#enfusion_model

1 messages · Page 15 of 1

sand pagoda
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is it really?

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or its only lod distance and not culling distance

shell hedge
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both, sort of

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one for lod distance and one for culling distance

sand pagoda
shell hedge
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In mesh object component

light vault
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Could you please explain more about how to modify the bullet impact decals? Where do I find that? For context I'm asking in relation to creating a building mod. Wood, stone, etc should have different bullet impact decals when in the same mesh

last hill
lethal frigate
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Can i buy kitbash models to import into reforger?

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They are bit more expensive so im asking if its possible to get them into game

lethal frigate
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So i can buy them?

karmic adder
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I haven't read the license but very likely yes

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You will have to do some steps before importing as described in the wiki page

light vault
last hill
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Go for it, might not answer for a bit, big day today of appointments for my toddler and teenager.

wicked dirge
stuck notch
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Children cannot use their own LOD factors when in hierarchy.
Expected behaviour?

shell hedge
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not sure if this applies but in my loadout editor I have to explicitly set all children to lod0 because everything except the gun becomes lod2 or something

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but this might be coming from the inventory item component's preview item lod setting

stuck notch
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All transition at the same distance regardless of LOD configuration on the child

stuck notch
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There is always the possibility at least

woven swallow
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any inputs?

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WIP: Bow

stuck kraken
# woven swallow any inputs?

Hi,
I have not a feedback for the model itself because I am not so expierenced in archery. 😉 But I am asking me something like that: For which scenario is this model planned?

woven swallow
stuck kraken
# woven swallow We're planning on open world 1800's life, survival..

I would say the bow looks a bit too "fancy" for a survival scenario: The wood part is too worked out perfect. I would go for the design more in the direction "form fits function": Made from a wood stick (with some imperfections), rougher edges (it was made with more primitive tools in a short of time). If you have a "level system" for tools, this would be more higher end in your scenario.

woven swallow
surreal ore
stuck kraken
surreal ore
woven swallow
woven swallow
flint ivy
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Is it possible to use Bohemia's stanag mag in my AR platform gun when I import it into Enfusion? Like could I animate a placeholder mag in Blender for exporting and then when importing it all into Enfusion, use Bohemias mag model?

Im hoping to make an M723 and an M16A1 and try match them in size and quality as close as possible to the Reforger A2 and Carbine/727 and if it would help me on time a little if I only need to make a 20rnd mag model.

surreal ore
woven swallow
hoary steppe
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Does anyone by chance have a simple unit helmet patch model laying around I could use? will credit of course

surreal ore
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For that type the riser and the limbs are indistinguishable in thickness.

flint ivy
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New work begins!

livid apex
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being driven a little nutty by this. any idea how to make bullet meshes selectable?

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I've tried working as close to the base game magazines that have them as possible and somehow im only getting one or ocasionally 2 bullet meshes able to be selected in the magazine animation component?

shell hedge
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they may have been merged in import

livid apex
shell hedge
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you can see if they are merged by viewing your mesh in workbench

livid apex
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how do u prevent that?

shell hedge
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you can try ticking do not merge for the meshes you do not want to merge

livid apex
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thats in bender?

shell hedge
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no, its in workbench because you import your mesh to workbench and not to blender

livid apex
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ah ffound what ur talking about thanks!

quasi furnace
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Does anyone have a Game Ready asset from the G36? No matter which variant of the G36

sly bridge
sly bridge
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keep on topic please

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with an emphasis on makers

obsidian pine
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is 75k polygons, 75k vertice ok for an helmet ?

surreal ore
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No

karmic adder
obsidian pine
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so its more than enough, i dont want it to be too much too. Also i forgot those LODs things..

karmic adder
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It would be good if you were able to at least get that LOD0 number down to 30k.
As for the other LODs, they should go down into the low hundreds, ideally.

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Some people use a Decimate modifier for the first LODs, but I'd usually recommend to model at least the final 1-2 LODs from scratch.

shell hedge
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probably not from scratch, but from LOD0

obsidian pine
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i'll follow the doc on how to do all that, thank you mate, even to add an helmet is complicated 😄 so i have to downgrade on blender ?

indigo halo
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I’ve been reading docs about that but it still escapes. What’s the function of different LODs?

obsidian pine
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from what i read i think its level of details, it tell how to render the model from a distance ? I guess

indigo halo
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Mmm I see, maybe it’s my migraine but it seems clearer now. Overall what poly count should I aim for for jackets and pants? 70k would be ok for LOD0?

karmic adder
karmic adder
shell hedge
faint scarab
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Hi, could anyone tell me if there are mods with ghillie suits? Or maybe where to find 3D models?

lament solar
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Type in the word ghillie into CGtrader, Artstation, Sketchfab or TurboSquid

tawdry nest
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Anybody know how I would go about making my own custom patches from scratch for Reforger?

obsidian pine
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Why do i keep having this error ? Even if i export from blender as an other name, and import in enfusion i keep have it, i dont understand. At first it was working but then i changed the model size, reimport and then i had that problem

last hill
obsidian pine
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yeah i completly deleted both the file and its "meta" brother in the project files, even after that i still have the issue

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its for a helmet, i even tried to make a new project and the ground fbx cant be imported 🤔

last hill
obsidian pine
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After deleting the fbx file and totally and making it again, change name and import it worked. 129ko &

last hill
obsidian pine
surreal ore
last hill
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Will allow you to make changes, export your fbx from blender, bring Workbench back to the front and it will do a reimport automatically and update live in your workbench. Only does it automatically if you have your Workbench open when you export so keep that in mind.

obsidian pine
obsidian pine
obsidian pine
shell hedge
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3600 rifles with LODs - 47 fps
240 rifles with no LODs - 45 fps

calm rune
inland sentinel
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I am trying to import my first weapon into arma reforger however i am running into an issue. My UCX collider is saying it is invalid and not importing. Here are some pictures of what I have.

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I'm a novice with blender so I could definitley have messed something up. I miss the bad but simple Object Builder from DayZ 😂

covert dune
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I believe I can see doubled vertices

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Also make sure those two squares do not have faces where they meet eachother

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it has to becompletely hollow

inland sentinel
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I believe you found the problem, I actually used the convex hull feature and think it fixed that as well

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it now imported but the layer presets aren't working for some reason

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I see you have to set that in the tools also after import

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got it working now, thank you 🙂

last hill
# inland sentinel I see you have to set that in the tools also after import

You can do it in Blender before exporting, just have to make sure you enable the net framework part in Workbench and set up Enfusion Tools, while using Blender 3.6 or below. Then you click on your collider mesh, hit N to expand the menu on the right, tap Enfusion Tools and hot Collider Sstup. Find the ones in the drop down that you need and click OK.

shell hedge
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on the topic of LODs I don't think I understand how MeshObject's LOD Factors work, I just keep slapping random decreasing values until I get what I want, how do I convert distance to lod factors given I know the triangle count for each level?

inland sentinel
last hill
inland sentinel
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Ok, thanks!

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That would make more sense now

lethal frigate
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Alot of models usualy miss lod models

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Lods

shell hedge
lethal frigate
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Oof

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Get ready for new arma with 23 fps

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If you load more than 30 mods

calm rune
shell hedge
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It's easy to get into my 240 assets when you factor in clothing as well

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Vest, pants, jacket, backpack, rifle times 50 players or/and AI

lethal frigate
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I think that there should be atleast some regulations with mods

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So people cant upload every scrub they get from Internet or else

shell hedge
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I would support a big warning but not prevention. Sometimes I upload no LOD to test and wouldn't want this ability to go away

lethal frigate
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Well ofcourse no prevention just as you said

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Warning

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If its continued like this it would be like cs2, where the game loads each individual teeth from npc 20 km away

last hill
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I am in the process of making LODs for all of my currently released and accessible mods. Just so folks are aware.

All of my WIP stuff already has them but not the ones that I have moved on from.

lethal frigate
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Thats great stuff to hear i wish others who dont do it look upon you

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I wish to one day put some objects in the game they are simple enought for me, i just like to do level design and sometimes i need specific objects for it, thats why i would like to do them good and to have lods on every each of them.

obsidian pine
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What is the bone group for an armband ?

surreal ore
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Just transfer weights from the character sample to your armband.

obsidian pine
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I'll try that, im very new to that im confused, thank you

obsidian pine
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doesnt seem to work either, i used sample character and transfered weight, added armature with root thing, exported, imported with skinning idk 🤔s

calm rune
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make sure when exporting to check off custom settings and uncheck leaf bones.

obsidian pine
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and this in modifier

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So custom Properties need to be uncheck ?

obsidian pine
# calm rune

Oh ok so i was good on that, i already did an helmet that works like a charm, but for whatever reason the armband dont wanna stick to the body

calm rune
obsidian pine
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still does the same, wait i'll take a video of all my components

tacit eagle
# obsidian pine

on the video i see that you have 162 bones you must have 163 in total

obsidian pine
obsidian pine
sly bridge
faint scarab
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Hi everyone, I was making a modification to an object, it worked perfectly but I must have forgotten to do a weight paint on a loader, so I reopened the file, made the necessary changes and brought the objects back to the skeleton, but now when I do parent with empty groups completely overturns all objects, except the belt! I haven't changed anything other than doing weight paint on a magazine! Can you help me?

blazing siren
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I have a model I exported to fbx, but when importing to enfusion, is showing up white without the materials on it. Anyone know what might be happening here?

silk glen
blazing siren
silk glen
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Whatever you gotta do to get the texture file into enfusion because thats the only way ive been able to apply them to materials so far

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file types ive seen so far are PNG, TGA, anf TIFF

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Those seem to be the best for enfusion to convert to .edds

blazing siren
silk glen
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Best of luck 🍺

blazing siren
silk glen
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1 sec

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1:39

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In this third link it can tell you what the properties of your files need to be in order to import into enfusion

blazing siren
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Thanks! I think I found the gap. Still sort of new to blender, but it I think I need to convert the materials to textures and then follow the tutorials.

silk glen
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How many LODs should I make for my rifle and magazine?

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I saw the STANAG mag has 5

sly bridge
stuck kraken
# silk glen How many LODs should I make for my rifle and magazine?

It make sense to look in the examples. If make a magazine you should look into a magazine. Also important as the number of LODs is the number of polygons itself. You should have around the same numbers of polygons as the examples for each level of detail.
(as PuFu had said) 🙂

silk glen
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Okay new to all this how do I identify my poly count?

sly bridge
stuck kraken
sly bridge
silk glen
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I use blender

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Pretty sure I could Google this question my bad

stuck kraken
sly bridge
# silk glen I use blender

top right side, there is a statistic toggle - also this channel is not really for blender help. blender org has their own discord server, there is also google in the mix

shell hedge
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it's not as simple as "under 500 for last LOD", simple shapes like pants can be 100, but its not even about a hard poly count - you keep reducing as long as you cant tell the difference at the distance you want, then stop just before it becomes too obvious, repeat with next level and next distance increase

sly bridge
shell hedge
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it will depend on how many triangles you started with, LOD0 can be optimized even before you do LOD1, for example some models will have triangles you never see that can be removed

sly bridge
silk glen
sly bridge
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i'll see if i can find that particular doc

shell hedge
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for example triangles on the inside of this m4 handguard are unnecessary, nobody will see them

stuck kraken
silk glen
shell hedge
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because of quad rendering

silk glen
silk glen
sly bridge
stuck kraken
shell hedge
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if my memory is correct, the pixel shader processes pixels in groups of 2 x 2 - imagine this as a grid in which meshes are rendered - if your vertex appears in 2 pixels out of 4, the GPU will discard half of the render

many small triangles mean that a lot of pixels from those "quads" are wasted because at best each triangle occupies one or "half" of a pixel

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so, rendering LOD0 at a big distance is a bigger cost even with just one object in the scene, because a huge amount of the pixel shader's work is thrown away, making the gpu do more work for the tiny parts of the screen that matter this is incorrect, sure, bigger ratio of used vs trashed workload, but total workload in terms of 2x2 quads on screen is smaller, probably

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so, go as low as you possibly can while maintaining the shape of the object and you'll be fine

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also even inefficient LODs are better than no LODs

sly bridge
shell hedge
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also for the final LODs some shapes allow you to simply not bother and create a basic outline shape like this handguard, where the final LOD is just a cylinder with some extrusion kekw

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I'm sure we have hardware strong enough for 500 triangles to be extremely cheap, all I'm saying is my preference for making LODs is going to be guided by how they look instead of what the number of triangles is - I'd go down for as long as it makes sense, until it starts looking ugly

sly bridge
leaden trench
shell hedge
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there has to be a formula to translate the triangle difference to distance but I am not smart enough to come up with one so I just wing it

shell hedge
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and here's a video that explains it better than I ever could https://www.youtube.com/watch?v=hf27qsQPRLQ

Level of detail and imposters are effective optimizations that work for reasons you may not fully understand. Let's explore why, from a hardware perspective, these work.

Gamedev Courses: https://simondev.teachable.com/
Support me on Patreon: https://www.patreon.com/simondevyt

Follow me on:
Instagram: https://www.instagram.com/beer_and_code/
Tw...

▶ Play video
sly bridge
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there is also a manual way to control the lods switch distance

shell hedge
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I'm a dummy so I would probably prefer if the LOD Factor numbers were actually distance and not some multiplier

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like, switch it out 2 meters away

shell hedge
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that rail I just posted has LOD3 with like 1500 faces and LOD4 is 80 faces, and the engine switches it out way too early so I have to do the silly LOD factor sliders

sly bridge
shell hedge
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the pixel size scale multiplier looks like something that would affect the LODs but all it controls is when the mesh is culled

sly bridge
shell hedge
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nah, it's fine

sly bridge
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¯_(ツ)_/¯

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i for one would have stoped that that 320 poly lod and generally speaking i don't see the benefit of lodding things under 500-400 range, unless for instance i use a multimat and i actually collapse the multi to a normal shader so from 24 maps to just 3-4

shell hedge
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I want to preserve the holes and rails for as long as it visually makes sense and then just wreck it when it no longer matters

sly bridge
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i'll have a looky over reforger's files, see if BI has done that to get some more perf on the consoles

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maybe @fossil crater can pitch in here if he pleases

shell hedge
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80 triangles renders faster than 500 triangles, in my case the cylinder looks better at a distance than the collapsed rail model anyway

shell hedge
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no, but I should, I will get back to you

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seems like it's worth testing

eager hill
shell hedge
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I'll test it and then I'll know for sure how much the pixel shader pipeline waste of work matters

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if it doesn't matter then that's good news

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means I can be even lazier duckswag

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first issue I hit with this is that copy pasting like a thousand entities instantly crashes workbench

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lol I can't even get to a point where my fps goes down while copy pasting the entities, it crashes and undos my previous pastes

barren nexus
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Proper noob question! If I download a 3d model from, say Turbosquid, then import it into blender and export it as .fbx so as to be able to add it into the Enfusion tools.... Is it the texturing of the 3d model that gives it substance? i.e. make it solid. If so, can it be textured in blender or should it be done in the tools?

sly bridge
sly bridge
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also some assets are lodded below 500, but not by a lot

shell hedge
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almost done comparing the rendering but now I can't load my world anymore

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ok so if the question is "is 80 triangles cheaper than 450 triangles" then the answer is yes, but I had to make 35000 meshes to bring down my fps from 60 to 40 using the 450 triangle meshes, on my gpu anyway

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I mean kinda obvious that it's cheaper, since it's less triangles

karmic adder
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You'd probably have to test it on multiple GPUs to make any definitive statements

shell hedge
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well, less triangles = better, I see no reason not to get my LODs as low as possible without sacrificing excess time

karmic adder
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Yeah that's true. I meant the performance impact.

shell hedge
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my silly cylinder looks better and takes less time to do than a decimated rail, so ez win

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2.8 million triangles

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16.8 million

karmic adder
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What GPU are you using btw?

shell hedge
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3080

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cpu is ryzen 7950

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task manager with the 16.8 mil scene open

karmic adder
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I could get my old 1060 that I still have lying around in the corner and test with that, but I think I'm too lazy

shell hedge
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eh it seems a bit moot

sly bridge
shell hedge
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14 workbench crashes

karmic adder
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Did you also check if the performance difference increases as you go further away?

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Because of the small triangles thing I mean.

shell hedge
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yeah I was being kinda stupid, less screen space means less 2x2 quads are being rendered so the workload is smaller regardless of how much work is wasted

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sorry about that

barren nexus
barren nexus
leaden trench
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can anyone confirm "Generate BSP" currently does nothing? it gives me this message: RESOURCES (W): No suitable BSP geometry found! Skipping BSP & portal creation. RESOURCES (W): Generate BSP is checked but no BSP geometry or portals were supplied, skipping?

last parcel
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yep same

surreal ore
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What causes a part of a mesh to disappear at a particular angle?

sly bridge
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pic?

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inverted normals generally

surreal ore
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Normals are fine

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It maybe be because the material for the screen is a using a rendertarget

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?

indigo halo
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When I built a screen with a render target material it looked black. Everytime I had transparency it was because of normals being flipped

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What kind of material did you put in there? Something like the PIP material of the base game or something different?

surreal ore
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I got it sorted

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It was just too small on screen so it got occluded at certain angles

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I added some depth to it, so it's not s single plane

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a*

indigo halo
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Gotcha 😊

shell hedge
surreal ore
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I tried and could never get it to work out

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it would still pop in and out when walking around it at certain angles

stoic torrent
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Thats a bow and an arrow

finite dagger
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Are there any people busy with Russian weapons like bolt action snipers

indigo halo
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Hi all, I have a doubt about retopology. I have e my normal map baked from my high poly. While doing retopo should I take care of covering correctly bumping parts or I just redo the topology and then the normal map baked onto the LP will do the rest? In other words: If I have a pocket do I have e to retopo following it’s shape also in terms of height or I just don’t care and normal will give me this detail?

faint scarab
sly bridge
indigo halo
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Standard uniform pockets I’d say

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Like a few mm outwards in real life for chest pockets and arm pockets in my case

dim pier
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Can I use multiple cubes as my ubx collision mesh?

indigo halo
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If you use them separately yes, not sure if you join them

sly bridge
indigo halo
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I’m trying to keep it as close as possible avoiding overlaps. Using the polytool with surface snapping

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Relaxing it here and there when it seems too stretched

sly bridge
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not everyone is using blender btw 🙂 but yeah that sound like an option

indigo halo
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Thank you 😊

real dome
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Crazy question maybe. I use Chief Architect software to make buildings and know how to import to blender I have also imported to arma as far as the basic structure of them. I was just experimenting and I still have a lot to learn about collision and LODs and getting the textures, correct. my question is … converting my chief architect buildings for use in Arma is it worth it or am I creating more work for myself in the long run?

dim pier
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Any idea why the UV map works in the material preview window but not in the object preview window?

sly bridge
shell hedge
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idk about the shouldnt overlap thing about colliders, there are assets in the game that have overlapping box colliders like m249 bipod

surreal ore
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Non-overlapping colliders have been a thing for B.I. for years iirc

last parcel
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well according to the wiki it only words it like this " avoid overlapping colliders as much as possible "

surreal ore
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I was pretty sure I heard mention of it back when modding A2

flint ivy
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Slow progress but getting there! 🙂

Is it possible to make use of Bohemia's magazine and M203 models as attachments in Enfusion? Trying to make M723's that are as close a match as I can get to Reforgers AR platform guns. If I can use the existing mag and M203, it would help with that!

shell hedge
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yes

lusty nebula
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pretty sure you can also use the birdcage and handguard if you want I think. Its separated prefabs

hollow bluff
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Dose anybody know how to make props like a sign I keep seeing all these groups that have Custom signs that they can place via gm and really want to make one for my unit

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Nothing on YouTube so turning to the community for help

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And if anyone knows how to put a logo on the side of a humvee any help is appreciated:)

shell hedge
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you can open their mods and see how they did it

indigo halo
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Guys an advice: in a uniform are you sculpting pockets or you just “draw” them using texture and then leveraging the height or displacement?

past lava
hollow bluff
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If I may ask

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Thx for reply I love your load out mod 🙂

sly bridge
sly bridge
indigo halo
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Mmm I need to get a hold of this technique it looks like a 3 years old drawing everytime I try 😂

lusty nebula
past lava
shell hedge
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is there a max number of materials per meshobject?

surreal ore
shell hedge
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Sweet

surreal ore
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When I tried 3k it crashed upon import

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Actually

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Stopped responding on import

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Hardware issue

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You could probably do more lol

shell hedge
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The only limit is your imagination INT_MAX

cloud rampart
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Is there any way (Without modifying animations) to change the position of a weapon on the back? I needed to change the position of a launcher and when I put it on the back, is almost on the waist

shell hedge
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it is taken from the slot

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I guess a pivot/joint on your weapon mesh is aligned by the slot to some spot

cloud rampart
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I have it like this

flint ivy
# past lava Just a question, isnt the ingame carbine already a m723?

No that one is the M727, the "M16A2 Carbine". M723 has most notably an A1 upper and either a pencil barrel or the heavier, M203 cut barrel which later became standard for the M4 onwards. 🙂 The M723's used by the US Military were mostly commercial bought by special units such as Delta but the Rangers did have them too.

past lava
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cant you just add the a1 upper on the existing m16a2 carbine or is that not allowed

deft owl
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Is there anything from v1.0 -> v1.1 that may have affected render targets? I'm not sure why but my render targets are now just rendering as white since the update. No errors or warnings in console, no code changes, no material changes. Not sure what could be causing it and its hard to diagnose

surreal ore
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@deft owl vc?

deft owl
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well, of course after I ask we figure it out. The opacity on the RT texture widget color must be set to zero for the background to not be white

hybrid mountain
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When importing my model, after building as an .xob - there are no bones... not sure what I am doing wrong lol.

light eagle
hybrid mountain
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Of course it was the last thing that I decided to skip lol. Thanks for the assist.

pastel edge
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hmm my models are not attaching to the armature

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it the same prossess it\s just a static model

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the bones are not attached

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ignore the direction

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fixing that

neat canopy
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Am I right in doing it like this?
Till now i was doing the MLOD, in case I used the collor Pallet and not a low res baked texture, by scaling the UV area of my object very small and place it at the UVs colors position it fits with my actual model colors texture. I just want to have some clearyfication if thats the right workflow or if theres any other option/way it is intended to be used. 🙂
Thx

hollow bluff
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How do you open someone’s project?

sly bridge
hollow bluff
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I’m trying to figure out how to open it so I can learn to re model something like a sign for my unit my apologies

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I’m just really confused

hollow bluff
hollow bluff
shell hedge
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check log console for errors

hollow bluff
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How do I do that? I’m sorry this is just so new I have been trying to learn for weeks and nothing is really on YouTube I’m just so confused

shell hedge
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theres a panel on your workbench screen that is named log console

hollow bluff
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I opened it and see alot of code

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I just don’t know how to open a modded project I’m trying to open this flag mod pack to figure out how to make my own flag

shell hedge
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there may have been an error while opening it in which case it will be in the log console and you will have to correct it to open it

hollow bluff
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We’re do you click to do that?

shell hedge
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the errors will be logged into the log console

hollow bluff
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Is it pluggins?

hollow bluff
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It says everything is running ok in logs

shell hedge
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it should be on the bottom of the screen when you open workbench

sly bridge
hollow bluff
shell hedge
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ok so open the project (or try to) first

hollow bluff
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It dose not let me for some reason it just says scan add existing and create there is no open option

shell hedge
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how about using the add project option to add the project you want to open

hollow bluff
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That’s what I’m in rn

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Do I do create new?

shell hedge
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what do you mean? you said you wanted to open a project, therefore we assume it already exists

#

you create projects if you want to create projects

hollow bluff
#

Here my bad I’m pretty much asking how I pull a mod from the workshop and open it in my engine to look at how it was made

shell hedge
#

you download the mod in the game and then open it in workbench

#

they are saved in documents/my games/armareforger/addons

hollow bluff
#

But I do create a new project to do that correct?

shell hedge
#

create means "make new", add means "add existing"

hollow bluff
#

I just mean how do I open a mods file

#

Do I do scan?

shell hedge
#
  1. download the mod in the game
  2. add it in workbench
  3. open
hollow bluff
#

How do I download mods in enfusion? I didn’t know you could do that

shell hedge
#

I've already said twice that it happens in the game

hollow bluff
#

I opened the launcher I downloaded the mod from the launcher what do I click?

shell hedge
#

game; as in, start the game, go to workshop, find the mod, click download

hollow bluff
#

I did that yes

#

I’m now in enfusion

shell hedge
#

so now open workbench and add the mod you downloaded earlier

hollow bluff
#

I clicked on workbench I see save save all options publish and exit

shell hedge
#

sounds like you are in some project now, so there you go

hollow bluff
#

So how do I open that person’s mod or is that not possible

sly bridge
hollow bluff
#

I’m trying to learn how to make custom flags and signs that I can place in gm

#

So props

#

I think

sly bridge
#

you can load someone's elses mod in a project of your own

shell hedge
#

so add the project to the launcher and double click it to open, then hopefully workbench opens with the project loaded

hollow bluff
#

I don’t see load anywhere is what is confusing me

#

I’m in a project currently

shell hedge
#

so you opened the project, that's it

hollow bluff
#

Yes

#

Like a project

#

There is nothing here

shell hedge
#

so now you can look into how things work there

#

nothing in the folders?

#

can you show a screenshot?

hollow bluff
#

Yea

shell hedge
#

I don't see your project open with the downloaded addon, so you need to either:

  • right click your project, then "open with addons" and select the mod you downloaded
    or if you did the above, check log console to see why the project didnt open
sly bridge
#

from the Enfusion Workbench Launcher - you create your new Project, you then right click it >Open with Addons > you pick the mod you want to load (or more than one), you tick the want you want and then you click open

hollow bluff
#

i dont see any mods those were just all the attmepts i made to try to learn

shell hedge
#

then ADD it

hollow bluff
#

how

shell hedge
#

press the Add Project button

hollow bluff
#

i just says create new scan and add existing

shell hedge
#

so, add it?

hollow bluff
#

i dont know how to

shell hedge
#

you just said it says "add existing"

hollow bluff
#

oh ok thank you

shell hedge
#

scan also works, as it will add all mods from a folder

hollow bluff
#

its add existing then you redrict to my games

hollow bluff
#

thank you

shell hedge
#

no thank you

hollow bluff
#

do you know anyone who would i just cant understand this by myself

#

its to confusing to me

shell hedge
#

I don't think it's even allowed to get paid for something like this

hollow bluff
#

oh

shell hedge
#

the wiki has a lot of information about this, it should cover most of the basics, all you need is time and patience

hollow bluff
#

i have tried the wiki the only problem is when i put police on the side of my vic it didnt stay when i downloaded my mod the only thing different about the uaz was the fact of it being blue so whenever i try to retexture it dose not stay

shell hedge
#

did you use a decal or was it part of the texture?

hollow bluff
#

my problem is i dont have photoshop so i use the microsft paint thing

shell hedge
#

doesnt matter how you create your texture, as long as it's correctly applied, see above links

hollow bluff
#

thx bacon

ember obsidian
#

Im currently learning how to add guns to Reforger and everytime I replace the M-16 3D model in my prefab with my 3D model I have no Reload sound but everything else works

surreal ore
#

@ember obsidian Show your xobs skeleton

#

Not sure but, i think you may be missing a "bone" that is the location the sound is supposed to play from

ember obsidian
#

That could be the issue yeah

#

Yeah pretty sure thats it

surreal ore
#

Show your rig

ember obsidian
surreal ore
#

yes

ember obsidian
#

I have to note I bought that 3D model and I have no clue about 3D modeling so I tried to make it myself till my friend, wich has more clue about 3D modeling, gets online. So im pretty sure i did something wrong

surreal ore
#

This is what your rig should look like if you're planning on using the M16 prefab

ember obsidian
#

Copy

wraith sundial
#

Anyone have an idea where I would start to learn how to reskin weapons in reforger, I did some modding in arma 3 but I have no clue how to use enfusion. I’m trying to turn the rpg-7 into the pslr-2.

steel hare
flint ivy
#

Do we have the ability in Refrogger to change hand position based on attachment?

I know weapon lights arent in the base game yet and I dont know if the behaviour with grenade launchers would work the same?

Just wondering if for now I'll need to sidemount the weapon light to stop hand clipping?

shell hedge
#

yesn't

covert gull
#

hey, can anybody tell me how to add a collision to a prop. I can phase right through it on the world editor. I have a collider on and it's working as far as I can tell...

last parcel
#

if you have a collison model on it in the editor you need to add a rigid body

#

that has these settnings

covert gull
thorny cobalt
#

@slow tangle your'e posting in the wrong channels. Also you are crossposting and violating our #rules
This is the channel that you want.

If you have the source files for models, you can import them to Arma reforger

slow tangle
#

okay thank you and sorry

slow tangle
flint ivy
flint vale
#

I’m over here in blender trying to make a fast helmet for my mod but I’ve never used blender before and I have restarted multiple times and don’t know where to start, Amy tips?

sly bridge
#

and some tutorials. there is a blender discord if you want want that

tacit eagle
faint fractal
light eagle
stuck kraken
upper nebula
#

Hello ! Im searching for a good video tutorial, about blender modelling > to Lods > to Enfusion engine , does anyone have some ressources ?

sly bridge
upper nebula
#

I was wondering about the LOD workflow, if this is something like "automatic" or have to be manually made, and if yes what are the rules about this

#

a good video tutorial from start to finish would be great, there is one on youtube that ive found but all the things are already ready on blender

shell hedge
surreal ore
shell hedge
surreal ore
#

Manually creating them is always the best bet.

calm rune
shell hedge
#

is it really a big deal? you download it once

calm rune
shell hedge
#

I mean, if it was good it would be worth it for me, 30GB is nothing either way

shell hedge
#

if a 30 GB tool worked better for me than a 1 GB tool then the additional space is justified

calm rune
shell hedge
#

I'm not saying it's worse, I'm saying I'd use a 30GB tool over a 1GB tool if it was better for me

calm rune
#

I've used simplygon(no longer avaible), InstaLOD and Unreal. I didn't see a difference between the 3 for my work.

shell hedge
#

I am not discussing which one is the best, I am saying I would use the one that works best for me, not the one that takes the least amount of space

#

I don't know how to explain it differently, it's really simple

calm rune
#

I get it and im saying I didn't see different results that would put one better then the other on multiple different objects from HS to organic so I do not see the justification in 30gb applicaiton over a 1gb.

shell hedge
#

ok, I will decide this for myself on my own the next time I evaluate the software, currently I don't use either of the two but I'm sure a lot of people do

sly bridge
calm rune
stray bridge
#

Anyone got a clue why I still cant hear the "interior" sound when e.g shooting inside the building?

got the EnvironmentProbeEntity set up (maybe setted it up wrong)

upper nebula
#

hello guys ! Im struggling to find a good youtube video for blender to Enfusion, trying to settup for example a collider with the UBX_ prefix, but thats not really working

#

when i import them on a map, no collisions

covert dune
upper nebula
#

I dont think so !

#

never heard about this

covert dune
#

If you take a look at the other .et prefab files in the game you will notice a RigidBody, try setting one up

upper nebula
#

mhh lets check that ! thanks !

last parcel
#

Also an ubx collider is just a box more polygons makes it an utm

#

So make sure that you use the correct namning of it to

upper nebula
#

Like UTM_Collider ?

#

im a bit lost, my model is a .xob file, not an .et

last parcel
#

.et is just an prefab

#

In pinned there is an example of colliders

upper nebula
#

aaah ok !

#

didnt found that infos on the bohemia wiki

#

finally worked ! for those who ask , i had to add component rigid body + check Model Geometry , thanks a lot @covert dune and @last parcel

karmic adder
#

Like e. g. driving into it or a bullet

upper nebula
#

Oh ok ! Thanks for the tip, didnt knew that

half edge
#

Hello everybody. I would like to create a patch bearing the image of my team that I could apply to the RHS Status Quo uniforms and helmet. Do you think it's possible? If so, does anyone know where I can find a patch preset? Thanks !

deft rivet
#

Hello, whenever I tick the check box "export skinning" and reimport my model from source it throws this skinning error. If I import it into an existing .et file for the S1203 the bones go all messed up. Any idea what this could be?

wicked dirge
# upper nebula didnt found that infos on the bohemia wiki

to avoid having to figure out what component your prefab should have its highly advisable that you simply find a vanilla prefab most closely related to what you want to make. Then either inherit from it directly, or look for an appropriate parent of it to inherit from. Then change the references to the xob, name description etc. This also means that if BI updates their base prefab, yours will also be updated automatically

midnight path
#

like UTM_mainbody_01

deft rivet
midnight path
deft rivet
#

my main error is the upper skinning one

#

Thats what I'm trying to figure out rn

midnight path
#

the skinning weights or the geometry is not convex

deft rivet
#

what could that be?

#

Since if I tick the "import skinning" box

midnight path
#

im asking which one

deft rivet
#

skinning weights

#

body_main

midnight path
#

is what you are importing animated?

deft rivet
#

it has skeletons yes

#

it's a vehicle model

midnight path
#

body_main has a vertex group but its not assigned

#

thats what that error means

deft rivet
#

So I need to apply vertices to the v_root bone?

midnight path
#

if that specific part needs to be animated then yes

deft rivet
#

the v_root doesn't need to be animated

midnight path
#

usually i dont weight the body of the car

deft rivet
#

it's only connected to the main body

midnight path
#

just remove the vertex group from it and it should work

#

it should work regardless of that error though

#

i think your main problem is the naming of your collider

deft rivet
#

I can show you what my problem is in a second

midnight path
#

ok

deft rivet
#

@midnight path took a bit sorry

#

If I import the model into the s1203 mesh everything that has a bone rigged up to it is not in the correct place

#

you can see the doors floating and stuff

#

I don't know wether or not it has anything to do with that skinning error

midnight path
#

are you applying your imported mesh to the s1203 .et?

deft rivet
#

duplicated s1203 et yes

midnight path
#

disable the procanim component, save and re load and tell me if its still the same

#

best practice is to create your own car from the wheeled_vehicle_base.et

deft rivet
#

But it would seem way too much work for a beginner project

midnight path
#

the workaround to make what you are doing, work, is alot harder

#

you will learn alot more if u make one yourself

deft rivet
midnight path
#

yes

#

the issue is you are trying to use the animation and rigging setup that does not go with the bones you have

deft rivet
#

I'll take your word for it for now I guess. The collider is a blender naming issue right?

midnight path
#

the animations and everything for the s1203 is only for the armature it has, unless your bones are in the exact same orientation as the original vehicle, they will be all out of whack like you have

deft rivet
midnight path
#

thats what im saying

#

its expecting s1203 bones

#

but its getting your custom ones

deft rivet
#

right

#

what about the collider issues?

midnight path
#

UCX is for convex hull, if the mesh isnt convex just use UTM

#

and dont name it 'collider' name it off what it coincides with

deft rivet
#

So I should rename UCX_collider to UTM_Body_main?

midnight path
#

u can just put UCL_MT_TIRE_L01

#

dont have to have collider

deft rivet
#

yeah I know

deft rivet
#

I'll give it a try

#

thanks so much for your help!

midnight path
#

no prob, i know how to do all the car stuff so if u run into anything else just ask

deft rivet
#

I'm still learning

midnight path
#

my first car took me like 5 weeks, now i can do them in a few hours

deft rivet
#

many times where I wanted to shoot myself but it went okay enough to get to this stage

midnight path
deft rivet
#

@midnight path Hey, sorry to annoy you again. I tried to get rid of this skinning error but I can't find whats wrong, I added the missing v_body bone but it's still throwing the error

tidal latch
#

in Body_main object you have some some vertex group which is assigned to only part of vertices

#

if you have skinning on object, then all vertices need to be skinned to at least one vertex group (max 5 I think)

deft rivet
#

having to do that would set me back by literal hours

#

What does it even do when I select all the body vertices to the root?

#

and what happens if I choose to ignore it?

tidal latch
#

having to do that would set me back by literal hours
impossible - it is fairly easy to do. If you are using Blender, you can edit mode start selecting vertices via Vertex Group menu and then invert selection and assign it to i.e. v_body

#

What does it even do when I select all the body vertices to the root?
some of the vertices will be influenced by two bones probably. For instance if door would be influenced by two bones and animation is trying to rotate single bone by 90 degrees, then influence on that bone would be split, meaning that door would only rotate by 45 degrees for instance

deft rivet
#

That also just fixed my error

#

Thank you alot!

shut bloom
#

Why are you using a stolen model from My Summer Car?

clear stump
#

my arma car

deft rivet
#
  • going to stay private anyway
thorny cobalt
deft rivet
#

not going to be uploaded to the workshop

#

Im just doing this for my personal enjoyment out of both games

thorny cobalt
#

I don't care what you do in private. But if you don't keep it private then its not private

covert dune
#

Don't mean to get involved but, I mean if the developer doesn't care. blobdoggoshruggoogly

silk glen
sly bridge
wary inlet
calm rune
uneven vessel
#

the thousand edge blade

silk glen
#

Moses subdivided the seas

woven finch
#

Anyone no where I can get some models from or does anyone make models.

topaz willow
light vault
#

I'm having problems in Workbench using the "Create/Update Selected Editable Prefabs" plug-in. When I run it it does nothing at all. It doesn't even write to the log. Any suggestions to get this working would be highly appreciated

neat canopy
#

I tryed to import my BSP, at first it gave me some face manifold errors but after I fixed that, my workbench just keeps crashing when I try to import my building :/ Has someone any advice? I followed the FBX Import documentation.

Or should I try to separate the first and second floor in one BSP each?

light vault
neat canopy
light vault
#

...I know...I'm trying to help you out 😉

#

If you remove the BSP_House02 does it work?

neat canopy
#

It works without, but I want to make it work with the BSP, thx for your reply by the way 😁

#

They updated the Wiki article, BSP is a part of Portals and Probes that BI uses allready on there buildings, but now they relesed a proper documentation on how to do it

#

That´s what the wiki says to BSP:
BSP geometry is used in conjunction with portals for volume analysis, i.e., room placement, connectivity. The geometry should represent simplified sketch of the building with walls, openings, etc.

#

I think it also plays a role in indoor audio etc

light vault
#

OK. I've gotten probe volumes and portals to work (as far as I can tell) not using "BSP" ...maybe I'm missing something. Can you send me the documentation link refering to BSP?

light vault
#

Thanks

#

I'll try it out and see if I get the same problem

neat canopy
neat canopy
covert gull
#

anybody has any idea why this happens? every time i try to move it after placing in gm

last hill
little galleon
covert gull
#

its just a staatic model, no bones or anims

covert gull
little galleon
slim knoll
#

Self explanatory but how do I hide the model from FP?

covert gull
last hill
uneven vessel
surreal ore
indigo halo
#

morning guys, anybody is having troubles with the material overrides to retexture items? No matter what I try as soon as I save the prefab it shows the "original" texture

shell hedge
light vault
indigo halo
#

Precisely. I tried to change the material in the mesh object, the usual oldmethod of putting material ovverides, no way it can work

shell hedge
#

this bug has been annoying me for months

#

but replacing the material in text editor and reimporting the prefab works

indigo halo
#

Ah! guess i'm going to give it a go

shell hedge
#

I also know that the clothes specific material overrides are even more buggy and using prefabs with meshobjects as worn models is the way to go

surreal ore
#

I can get it to work no problem

#

Other than sometimes, world editor shows the old material.

#

Not sure the exact order of operations.

indigo halo
#

My text editor seems fine, it shows the right material

surreal ore
#

But I literally just showed @topaz willow the other day

indigo halo
#

Might try to restart it and see if maybe it went kaboom for some reason

surreal ore
#

And I sent him an example mod.

shell hedge
#

ok then in my video I am the only one cursed with this random bug

surreal ore
#

No you're not.

shell hedge
#

YES I AM

surreal ore
#

Cashew had a far weirder bug

indigo halo
#

Gotta say the preview appears to be correct, but then when i place it on my unit it fails badly and shows the original thing

shell hedge
#

oh yea then its the worn override bug

#

just use a prefab with a meshobject itll work

#

as the worn model

indigo halo
#

did they plug the worn model into the _base prefab too? ok gotta investigate that. Brb

#

ok so, my prefab has the mesh object, the only solution i can think of is re-importing the xob to effectively duplicate it and assign it another material

#

less than optimal though

shell hedge
#

inside the cloth component

#

in worn item mesh

#

place your prefab

indigo halo
#

can not be registered at ModelSwitchManger because it doesn't have valid mesh object

#

when i put my prefab into the Worn Model

#

that's weird

#

in the BaseClothComponent

shell hedge
#

then make sure your prefab has a valid mesh object

indigo halo
#

It has, the same model with basic material shows up correctly 😦

#

I mean i'm doing a MARPAT combat shirt

#

the desert version (original material) works just fine

indigo halo
#

ah I see

#

so it means, if i'm getting this correctly: I create a prefab for the recolor then I create another prefab which is going to be my final object which will have inside the previously created prefab

shell hedge
#

just read the wiki man, so much stuff is in there

indigo halo
#

i owe you a beer man

silk glen
gloomy fable
#

Does anyone else has an error when installing the enfusion plugin into blender?

last hill
indigo halo
slim knoll
#

Are there any good clothing (jackets, vest, pants) tutorials?

tacit eagle
#

One message removed from a suspended account.

slim knoll
tacit eagle
#

@sly bridge can we get a channel for showcasing our models?

tacit eagle
slim knoll
sly bridge
upper nebula
#

What do you think is the best way to model interiors in 3D while still having exterior walls that are regular in size (without going modular)? I'm not really used to making interiors for games, so I'm wondering about your workflow. the blender modifier solidify does the trick on simple interiors, but when the base is complex, the walls lose their regular depth, any idea or ressource or youtube video ? Thanks

lament solar
#

Solidify modifier and then some manual merging

leaden trench
gusty needle
stray bridge
last parcel
#

^ true you gotta find the workflow that works best for you.

upper nebula
#

@leaden trench , @gusty needle , @lament solar , @stray bridge , @last parcel , Thank you for your answers, I've tested quite a few things since I asked this question, on Blender, the integrated addon called Archimesh is interesting and for a simple house shape for example, it can be a speed gain on the workflow, although it's not my main goal, I finally understood that my shape wasn't acting correctly with the Solidify modifier because the scale transformation wasn't being applied, so it seems to be working fine for me, for the moment, until I hit a dead end again meowheart .

turbid crow
#

@sly bridge sorry to bother you, but is it possible to build a map to play on in blender and then have the files transported over to enfusion?

shell hedge
#

depends on the definition of the map, but probably not worth it for anything other than height and satmap

raw grove
#

You could make tools to do it most likely.

turbid crow
sly bridge
shell hedge
#

just install windows on it

#

virtualization may or may not work, but none of it is worth it

light vault
#

Has anyone else tried importing a "BSP" mesh into Workbench with a FBX building model? This seems to always result in Workbench crash if "Force Create Portals" import option is NOT checked (which is required to be unchecked according to the documentation). Seems like it's broken

last hill
light vault
brisk tangle
rancid silo
leaden trench
willow sage
light vault
brisk tangle
#

how do i make the uk-59L sights fold down when i attach a red dot, its got a bone to do it but idk how to make it do that

leaden trench
shell hedge
#

now topology too good

minor sable
#

Does anyone know how to hide helmet in FPV, I added HeadClipping_A.edds to the opacity map checked "Allow User Alpha Bias" and "Disable User Apha In Shadow " already had ParametricMaterialInstanceComponent in the prefab which is GameEntity. I have 3 material, did all material stuff on all of them. Does anyone know what I am doing wrong?

light vault
leaden trench
light vault
#

When I run the plug-in, it doesn’t even write to the log. Does nothing.

last hill
rancid silo
wicked dirge
#

great models!

tacit eagle
#

One message removed from a suspended account.

#

One message removed from a suspended account.

surreal ore
#

Add socks lol or make sure that your shoes actually cover the feet completely. If they cover the feet completely then you can remove the hiding of the feet from the prefab .

tacit eagle
#

One message removed from a suspended account.

surreal ore
#

It's there.

tacit eagle
surreal ore
tacit eagle
#

One message removed from a suspended account.

#

One message removed from a suspended account.

surreal ore
#

That's because I changed what I typed to be as polite as I was gonna be.

wicked jasper
tacit eagle
wicked jasper
#

What you fill/remove in the array can be found in the xob of the character xob. Go to the LODs tab and then extend the "Meshes" thing

tacit eagle
minor sable
uneven vessel
#

hey friends, I've got an issue with my weapons where when I use sights when prone they move back and the eye point clips through the rear sight/pip scope plane - I don't see this happening with vanilla guns.

I'm pretty sure it's something petty like my colliders being wrong or the eye point being behind where the head can go when prone or something, but I'm not sure what I'd need to do to fix it - has anyone else seen this?

I've added a video showing the same movement through the M21 vs my FAL

(aware this might be a configuration issue but this seemed like the first best place to ask)

last hill
uneven vessel
#

Ok cool - yeah the FAL is based on a dupliacte of M21_base

#

I will say it's a lot more prone to happening on the things I make than the vanilla ones

last hill
uneven vessel
#

yup

last hill
#

You can take a look through your workspace at the prone ik blend stuff in the graph, there are multiple settings inside the workspace directly now.

uneven vessel
#

hmm ok I'll take a peek and see if I can figure anything out - thanks!

last hill
#

Share anything you discover if it helps, a lot of other folks would appreciate it. pop any follow up on the animation channel 😉

uneven vessel
#

👍

barren nexus
#

Does anyone have to share or is willing to write a quick bullet point guide that shows how to give a model solidity? PuFu gave me some info and links to BI forums but TBH I'm floundering.
I have a building, I can walk though it... the walls.
Using the Enfusion Workbench and Blender 3.6 as directed by BI.

surreal ore
#

This explains how to create colliders.

#

Once you import your fbx and register it. Drop it into your world and add a rigidbody component to it. In the rigidbody component tick model geometry

barren nexus
tepid relic
#

Out of curiosity, does the 50m geometry bug still exist in Reforger?

leaden trench
#

If it's some wierd Arma 3 quirk then the answer is most definitely no.

surreal ore
stray bridge
# barren nexus Does anyone have to share or is willing to write a quick bullet point guide that...

Basic Import Tutorial for a model

  • create a colliders mesh
  • Rename the default folder to Colliders (screenshot 3)
  • rename it with the fitting collider name (https://community.bistudio.com/wiki/File:armareforger-fbx-import-colliders-all.jpg)
  • review screenshot 1
  • in this case I used BuildingFireView (for a building) (screenshot 2) using the addon that comes with AR tools (install it in blender)
  • export everything as fbx
  • drag and drop into your mod project inside tools
  • add rigidbody component to the mesh object (screenshot 4)
  • set it up correctly / how you want it to be
  • this is set up so it got collision (model geometry) e.g. static for a building (screenshot 4)
  • create a prefab (.et) by drag and drop the entity from ur gameworld into a folder. Name it

I may forgot something or described it wrong / missleading

barren nexus
violet smelt
#

Hey there imported FBX w/ baked mats from my blender file my mats arent showing
any help?

#

my emats aren't importing

violet smelt
#

Enfusion Tools - FBX Export WARNING - Material Glass_body is not Enfusion material, won't be exported!

#

mfw when you find out its only used to "assign" textures

mint summit
#

Someone who is really good at making models, I have a model made and everything but now that it’s in game I have to make adjustments I am very new to this so if an experienced person could help me out I’d appreciate it.

mint summit
gloomy fable
#

Hey guys, as a beginner I tried to create slung-helmet slot with zeliks mod. Unfortunately I can only link the helmet to one loadoutarea. What would it take to create a second loadoutarea in the helmet prefab?

tacit eagle
supple gust
rose galleon
#

Hi guys, off the top of your heads, is there a correct name or specific word for like those models/objects that sorta blend into terrain, to give it depth, like this object:

#

I'm trying to google for techniques people use for making this kinda stuff, but searching for "3d modelling the but that goes on top of terrain but is a actually a 3d model" doesn't really help 😂

fathom bolt
#

check in Workbench without texture for the 3D

#

not to hard i think

sly bridge
clear stump
#

So if the terrain is

__/--

#

You need some object to do the blending

#

_>-/--

#

Imagine the -- are on top

rose galleon
#

Yeah I get that

#

I just mean like do we have a specific name for that type of object

#

or do we just call it faux terrain thingy

sly bridge
#

@rose galleonwhat it is you want to achieve?

#

from the image above, it is just a simple model with a texture on top.

rose galleon
#

I just wanted like a good search term in google to see how other people have gone about creating similar objects, in terms of like blender and texturing the lower half

#

Before I make anything, I obviously just like to see what others are doing to get a vibe to see if the way I am thinking about approaching it would be efficient or not

sly bridge
rose galleon
#

Yeah fair, understood o7

uneven vessel
#

try looking up megascans & environmental artist / tutorials

sly bridge
#

this is the sort of topology you should be aiming for (density can vary of course), and you can also use a a seamless (at least horizontally) texture

#

the model should also be larger than the space you want to fill, and you can easilly create a set of such objects for various purposes (different lenghts and sizes)

rose galleon
#

📝 Cheers!

#

I'll have a crack at it and see what I can come up with

wary inlet
fiery fossil
#

how would i go about importing a building from blender to Arma Tools?

supple gust
junior flare
#

Anyone have any idea why UCX_VS_body and UCX_VC_body003 arent showing up in the workbench? ive set up the colliders and materials correctly but still doesnt seem to import them. seems like i keep getting this error.

deft owl
junior flare
#

ah sweet ill check it out thanks!

sly bridge
tacit eagle
fiery fossil
tacit eagle
# supple gust

Brother. he wants to know if you downloaded the model from somewhere or if you made it from scratch or if you stole the model from somewhere.

junior flare
fiery fossil
meager pendant
#

Truck M923A1 replace thread

fiery fossil
#

so i have got the collisions done but struggling now with making bullets impact on the walls of my building any tips?

surreal ore
#

Yeah, add a fire geometry

opaque mural
#

I think I'm doing something wrong here, I'm trying to export a car based on the sample mod new car, but when I export I get the xob and that works, but then when replacing the model in the prefab it doesn't have any of the memory points working anymore. am I exporting from blender wrong or something? How do I export and keep all of the memory points and stuff so the doors and windows go where they should be?

last hill
opaque mural
fiery fossil
#

is there anywhere where i can get a scale arma character to put in blender to use as scale reference?

#

maybe a vehicle too

lilac condor
#

hello! been told to come here for some help?

#

basically, ive made my mod. confirmed it works in the arsenal but its possitoned to far to the side, has no collisons, and says it has 241 bones.

sly bridge
#

i would assume that is for a character. see the pinned messages in this channels for samples avialable via wiki / github

rustic quiver
#

Does Enfusion have support for RMA textures?

karmic adder
rustic quiver
#

Thanks will take a look. I have some assets I bought from cgtrader that have RMA textures.

karmic adder
#

You should be able to convert them using e. g. an advanced image editor.

arctic cedar
#

is there a way to hide the character model? changing the mesh object or disabling it crashes the engine

drifting cobalt
#

is there any tutorial about creating .emat file?

worthy hinge
#

Hey guys, I'm looking for character and head template for blender. The official ones not working for me in blender and I don't know why... Is here somebody who would share his blender project or something? Thank you!

fiery fossil
#

try the animation updated one

worthy hinge
fiery fossil
fiery fossil
worthy hinge
worthy hinge
surreal ore
#

This isn't related to model making, also don't cross post, as per the rules of the server.

surreal ore
drifting cobalt
#

I see, is there any tutorial about create the material in enfusion

#

I don’t know how to use these textures

silk glen
#

sorry if its hard to see

Imported my weapon sling into substance painter from blender and for some reason its failing to import all the faces. Any idea why? I googled and found that sometimes the model is "Overcomplicated for the program" so you need to triangluate your faces so i did that and the problem persisted.

#

its happening to the sling sash and the metal tip

#

the keeper and the ring are fine

covert dune
#

Are you sure its failing to import them or are maybe the normals just flipped ?

topaz willow
# silk glen

In Blender, swap to the 2nd option in the top right of the viewport (can’t remember what it’s called specifically), then press the down arrow on it and check (or maybe uncheck) backface culling to see if the normals need to be flipped or not on the mesh

silk glen
#

roger

topaz willow
#

If the faces disappear, you need to flip normals. If they stay, probably another issue then

topaz willow
#

What was it originally? Checked or unchecked?

silk glen
#

orginally unchecked

topaz willow
#

I’d check it then, and see if the faces disappear

silk glen
#

aight

topaz willow
#

I’m just not at my PC at the moment so can’t confidentially say which does which lol

silk glen
#

faces disappear when i tick it. im guessing theyre supposed to lol

topaz willow
#

Yup, so looks like you need to flip your normals for that mesh

#

Which as far as how to do it, you go into edit mode and select the faces on the mesh (probably all of it), then go to the options at the top, do Mesh > Normals > Flip Normals

silk glen
#

ill give it a go

covert dune
#

yeah go into edit mode, press A, then alt+N and Recalculate Outside

silk glen
#

flipping fixed most of it but now these last segments are being wonky

#

woohoo

#

@covert dune@topaz willow you are both scholars and saints

covert dune
rancid silo
nocturne quartz
#

I dont think slings ever look good in games

rancid silo
nocturne quartz
#

no but go on

gloomy fable
#

Simple question: Does anyone know how to make backpacks restable for weapons?

nocturne quartz
#

he wants the ability to rest weapons on the backpack, maybe while still on the player

gloomy fable
surreal ore
#

I read "nestable" for weapons lol

nocturne quartz
#

I dont think the droppable equipment has collusion

#

or what ever mesh bipods needs

#

if you go on the workbench you can see which meshes are used with things that work on resting weapons and see what the dropped uniforms use.

surreal ore
#

You can bring back the collision of the backpack when it's dropped. And set it's layer preset

#

So I don't see why it wouldn't be possible

gloomy fable
surreal ore
#

No I don't. Lol

devout dawn
#

Is there a list of model sizes anywhere? Like door width / height etc?
I tried importing a bungalow based on some old A3 settings, an it looks quite small when put next to a reforger house lol.
Or is there a test house like A3 had, that I can import into blender to get measurements?

devout dawn
#

Oh wow that's a great help, thanks!
Also nice to see this stuff being written down in one place 😄

tacit eagle
silk glen
silk glen
clear stump
#

i dont think so, but can text be added to a player, and that text be changed in game? For example the usual tag with surnamw

surreal ore
#

If you write the functionality then sure.

clear stump
#

Yeah but can the game recognize a textboxt or the only alternative is a hacky script that adds a letter on one texture layer?

fathom bolt
#

Name of players are displayed if i remember so maybe you can tweak it or use it as your own

gloomy fable
#

I ran into a problem with trying to balance ballistic protection of several vanilla cars.
metal1mm.gamemat is changing the vehicle S105 protection and metal3mm.gamemat is changing the uaz452 protection. Changing the thickness to "Value/MIN 1.6mm" and "Value/MIN 4.6mm" have the desired result punching through both steel layers of the vehicle body (I want 556x45 to be stopped by the second layer). The S1205 is even worse, it is also changed by the 1mm.gamemat, but has an effective protection of 50 percent in comparison to the s105 vehicle.
However now the uaz452 is a tank, and has exit holes even when no damage gets transferred. Why do the models have such a big difference in steel thickness and how can I make them evenly protected?

covert rune
#

Hello,
Someone have a good video tutorial for correctly rigging a vehicle in Blender for import inside WB ?

surreal ore
slow turret
#

Finally got around to making the powerline cables work for my suspension bridge, and it works great until I try to add the vertical cables ... I guess the twirl from the material is added only with horizontal distance. Any idea?

nocturne quartz
#

yeah maybe you could make a small uv for it and use the negative uv space

honest pine
#

Hello everybody can someone help to make a simple skinning to bone in order to make a hat ? I have my model set bu for any reason it seems I can't skin it well in blender ending in a floating hat not following the head.. thx for any help

surreal ore
#

Iirc the samples include a sample helmet. If you don't know how to rig things look up a Blender tutorial.

#

Also your problem might be in your export settings for Blender or Workbench

slow turret
honest pine
#

That helmet sample might just be what I needed

surreal ore
honest pine
#

I hope too !

drifting cobalt
#

How do I create a model collision? use the RigidBody

last hill
drifting cobalt
surreal ore
honest pine
drifting cobalt
slow turret
nocturne quartz
#

whats cool

torpid flame
#

i have a question i am working on it for a long time now. But i can't seem to figure out what the problem is. I want to implement a new weapon with an integrated optic but somehow the optic does not work and i don't know why, i did the same as told in the tutorial on the enfusion wiki, but i just don't want to work. If i use the pip2d scope it is just like looking through a lens without any scope

torpid flame
#

am i allowed to add at the pip2d scope component as a child to the weaponComponent

surreal ore
torpid flame
surreal ore
#

Then you didn't actually follow a tutorial. You followed most of a tutorial then made up some steps yourself, and then wondered why it didn't work....

torpid flame
#

thats reason i am asking. If i would have found any other source i would have troed it that way

#

i saw that in the weapons component part is a child called sights component, so i thought i might work in there but i does not. And i kinda lost on how to fix that now

torpid flame
#

If anyone got a solution i would be really thanlfull

worthy hinge
#

Hey guys, I wrote here a week ago about my problem with official sample character or sample headsize import to the blender. I've still this problem with import and with animationRigupdate.blend eather. Is somebody here who can try to export skeleton from blender for me? I've got some pieces of clothing done and I really need bones. Thank you, guys for your help!

#

I've got blender 3.6 btw

honest pine
torpid flame
honest pine
#

Mmhh yeah I see.. I'm sorry buddy I'm not helping that good

torpid flame
#

I mean you are trying thats all that counts😅😁

honest pine
#

btw, I might be very interested in your work as I am myself trying to import a new bullpup to reforger. I figured out how to get it in the game but don't know how to change animation so hands act like holding an AR-15

honest pine
torpid flame
honest pine
#

It would be a pleasure

torpid flame
#

Rn i am doing some stuff for university but later i csn try

honest pine
#

Shoot me a PM whenever you have some spare time will be just fine !

last hill
worthy hinge
#

Behind the file is just file adress

last hill
#

You're hitting File - Open - navigating to Character_Weights_Template.blend and hitting open?

worthy hinge
#

Ofc I do

#

And this gonna happen

last hill
#

Did you reinstall Blender?

worthy hinge
#

I tried yesterday

last hill
#

Like fully delete it and reinstall everything including your configurations etc?

worthy hinge
#

Same issue

#

Hmmm, not at all. Will try

surreal ore