you @deft owl

#

I should have propably folded out the materials section in the decal prefab, I completely overlooked that and only saw the object

deft owl
#

No worries!

tidal ice
#

Eyes Thats pretty cewl

hard wave
stuck kraken
stuck kraken
finite quartz
hard wave
#

right in the middle of the whole car

#

cant change

#

i think thats what make it do this

#

i can see the wheel when i toggle this

hard wave
#

so i was thinking
isnt the car mod form Bi ment to be preafab edited? do i just look at the things and make my own sort of ?

astral hull
#

If you need help with cars dm me

midnight path
#

if your car leans the wrong way when turning, increase this value in the 'RigidBody' Component

#

@hard wave

kindred grove
#

sorry if this is not the place for it, but is there any good tut. for making custom skins? like reskining jackets and stuff?

jovial hornet
#

hello guy i think i made a mistake here ^^

#

i guess it's from here i dont know how to change it

jovial hornet
#

I guess this a entity's position but when I delete it he made me this results you

indigo halo
#

hello guys i'm having a problem. I shrinkwrapped 2 pockets on my jacket model in blender, one on the right arm and one of the left one. When I import it in game though i see that the right one is shown correctly while the left one is inside the mesh instead of outside. The shrinkwrap method was project on negative Z side, in blender it looks correct, normals are recomputed to point outside, i'm a bit at a loss as to what could the reason be. Any idea?

fathom void
#

hey guys im little bit stuck modding my weapon i dont know which parameters or configuration I should change to locate better my weapon

#

when aiming half of the stock it goes inside of the head

#

any advice are welcome

willow sage
worthy siren
#

hey everyone im still working on making a vehicle mod for arma, however im kind of stuck wondering about whats next after creating a mesh. I have a mesh with no textures or animations currently and was wondering what would be the ideal next step of the process. Like do i need to set all the bones and rigging in blender or does that happen in arma tools? is this a good point to bake some basic textures like the ones shown? Essentially the models at a stage where it can import to reforger tools successfully with no obvious problems with the mesh, and where the hell should i go from here?

surreal ore
#

I believe that step one should always be visual lods. For a vehicle i'd say 5 at least. Get your model looking the way you want, including texturing and materials. Then, in the case of vehicles id do the collisions next, lastly worrying about the rigging. Other people may do things in a different order. The choice is always yours.

sly bridge
#

some surefire focus

surreal ore
sly bridge
surreal ore
#

Mine are never good. I just like seeing how people do theirs.

shell hedge
#

Cylinder UVs thonk

surreal ore
#

I'm less concerned about that portion lol

shell hedge
#

Ah right I forgot about triplanar

sly bridge
surreal ore
#

Yea, I was meaning i was less converned about seeing those portions.

#

concerned*

#

The part that attached to the barrel is interesting.

slow turret
#

Anyone familiar with a free model that looks something like this? It's a norwegian transformer station.

leaden trench
slow turret
#

Never made a model before, but if you say so I'll give it a go I suppose.

#

Scratch that. Last time I tried modding I once made an udder-gun for Quake III Arena in Milkshape. It looked horrible. But I was young. thonk

surreal ore
slow turret
covert dune
#

Try duplicating Shed_02_square. same with the materials and then mess around with the material to get the wood a bit brighter. There's a little section to tweak the color above the plank textures. Could also try to duplicate the window frame and recolor that blue in it's material settings, or attach a child prefab with something that looks like the blue one in the picture. It should do, I think. Attaching the antenna could also be done via child prefab.

slow turret
covert dune
#

There's also some other shed prefabs if you like another more. meowheart

slow turret
deft scarab
surreal ore
delicate condor
worthy siren
slow turret
slow turret
hard wave
#

can you attach things to helmets without making completly new models ?

#

i want smth like this

jovial hornet
#

May be when you texture ?

light vault
#

Coming back to restart some modding after about 3 months away from it. In Enfusion I successfully re-published a structure I had already made (I didn't change anything). In Reforger I successfully downloaded the mod and enabled it. In Game Master I used to be able to find my mod in the entity browser and add it successfully to the map. But now I can't see my mod at all. Does anyone have any suggestions as to where this is might be going wrong? I assume something has changed in relation to making the mod visible in GM?

jovial hornet
#

Try to republish

hard wave
stuck kraken
# hard wave 🥹 any idea how ?

If you make it as a 3d model:

  • make model of the thing you will attach in blender
  • import it to enfusion as a new prefab
  • texture it
  • duplicate helm prefab
  • edit duplicated helm prefab
  • drag and drop your thing prefab into the hirarchy tree on left side
  • adjust position of your thing
  • save with "blue disc symbol"
hard wave
jovial hornet
#

hello guy i want to create patchs for my team milsim but i know how to weight and everything but now i want to know how to importe in game ?

#

i guess it's different from the vest !

surreal ore
#

importing rigged assets regardless of what they are works the same

jovial hornet
#

i can importe mod from the workshop ?

#

Sorry misunderstood 😅

#

I don't get it how to put patch in reforger i don't see what item I can use ?

surreal ore
#

I think you should do some searches on this discord and learn more about what you're trying to do before you start trying to do it.

surreal ore
hard wave
#

let me show

#

it is the helmet prefab

#

it is not my first time i can make things stuck to vehicles but not this for some reason

surreal ore
#

Because vehicles and helmets are completely different things.

#

Find a helmet that's doing why you're trying to do and use it as an example.

covert dune
#

Doesn't the US goggle helmet do this ? I assume it would

hard wave
#

there is nothing vanilla that dose this

surreal ore
#

Helmets used to do it, that one specifically

#

Just take a look at {156DC7109CEE6F69}Prefabs/Characters/Vests/Vest_ALICE/Variants/Vest_ALICE_AR.et

covert dune
#

I actually thought the same thing but the goggles were stuck to the character's rootbone after I attached them this way lol

surreal ore
#

The thing is, the goggles prefab used in the slot still exists

quasi valve
light vault
hard wave
hard wave
#

well it looks like it should be added to the slots in baseloadoutclothcomponent

#

thats how the vests do it

#

most of stuff there dont use boning

#

it is just aplied through the component

#

it just dont work for my little insignia

#

thats how vests do it

hard wave
#

well if anyone can get anny attachments on helmets i would love to get some insight

tiny frigate
#

So does anyone know how to make a new character model?

calm rune
tiny frigate
#

Like human body

tiny frigate
calm rune
tiny frigate
tiny frigate
tiny frigate
hard wave
#

Make parts

#

Like arm and chest together = shirt
Legs = pants
Head = helmet

sly bridge
tiny frigate
delicate condor
tiny frigate
delicate condor
#

is it from some game?

tiny frigate
#

No

#

I got it off cgtrader

delicate condor
#

there can be ripped models there too 😅

tiny frigate
#

Ye

#

Should i put them here?

delicate condor
#

buut if its not same shape and size as the arma man then it might break quite a lot if you go change it to be the same size

tiny frigate
tiny frigate
delicate condor
#

oof yeah pretty strong guess is that those wont really work out

#

they are humanoid

#

but they are not human

#

the mechanical joints wont play with the human animations

tiny frigate
delicate condor
#

sure they still likely cant animate with the human animations

tiny frigate
#

Would it look terrible?

delicate condor
#

usually yes

tiny frigate
#

Ah what if i get custom animations?

delicate condor
#

could be different matter

tiny frigate
#

Alright

delicate condor
#

not quite sure if Refoger can do that though

tiny frigate
#

ah ok

delicate condor
#

I recall that was quite challening at least if it was possible at all

tiny frigate
#

I just kinda wanna know if there from something or not

#

like stolen

delicate condor
#

cant say I immediately recognize them but then again I have not seen all the games either

tiny frigate
#

Ye i mean i searched for a while and didnt see them at all just like through google images for robot soldiers so idk

delicate condor
#

they are very high quality models to be honest

#

but perhaps a bit too high poly for game use..

#

650k tris for single character is quite a lot 😅

#

it is a bit odd that they are free like that and the author does not seem to have really done much else over there

#

but its not unheard of

tiny frigate
delicate condor
#

I cant say for sure if they are really free. But it would take a huge amount of work to get them in game ready state

#

I dont suggest it as a first project

tiny frigate
#

ah dang

tiny frigate
delicate condor
#

Terminator specifically is someones IP of course, but a humanoid robot that looks like steel skeleton could be made without it being direct copy of the movie Terminator designs.

delicate condor
#

if you wanted to make exact Terminator look and use the name then I think you would have to ask permission to use the likeness from whoever owns the IP

#

but I do recommend you start from learning to make your own things

tiny frigate
#

ah ok it was jsut annoying cause it took me so long to find anything that was kinda good

delicate condor
#

as you will need that knowledge anyway to be able to process any model into one that works in game

tiny frigate
#

Ye

delicate condor
#

models off the internet, free or bought are not really a shortcut if you dont know what to do with them.

#

and learning by using a "ready model" can be difficult

#

Id say it is easier to learn by starting from 0

tiny frigate
#

Alrighty

hard wave
hard wave
#

it is a good starting ground! he wont get the skills fast trying to do models from scratch for arma quality

hard wave
# hard wave it is the helmet prefab

@delicate condor you know anything about helmets and attachments i want small insignias on them but stuff isnt sticking like when on Alice vest and shit

tiny frigate
delicate condor
#

you would have to study how characters and their animations are set up in Reforger, then create the new animations for the robot(s) and get those exported into Reforger fitting file formats so you can import them into the game.

#

I dont think there is much in way of guidance on how thats done for reforger

#

animation making in general has quite a lot of material

delicate condor
tiny frigate
#

Ah oki

slow turret
#

So due to newbie-ignorance I now have a lot of prefabs with "Pixel Size Scale" set to 1 when it needs to be 10 ... can I avoid opening every single prefab and changing the setting for each mesh in there?

wicked dirge
slow turret
wicked dirge
#

i mean you Pixel Size Scale could be just a tip of the iceberg

slow turret
#

Yeah, I guess. Its a few hundred prefabs to check so a bit of work. But you're right. It should be fixed

wicked dirge
#

if its that many, even more reason to do it. You can probably edit the .et files directly in VisualStudioCode and use some regex to fix this very quickly

#

but what do they inherit from?

#

or several of your own base classes?

#

or several vanilla base classes?

slow turret
#

I duplicated a few vanilla assets the all really stem from

surreal ore
slow turret
#

Road signs 🙂

surreal ore
#

Yeah those should all definitely inherit from a single base prefab

#

There's a plugin to do that for you

slow turret
#

Yeah, I thought they did when I duplicated them. Ooopsie

#

Only some do.

#

A plugin?

surreal ore
#

Yeah

#

In the plugins drop-down

#

I could be mistaking it for something I made though

#

But I'm pretty sure there's a plugin for mass creation of inherited prefabs

slow turret
#

Yeah, I see there is something like that there. I'll have a look tomorrow. Thanks again, Zelik 🙂

stuck kraken
#

Might be helpful

hollow bluff
#

Can somebody help me out

#

?

karmic adder
hollow bluff
karmic adder
hollow bluff
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Yes

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I have re done a humvee for my unit

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But can’t get the mod to pop up even after downloading it

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I don’t know how to get the model from enfusion engine to game master

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I published my mod and when I downloaded it it won’t pop up in my gm

hollow bluff
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Can i DM ?

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So I followed the step to step process on Bohemia interactive and it did not work I believe I may be doing something wrong or not understanding a certain step of any model makes see this please explain how to get you model be able to be spawned via GM

tidal latch
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what kind of asset are you doing?

hollow bluff
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I remodeled the humvee and retuxtured it adding a logo and i just copy the assets from arma reforger to the file

tidal latch
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how did you verified that your asset is missing? Did you added localization to asset? If not, then keep in mind that asset cannot be searched for - it will be still visible if you would i.e .use modded filter and scroll through the list

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is it visible in game master when you are running game in workbench viewport?

hollow bluff
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So I published the mod then installed it then opened my server scrolled through the GM and could not locate my model anywhere would you be ok with opening a dm so that I I don’t mass type?

tidal latch
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I would prefer to discuss it here

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have you tried to verify it in Workbench viewport?

hollow bluff
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Yes I saved all changes the mod is on the workshop currently it just doesn’t pop up in the gm vehicle section

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I searched through every one

tidal latch
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just to be sure, so you checked it in Workbench? I'm asking again since I'm confused about mention of workshop

hollow bluff
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Yes I currently have my mod installed on my server it just can not be found anywhere In the gm menu

tidal latch
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lets forget about workshop/mod first please

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first it will be important to get it working in Workbench

hollow bluff
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Ohh ok

tidal latch
#

are you sure you overriden files? Can you show some pics from Workbench?

hollow bluff
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Sure

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Did that help?

tidal latch
#

how does it look like in SCR_PlacingEditorComponent?

hollow bluff
tidal latch
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so is you config added? I don't see it on the list

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ps: win + lshift + s is more efficient for taking screenshots 😉

hollow bluff
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Lol thx

hollow bluff
hollow bluff
hollow bluff
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How’s that

tidal latch
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that doesn't look like correct config

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and you have also this changed for some reason

hollow bluff
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Fixed

tidal latch
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do you think you could log on pc to discord?

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hard to see what is going on this way

hollow bluff
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Sure

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One moment

hollow bluff
# hollow bluff

This was in game btw after enabling and starting the mod nothing will pop up

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Would you like me to start a new project and you can walk me through it ?

tidal latch
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I'm going to bed soon so I'm afraid not

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you can check samples on github to see how they are done

hollow bluff
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alright i appriciate it if i wait do you think someone would walk me through it?

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im on my pc now

hollow bluff
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Thank you so much I figured it out

tidal latch
hollow bluff
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It was a config file you fully have to override it you can’t just duplicate it like you could in arma 3 engine im just now confused on how to get text on vehicles like police for instance on a humveee but I appreciate the help I got it sorted

tidal latch
surreal ore
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I figured you'd know for sure.

jovial hornet
jovial hornet
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i got 0+163

last hill
# jovial hornet i got 0+163

Weight transfer selecting the source (existing sample model) then the target (your model). Select your model first, then shift click the armature skeleton, then control + p - parent with empty groups, export again.

You missed a part or did a part backwards.

jovial hornet
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thanks a lot mate

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is normal i have my left arm bigger ?

surreal ore
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Improper weighting

jovial hornet
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ah !

jovial hornet
tidal latch
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you can search for Blender weighting tutorials on youtube

jovial hornet
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Thanks mate

wary inlet
astral hull
#

An explanation on how the uaz springs are weighted would suffice

last hill
#

Did you take a look at the sample car in Blender? I am not sure if it does, but it may have springs with weighting to look at?

blazing perch
#

hey guys, can someone describe easiest way how can i add smth like this on car?

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i mean white lines

sullen sable
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I'm having a hard time importing models into workbench from Blender.

I'm copying the entity in blender, saving it as UTM_(original entity name).

I then set the colliders to metal 10mm min and buildingfireview. I export FBX, uncheck bake animations and add leaf bones.

I then import to workbench and it says it has no geometry. I add a rigid body and theres no collisions...

What am I doing wrong?

tidal latch
sullen sable
sullen sable
tidal latch
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what does Log Console say?

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vertex/triangles/faces

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most likely your collider is too complex

sullen sable
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console log doesnt say anything...its literally blank

tidal latch
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Make sure that you don't have any filter enabled

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it should at least show you info that asset was reimported

sullen sable
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Reimported model and got this. You were right. How can I remedy this?

tidal latch
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Create new simple collider from scratch?

sullen sable
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What do you mean? As in build the model myself from scratch or when setting the colliders set it as something else?

tidal latch
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build the model myself from scratch
this

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you could also try to simplify mesh with decimate modifier but result will be probably suboptimal

sullen sable
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Yeah....I have no idea how to do that and already purchased this one from CGTrader...

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Is there a video tutorial I can follow to simply the mesh with decimae modifier?

tidal latch
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I guess there should plenty of them on youtube

sullen sable
sly bridge
sullen sable
tidal latch
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65535

sly bridge
sly bridge
sullen sable
#

Thanks guys. I appreciate ya!

spiral hedge
#

Hi, does someone else notice problems with "Materials Override" ? I have a shirt with different Materials/Colors. even if i override the Worn and Item Material, it will still show the Material based from the Model.

surreal ore
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Do a search in this discord. I've helped people who don't know how that works at least a few times.

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I did it for you.

spiral hedge
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How this should help? I know how it works and it also worked without problems. Since the last Patch it seems not to work well anymore... but now i know the texture channel..

hollow bluff
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How would you go about building a custom sign for instance like a base entrance sign?

surreal ore
spiral hedge
plush shard
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All depends if the uvs are good

surreal ore
spiral hedge
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Already Reimport, Reload, checked the ET with Notepad++ its always the wrong Material 😦

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And now the strange thing: If you place the character in the world, it have different Pants on LocalHost and Client side

surreal ore
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Not sure what you're doing wrong as i've tested with peertool and have no replication errors

midnight path
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or add stripes as a decal

spiral hedge
pure kayak
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messed with the tools for the first time in ages

jovial hornet
spiral hedge
bleak depot
pure kayak
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how does adding protection to a helmet work? i added a UTM mesh to my helmet and set it to fire geometry with 5mm metal, but it doesnt work, instead just adding a blood/flesh effect to the shell and not protecting at alll

pure kayak
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i cant remember if i have it or not, i did it how i did some older helmets on older versions, think i got it working now by making it 7mm

tidal latch
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I would recommend reading it then - everything is explained over there 😉

pure kayak
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okay, doneso, pretty happy with the results

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is it possible to load two alpha textures at the same time? say if i wanted to do a transparent helmet net?

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cause if i loaded the net texture, it'd make the model visibile in 1st person

pure kayak
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the above question still stands, but i did a 3d net for now

pure kayak
pure kayak
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oh, my bad then

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i dont really remember a lot of this, i read the tutorials on certain things but either missed this or my memory on them is of a way outdated version

vague granite
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Hello, I have a mod ready and I would like to publish it. How do I make it appear in the workshop for Gm's to use? Are there any tutorials?

surreal ore
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Wrong channel

vague granite
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Well, this is a mod channel. When the mod is finished it needs to be posted.

surreal ore
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This is model makers channel

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Questions about mod publishing have absolutely nothing to do with model making

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Regarding your question though. I'd suggest either looking on the wiki or doing a search on this very discord, I'm sure your question has been answered over 100 times.

sly bridge
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baked. need to add some smaller details, including decals

vague granite
# surreal ore This is model makers channel

Well, as far as I know a model needs to be published, I don't believe they are made just for the sake of it. In any case, you would be more helpful in indicating where I can find it than simply answering "wrong Channel".

sly bridge
surreal ore
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I'm just confused as to why people don't read descriptions of channels or even use discords built in search function.

surreal ore
sly bridge
bleak depot
#

i have an issue with the lightentity... my walls are closed but the light... any idea?

slow turret
#

This suspension bridge is an important feature in the terrain I'm recreating, and I've come pretty close ... but any idea how to fake the suspension cables?

karmic adder
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Would even allow for dynamic setups

slow turret
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Sounds clever. I'll dig into that and see if I can make it work.

surreal ore
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Yeah

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Cable shader is pretty awesome

sand pagoda
#

if 2 walls are not directly connected with geo, it might cause this bug

bleak depot
#

Is the Lightning Blocked bei geometry or bei Resolution Model?

light vault
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I'm reviewing a model in Blender which I had previously successfully imported into Enfusion. In Blender when I click on Enfusions Tools -> Colliders Setup I get the Blender error "Communication error with Workbench app". I have Workbench open. This worked fine previously. I checked that API is enabled in Workbench. Anyone got some tips on what might be going wrong here? Thanks

last hill
light vault
last hill
worthy siren
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update on 50cal ATMP. Am i able to use already existing materials in reforger and apply them to my model in the tools just to get some placeholder mats on it?

light vault
last hill
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Disabled and then restarted steam from scratch? Try asking in the workbench channel itself, someone might know how to resolve.

light vault
shell hedge
#

are player held weapons always LOD0?

last hill
woven swallow
errant sleet
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Idk if this is the right room but where should i be pointed to if i am trying to create a uniform mod for arma refroger?

last hill
shell hedge
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channel says creation and usage

tidal latch
slow turret
minor sable
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Hi, I would like to ask if when you are making new material for helmet FireGeo colider with density, thickness and kinetic resistance. Where do I make such a material? Is there some good resources, I wasn't able to find them.

last hill
minor sable
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Thank you, found it

lusty comet
#

What file format do i need to import a building model from blender to put into enfusion?

flint ivy
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Just started learning to 3d model last week in addition to primarily focusing on animation at the moment. Hoping to complete it and many other things and hopefully put it in Reforger at some point.

Can anyone recommend a polycount to aim for, for a Reforger weapon?

flint ivy
calm rune
shell hedge
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just use official game weapons as reference

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for example the m16 has 20k in LOD0

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unfortunately depending on the weapon you may not be able to hit that, so at least ensure you have LODs

lusty nebula
shell hedge
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ah ok so twice that

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you guys went LOD -1 with this one

lusty nebula
lusty nebula
shell hedge
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I did notice LOD1 kicks in at like 1.5 meters already so it's no biggie

lusty nebula
# flint ivy Just started learning to 3d model last week in addition to primarily focusing on...

There's no rigid polycount budget, these depend on the shape and size of your gun. Based on the shapes I see in you model, I dont think you will ever need more than 20k, probably even half of that.
It's important that you give extra attention to silhouette, because that's where mostly you will see the lack of polygons. I added a super exaggerated example just so you get the idea.
Aside from that, you obviously want to optimize the model where you can. But its hard to tell you how, at the moment, since I have no knowledge of how far your 3d skills go.
Once you get to the lowpoly stage, you can ping me if you want and we can have a look at it again.

flint ivy
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Thanks man thats very helpful!

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Ive got the magazine to go then it'll be refining topology and I should then be able to progress to converting it to low poly.

shell hedge
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doing LODs for a block 2 handguard with all the holes and RIS rails was a little tedious

lusty nebula
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thats the life of manual LODing

shell hedge
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I counted like 2000 clicks for LOD1

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or rather just viewed the amount of points before and after

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didn't do all of LOD1 manually tho

shell hedge
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I don't mean prevent them from using the asset, just make it known that LODs are missing

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it's the #1 low client fps issue for modded servers right now I'm almost certain

sly bridge
calm rune
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Yeah it is kind of crazy how some of the top mods on the workshop do not even have LODs and these creators know just how important they are.

wicked dirge
shell hedge
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yes