#enfusion_model

1 messages · Page 19 of 1

fluid fern
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All in all, it's finished, but there are still a few things missing (errors I've encountered, pro tips, etc.).

nocturne quartz
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yeah buildings are all low poly, its rare that you need to bake down stuff for a building

rancid cape
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Making them in blender, uv mapping and textures and the rest of whats needed for a game ready asset.

uneven vessel
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I would say, making whole buildings is difficult and stretches quite a range of different skills - try to think about a smart way to build up your skills whilst making a set of progressively more difficult objects, e.g. starting with a road sign, progressing to a bench, then a bus stop, then a shed, then a small house etc

fossil fern
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Good morning, i have a Question and pls excuse me if iv missed it in the Docs been studying up on modding in Enfusion for current day 5...
When i am exporting my Buildings from Blender into Enusion, will i be exporting them as modules or as prefab?

leaden chasm
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Is there any drawcall-related debug tools in workbench?

shell hedge
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depends

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try diag menu > statistics > meshobject or something like that you can see how many meshes and faces you have on screen

fossil fern
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Awesome thank you!

sly bridge
bold gorge
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Has anyone had issue with your colliders not importing at all?

I am making a weapon and my UTM collider imported just fine but my UCX collider has not imported and will not I’ve named it correctly

Capitolized. UCX_body
Anyone know why this collider is not importing am I missing something?

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figured this out you need to make your colliders convex

bold gorge
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okay I have my bones and I have then assigned and parented why are they still showing as plain axis instead of bones

surreal ore
leaden chasm
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If say i have 32 different tree models, what might be pros and cons regarding atlasing the last LODs into single texture vs separate textures for each model, performance-wise?

shell hedge
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atlas wins as long as you expect them all to be very common on your terrain

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however

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this is getting into micro optimization level

bold gorge
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I did 100 percent as a test il smooth the weights later to somthing better

valid zealot
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very stupid question but: is it possible/theoretically desirable to create a model in enfusion and export it back into P3D for the sake of an easier workflow to learn?

surreal ore
valid zealot
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well, create in blender for enfusion

surreal ore
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The model types for Enfusion and RV are completely different

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The workflow isn't the same.

valid zealot
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I'm aware - I can see you can convert one way (somewhat) but am curious as to the other direction

surreal ore
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Write a blender plugin to convert an "Enfusion" FBXs data to RVs P3D data

valid zealot
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makes sense, cheers

surreal ore
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The modeling workflow for RV is way more documented than it is for Enfusion. Just learn the workflow.

wicked dirge
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I'm confused as to the purpose of this exercise though

surreal ore
normal raft
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How do i duplicate a xob?

surreal ore
normal raft
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Tepache helped me with it, dont worry

surreal ore
normal raft
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I just needed help with retexturing the pasgt, but im not good with that stuff

surreal ore
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Regardless, "duplicating xobs" sounds like you want to rip assets. No one here wants people doing that. Not mod creators or B.I.

normal raft
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I understand

delicate condor
bold gorge
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anyone in here ever rig a weapon my skeliton is not importing and its weight painted and parented vertex groups are assigned im not sure what im doing wrong here

steep marsh
bold gorge
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yes, i am doing that

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@steep marsh

steep marsh
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You need to parent the model itself to the bones and assign the part to the right bone

surreal ore
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Just give the model an armature modifier and choose your armature

fathom bolt
granite marsh
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any idea what i need to fix to keep the camera from going through a building wall in 3rd person

stray bridge
woven meadow
granite marsh
fathom bolt
woven meadow
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Nvm just looked again Fr looks like the fallout gauss gun though…

fathom bolt
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Yes it can be fallout too cause there is too many polygons for stalker i think

delicate condor
bold gorge
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its not coming tho i cant figure out the damn skeliton bs

granite marsh
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thanks!

bold gorge
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finally got it

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had to watch a 3hour long rigging tutorial haha

surreal oracle
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not sure where to put this but does anyone have some free time to like go over vic modding ? ive looked at the wiki and im bit lost

delicate condor
surreal oracle
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imm having issues w colliders

sly bridge
surreal oracle
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i have some colliders set to fire view and fire geo as i red from the wiki

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i followed the material base of the humvee

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id jus like to bele to not walk thru it

shell hedge
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vehicles in this game have more types of colliders than those two

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check the hummvee xob

surreal oracle
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just the base xob?

shell hedge
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ya u can double click it to preview then go to colliders

delicate condor
surreal oracle
surreal oracle
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for scale yh one of the legs is abit off

delicate condor
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cool!

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big fan of mechs! do post more when you progress

surreal oracle
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if i progress lol

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oh im also open to a colour scheme as it hasnt got one yet

shell hedge
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red so it goes faster

surreal oracle
fluid fern
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I'm spinning, I don't understand why when I put the collider in buildingfireview, like this, my car can't pass the rail!

surreal oracle
fluid fern
# surreal oracle least ur colliders work lol

It's not my first object, but I don't understand why it blocks! I even tested it with a simple square, not necessarily very high, but it doesn't fit (I compared the height with the wolf rails).

stray bridge
surreal oracle
fluid fern
stray bridge
surreal oracle
stray bridge
surreal oracle
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is it a blender thingg or enfusion component

stray bridge
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enfusion component

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to be added to the prefab / mesh

surreal oracle
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alrighty might be wrongg asking here but alas i cant actually add components to said prefab?

stray bridge
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show me

surreal oracle
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register and reimport canne do that either

surreal oracle
# stray bridge show me

you are a life saviour fml the component takes the layers and figures out the collisions from it?

stray bridge
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now tick model geometry box and static if you want it static

surreal oracle
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still nthn

stray bridge
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show me again please

surreal oracle
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its greyd out for some odd reason that i never read

stray bridge
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what is greyed out? That looks fine to me. Try static just for the testing rn

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so both ticked

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I assume you want the mech do walk later on

surreal oracle
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i mean the apply to prefab button is greyed out and cannot actually aplly components to said prefab and yh itll have kinematics so i guess i tick the kinematic box?

stray bridge
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no dont tick it yet haha
you cannot apply because its not a prefab yet. Thats smth to worry about next but collision should work without it

surreal oracle
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okay cool so its a last to add thing

stray bridge
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If you dont know how to setup a prefab you should really go to the basic wikis again my guy

surreal oracle
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yh tru

fluid fern
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Ok I can't explain it but I reimported, 1,2 then a 3rd time and it passed, without changing my rigidbody, imcomprehansible

fluid fern
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The BOXVOLUME can't be a round one?

astral hull
fluid fern
# astral hull No

It's strange, though, because you can create round volumes on reforger, so why shouldn't it work on boxvolumes?

astral hull
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Box volume is looking for minimal vertices to make a box

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It’s only for making a box

fluid fern
astral hull
fluid fern
astral hull
fluid fern
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If you see my object clearly, I've created a tower with a rectangular piece inside and a round piece above. For the first box volume I need a cylinder, for the 2nd a ractangle.
The first one doesn't matter

astral hull
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UCL_ is cylinder

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Or you can use UTM_

surreal ore
fluid fern
surreal ore
fluid fern
surreal ore
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The resolution and colliders aren't the problem if the Volumes aren't importing

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resolution lods*

fluid fern
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RESOURCES (E): ExtractVolumeFromMesh(): Failed to extract volume, too few plane pairs! 2 plane pairs, 1 free planes
RESOURCES (W): Cannot extract probe volume SPHVOL_01!

surreal ore
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Yeah, that's a problem with the volume, nothing else

fluid fern
surreal ore
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Well apparently it has too few plane pairs.

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Edit mode, merge by distance

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Sounds like it isn't a box and it's some planes places to look like one.

fluid fern
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Yep, I corrected that, but as you can see from the photo, it doesn't take into account the entire top.

surreal ore
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Adjust the size?

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Why their isn't a cylinder, i'm not sure.

fluid fern
# surreal ore Adjust the size?

In this case I've completely enclosed the cylinder, there's better but it's completely out of place and inside it doesn't work or in some places it's buggy.

surreal ore
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I think it would probably be okay to just use a box. But that's something for you to test

tacit eagle
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Why is armature importing as memory points? How to fix it?

surreal ore
surreal oracle
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any one have any ideas as to why this is ? I'm just looking to have the player teleport inside it

hybrid mountain
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Door can look like this if it's not animated/fake

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Door has to be "accessible" for the game to let you enter that compartment

surreal oracle
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okay so i can make the bottom part of the mmech a 'fake door'

hybrid mountain
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You can define multiple doors, and fake door might not be required but I think it might be an additional "safety" so it's not trying to fire up an animation or anything like that when used

surreal oracle
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coool il let you know howw i get on

hybrid mountain
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if you have 1 door, index would be 0 (in screenshot it's 2), because you can have multiple doors. Be warned that the door position is used for exit position so place it somewhere players won't get killed if they exit it.

surreal oracle
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could it be an issue w colliders at all?

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huzzah!

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jus have to figure out the charracter pos

reef sun
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If I make a collider with Projectile layer it just turns into invalid. Any ideas? blobdoggoshruggoogly

last hill
steel hare
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Hej guys, I wanted to start modelling some bigger and detailled structures, which polycount is okej for such an undertaking? How many faces do BI models usually have? Is there any kind of information on this?

delicate condor
steel hare
flint swift
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What is the max ammount of Verticles, Edges, Trianlges, Faces for an model?

fluid dragon
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does someone have a avatar of the reforger character that works in marvelous designer ?

delicate condor
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always optimize your models

flint swift
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i mean for in game, i know optimizing should be done but how big can it be?

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last time my model was too big

flint swift
delicate condor
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yeeeh thats not great

flint swift
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its a building so its going to be very big yeah

delicate condor
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there are reasons why big buildings are rarely made with interiors

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you likely need to split it up

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and use more textures for surface details

flint swift
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alright thanks

sly bridge
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without windows, doors, furniture etv

flint swift
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yeah, the point was to make it fully interior so you can run around in it but ill find another option

shell hedge
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if the whole building is 1 model its not great

sly bridge
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not sure about the amount of details, but it looks like a pretty simple model overall

flint swift
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its actually 1 moddel of 3 buildings connected to each other

sly bridge
flint swift
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no i bought it

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got the license and everything i can also change it

flint swift
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bought it from renderhub (a pack actualy)

sly bridge
flint swift
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damn it told me it was "game ready"

astral hull
flint swift
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how do i see polly count?

astral hull
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In blender you can enable ‘statistics’ and see

flint swift
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13 objects is the entire buidling pieces

astral hull
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A structure like that should be maybe 70k

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Ah

noble ravine
sly bridge
flint swift
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Yup, my mistake, but im going to try to get it lowered

noble ravine
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A good part to lower the poly will be in the broken parts. there is alot detail inside of the broken walls.

astral hull
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That entire scene could be ~200k and run fine

noble ravine
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If the asset will not be enterable or a hero asset. you can reduce a lot in the broken parts

astral hull
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Easier on engine if u split it up into multiple parts, say each building being its own entity

nocturne quartz
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200k is hero asset... like vehicles and what what not

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buildings should be a lot less

flint swift
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Lmao this look at the pillars they are made of cubes, i can defenetly get it down a lot more

shell hedge
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beautiful

astral hull
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That’s 3 buildings and debris, 200k is roughly what it would be

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U can prob get it down to 30k a building

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If u wanted

noble ravine
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remember, kill all the cubes, specially the default one.

arctic cedar
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hey folks!

Are there any examples that are preferable to copy weights from for equipment that *isn't * a helmet or a vest? So weights for trousers, shirts, boots etc?

delicate condor
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character example exists

steel hare
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I just checked the Workbench. The Diesel Power Plant in LOD0 has like 244000 vertices / 217000 faces

arctic cedar
# delicate condor character example exists

I have that, but it seems to be one entire model, so if I had say a shirt, would I still just transfer the weights of the entire character model to the shirt like you would for a helmet?

delicate condor
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leg weights would not affect shirt

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and so on

arctic cedar
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ahh cool, so it knows by proximity?

delicate condor
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there are few different interpolation types but basically, yes

surreal oracle
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so from reading the wiki you can move wherre the driver for vics is howmever im still stumped on how to ac move the driver pos?

delicate condor
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Like in the samples

surreal oracle
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yh i messed abt w the placment of stuff

astral hull
flint swift
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Does "Limited dissolve" mess up my model in the editor?

delicate condor
calm isle
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When should we convert our character models to the new skeleton? When the update drops?

hazy crane
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Hi, does the v_ prefix on asset's mean something? vehicle? i've seen that some weapon assets bones and memoryPoints are named as w_

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There is some naming rule? i see bones with prefix, memoryPoints with and without ... so a litlebit confused blobdoggoshruggoogly

shell hedge
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No its just naming I think v for vehicle

tidal latch
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v_ is for vehicle, w_ for weapon

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it is sort of intended to make animating things easier, since when you have scene combining both character & weapon/vehicle, vehicle/weapon bones animations are i.e. listed in graph editor on bottom of the list (same in Blender)

astral hull
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If you do want to use existing animations and stuff everything needs to be named exactly like the vanilla counterpart

hazy crane
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ok thx for the clarification. meowheart

spiral hedge
rough lynx
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Isn't out yet since the skeleton change isn't applied in the exp release yet

spiral hedge
wicked dirge
spiral hedge
wicked dirge
wicked dirge
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rhs will need to update something like 200+ models

shell hedge
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thankfully not all of them need face weights so you can just append the bones and export everything

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I think it's weird that the clothing needs to match character armature 1 to 1 instead of only using bones that matter

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why do I need to include knees with a jacket

wicked dirge
shell hedge
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worth automating it?

wicked dirge
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would work if all the things had consistent blend files, but this is not the case in the team

shell hedge
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thoughts & prayers

surreal ore
wicked dirge
shell hedge
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RHS conspiracy theory number 381

surreal ore
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I wouldn't call it a conspiracy theory that they get special treatment

shell hedge
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I want special treatment too

wicked dirge
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i wouldnt call it anything special

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but it helps that we have members that also work at BI, obviously when chages like this come, they are able to explain better and fatser what needs to be done to fix

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so more like "knowing the right people and maintaining good relationships" with them.

sand pagoda
wicked jasper
calm rune
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I wish we had the new skeleton. Even asked if I could have it. BI said nope. We have BI inside of RHS but we do not get the privileges that people like to assume 🤣

shell hedge
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Thats exactly what someone with special privileges would say!

calm rune
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Let’s just say I have over stepped and asked for a few things and got shot down immediately 🤣

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I love BI but BI legal are mean

surreal ore
# wicked dirge i wouldnt call it anything special

Call it what you want. Any treatment you get that everyone else doesn't get is special treatment, from B.I. directly or from it's employees. And of course one of your cronies would chime in to try to bait. My favorite thing is when an A & B conversation turns into C & D chiming in with their 2 cents. Enough with the off-topic though. I'm not special, I can get banned.

wicked jasper
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🍿

calm rune
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Only difference between me and the folk that get banned or long timeouts is that when I am told to stop, I stop. They do not. Simple concept really.

delicate condor
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(you get special treatment now for not even getting a warning because I cant be bothered to write it up)

surreal ore
delicate condor
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this is baiting

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I can give you a warning for it

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if you want

surreal ore
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No, that was merely stating an opinion.

delicate condor
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ok warning it is then

midnight path
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wait a minute

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can i ask a question without getting muted

wicked dirge
midnight path
delicate condor
midnight path
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howcome anyone who says anything about rhs, that hits too close to home gets muted or banend

delicate condor
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ok ill mute you too then

midnight path
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i think i made my point.

delicate condor
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it seems like it because for some reason you guys target RHS with this stuff

midnight path
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dude

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no

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stop pushing that narrative

delicate condor
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that is how it looks to me

midnight path
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do you see what just happened here

delicate condor
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probably not the same way you do

midnight path
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thats what im getting at

delicate condor
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since its very much offtopic here

midnight path
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ok

trim needle
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Can anyone shine a light on how to weight paint with Symmetry in Blender when the vertex groups that the rig use don't use the Blender .L .R prefixes that blender usually uses for symmetry.

wicked dirge
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Yup totally our fault when zelik out of nowhere accuses us of having the skeleton which we in fact do not have. Jesus fukin christ this place gets obnoxious feelssadman

midnight path
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then later rename the weights

trim needle
delicate condor
midnight path
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what cause

delicate condor
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@wicked dirge do drop it too

shell hedge
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Actually it's all my fault sorry guys

delicate condor
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the cause of proving needles moderation

midnight path
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ok so were on the same page here

delicate condor
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probably not. you keep at it

midnight path
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🤦

delicate condor
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you made the ticket. youll get response on it from the other moderators when they see it

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stop instigating more stuff

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stick to the model making questions/answers

wicked jasper
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Does anyone in here have a useful blender add-on, tool, script or w/e for creating colliders for buildings? I´ve been doing them manually for every model and i am wondering if there is a more comfortable way of doing it

delicate condor
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as far as ive seen there are no reliable good collision creators

stray bridge
stray bridge
delicate condor
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thats pretty cool. though it qould still expect the building to be split into components

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it could take away the manual work of processing each part

wicked jasper
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Thank you

flint ivy
trim needle
delicate condor
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I recall there is a file or setting where you can add more of those prefix/suffix/tag pairs 🤔

trim needle
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I'd be curious as to how you'd mirror those.

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Like on what word. Maybe as simple as Left and Right?

delicate condor
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yesh

trim needle
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I'll have to search that up as tbh with all my hours in blender I didn't think you could make custom mirror keywords

delicate condor
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at least mine mirrors left and right on its own

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oh but you need both selections in the vertex groups

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like fi you make left side

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you need vertexgrop for right side

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and it will be used for the mirror

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left and right might be supported natively even

trim needle
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Yeah I have those but doesn't seem to work correctly. And my geometry is symetrical so mirror should apply ok.

delicate condor
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do you have the vertex groups on?

trim needle
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Yeah

delicate condor
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do you have armature modifier too?

trim needle
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I do and mirrior is above

delicate condor
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that needs to be below the mirror modifier for it to work

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👍

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then maybe Ive added the left and right in there at some point

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its been a while. I'll see if I can find anything

trim needle
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Thanks for the comments on this I'll go check if I can add those

midnight path
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anybody here into like post modern sci-fi type of modelling?

midnight path
sly bridge
# midnight path looking for some tips on a theme

ahm, not sure if this is the best place since this is more or less directed towards modelling for reforger specifically. but if you have questions related to modelling / setting up models feel free to ask these directly

midnight path
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say i have a underground area that i want to be very detailed, can i use occluders all around it to save on processing but also have that specific area be way higher detailed than anything else

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kind of an obscure question

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trying to achieve a balance of: looks good but is still playable, using sci fi style assets

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like how detailed could\should i go?

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im not trying to do it and hit some limitation and then have to scrap the idea so im asking first

shell hedge
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So probably aim for less than half of this

sly bridge
midnight path
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awesome

shell hedge
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Just pull up mesh object stats in diag menu over montignac and there's your target

midnight path
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thats not a bad point

sly bridge
shell hedge
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More smaller textures is better than less but larger textures

midnight path
shell hedge
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Le xbox something meme

sly bridge
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for pc, not really.

shell hedge
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PC has fixed memory budgets in this game too, and they are low

midnight path
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so the question is an xbox equal to or less than a 3080

shell hedge
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Xbox is less of a problem because it loads MIP1 instead of MIP0, so you win by default

sly bridge
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if you have some texture atlases / sets that you use/reused on multiple modular assets that also gets instances = better performance

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draw calls is not just polycount. Drawing tris is less expensive than drawing textures / pp effects these days

shell hedge
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It's quite hard to run out of memory with textures in this game when you care even a little bit. Optimize when there is a problem.

sly bridge
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also, proper lods

midnight path
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since simplygon got shut off and now u have to pay 35k to use it, LOD's are harder to come by

shell hedge
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I always found them easy to make though sometimes time consuming

midnight path
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yeah for sure depending on the model

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but i mostly do cars and its a pita

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i dove into this 2 years ago with the only modding experience being ksp and gta 4, ive had to wrap my head around so many different skills involved in modding that i am missing probably important peices of each skill

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like uv's and dimms and udimm

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i only know what uv's are

shell hedge
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Udims are like a superpower once you figure it out

sly bridge
midnight path
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ill look into instalod

midnight path
shell hedge
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Not really, I use cinema 4d and I assume you use blender? C4D has polygon reduction features good enough for me to not care about anything else

midnight path
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i do use blender

shell hedge
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For udims I just offset uv tiles and export all meshes with one material and it loads into painter fine

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I have zero clue about blender

midnight path
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oh holy shit

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yeah no i can do that with blender

sly bridge
midnight path
nocturne quartz
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but the devs dont use udim

sand pagoda
nocturne quartz
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yeah all the weapons in the game have been made more modular

sly bridge
shell hedge
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Smaller textures are easier to unload and load as you have to keep track what you can unload when it is not in use vs what stays in memory

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I think when the limits are close to being hit it will use higher mip levels too which is why things look like ps1 graphics texture-wise when it happens (or its because they were loaded beforehand and its waiting to load higher res)

shell hedge
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I needed to go from 1 to 1000 separate draw calls to get a noticeable fps drop

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going from 2000 to 2050 is probably whatever

calm isle
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I opened blender and added a slot for the underbarrel and now using the custom animations I made does this

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I made sure all my export settings are right and I have all the meshes set to 0, 0, 0

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it was all right the first time, it seems like it's an animation problem, but they show up fine in blender and the animation player

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Update: Re-exporting then re-importing the animations fixed it

tidal latch
leaden chasm
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Do i understand correctly, that "primitive" colliders (capsule, cylinder, sphere and box) in the engine always have same amount of faces even if in the source file they're like 3 trillion tris? And that's why workbench does not display their faces count, while it does for tri and convex?

tidal latch
tidal latch
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(this is also the reason why its sort of important to have scale applied to such primitive objects)

uneven vessel
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Currently putting together a vehicle skeleton and getting a bit twisted up. Is there any documentation or guidance on how bones in skeletons should be set up when going from blender to Enfusion? I always get a bit confused about head/tail positions and how that relates to the single point bones and orientation when imported

tidal latch
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try to look at vanilla bones. If you are using proc anims then only wheels & suspension might be the only thing where you have to consider rotation of the bone. In other cases, you will be rotating bone on your own so it doesn't matter how it is rotated

uneven vessel
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Yeah, these are examples of where I got a bit muddled up - when I look at the vanilla bones on say the BTR, how do I know the orientation of single point bones that I can then translate in to Blender? My first attempt had the suspension moving the wheels back and forth instead of up and down, and it just took some muddling to eventually figure out I had to orient my suspension bones facing Y+ in Blender to get them to move properly in game. (or perhaps that's not totally true and I don't even understand the change I made)

tidal latch
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gizmo is showing you the orientation of the bone

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beside that, you can see those 3 small lines with red, blue & green color - they are also telling you what is orientation of given bone

uneven vessel
#

Ok grand, cheers. And as far as Blender to enfusion goes, bone position is defined by the Blender bone 'head' position, and its orientation based on 'tail'? (with the radius/length of a bone not defining anything)

surreal oracle
#

arma 4.2 sheep update

surreal oracle
#

ahhh bohemia when pls

#

my models r dusty n takin up space

hexed sandal
#

Maybe soon... v1.2.1?

steel hare
#

I have a question regarding your workflows fellow modellers! Do you create the model first in all its detailed glory and thereafter create the colliders or do you create the basic shapes first, copy those objects as colliders and move on with detailling later?
The question I am askin is that it is really tedious to create the collider stuff.

sly bridge
#

always hp first for baking process, then game mesh - lp, then colliders

crisp shale
steel hare
#

what do you mean with hp exactly if I may ask? It might seem obvious by the others in this channel but for me I have no clue what it means 😄

crisp shale
#

high poly

#

versus low poly

steel hare
#

aaaah, thanks a lot!

crisp shale
#

high poly you use for ID maps and baking textures and allat

steel hare
#

Because I was going for modelling high poly model first and then remodel low poly but only for the colliders

sly bridge
crisp shale
#

yeah high poly shouldnt actually BE a different model i dont think

crisp shale
#

you just ID map and do textures on it and import your LP in game

sly bridge
calm rune
# crisp shale you just ID map and do textures on it and import your LP in game

Some people texture the high poly and then bake the albedo map onto the low but that is such a strange and not common workflow. You bake all the details from the hp onto the lp to get your normal, AO, curvature, etc maps. Then you apply those maps to your lp model then texture the lp model using the info those maps provide.

sly bridge
#

the only times i baked down albedo from HP was when the HP was a photogrametry scan mesh containing color data as well

thin zealot
#

Hey folks, just a general question - For Arma Reforger, things like the Huey, and other detailed vehicles we have in Reforger, what are average poly counts and vertices looking like? What's a good window to shoot for when optimizing?

shell hedge
#

open it in workbench and check

rocky sedge
#

Is there any documentation or info on how to do vest variants? Im trying to set up different vests setups by using the base alice vest and changing the model and locations in the Slots in baseLoadoutClothComponent but they do no stay and reset back to original location

spiral hedge
#

If i update my models to the new skeleton, do i also need to redo the weights?

wicked dirge
spiral hedge
#

if i import the new skeleton, is there a way to set the Pose from the old one?

tidal latch
#

Pose? There is no point in updating animation rig

#

It still works but there are no facial controls obviously

azure elm
#

Quick question. Is there any way to move the clothing on the character? Or does it take the rig from the model? 😮 for example move backpack to front

lunar mulch
#

What rig should I use?
Please!

#

With Character_Template.fbx I have 1+241 bones, and my hat doesn't fit on my head.

arctic cedar
#

whenever I import my model, I'm missing bones. Like it's 156 instead of 163..

what is the correct skeleton to be using? Or have I messed up the import / skinning?

shell hedge
#

grab it from samples repo

arctic cedar
#

Thought I was using that one 🤔 will check again tomorrow

wicked dirge
#

total bones 230 should be

#

including the IK targets and EntityPosition

#

armature itself is 224 bones and the other 6 are those memory points

arctic cedar
#

Thanks Soul

tidal latch
#

Are you trying to make model for stable or experimental?

arctic cedar
#

Stable

tidal latch
#

I think you might be missing empty objects in export

tacit eagle
#

Missing bones: Why does this usually happen?

tidal latch
faint scarab
#

Some tips or tutorial to make gloves rigging?

delicate condor
#

copy weights from sample models fingers -> tweak where necessary

faint scarab
#

it is obviously necessary to modify since they have shrunken fingers! The only model with semi-closed fingers I've ever seen, usually the hands are open.

sly bridge
arctic cedar
tidal latch
#

230 is for experimental

arctic cedar
#

that will be why then haha, the old one kicking about anywhere?

hexed sandal
#

I'm struggling with importing and exporting the Head_Template_NewSkeleton.fbx in Blender.
The model works correctly directly when using it in Reforger, but if I import it and then export it nothing comes out right... Any suggestion or tutorial?

tidal latch
#

On github it is

#

Look for one without "new skeleton" in name

hexed sandal
#

but I need new skeleton for the heads in version 1.2.1

arctic cedar
#

found the right one, now animates 🥳 just some of the weights need fixing 😂

tidal latch
stiff reef
#

I've noticed that with the launch of FAB, all the Megascans assets are free until the end of 2024 and can be used on any engine... Is it ok to use them in a modded Arma Reforger map?

toxic marten
#

probably would have to make them arma ready since they have a lot of poly/tri

stiff reef
#

Yes, obviously they need to be injected properly, create colliders, ... But I'm not sure if it's legal to do or it can result in a ban for using external assets

#

The possibility to use all the Megascans for free seems too good to be true 😆

sly bridge
arctic cedar
midnight path
wet moat
#

Without looking the name of this tank up I will guess what model it is

#

Is it a Patton?

candid cave
wet moat
#

hell yea

spiral hedge
#

Question about "Portals": I created the inner room for my model very simply as a "box" and cut out windows and doors. I then called this box BSP_room. I then inserted a simple "plane" into all windows and doors. The normals point inwards. When importing, I selected BSP Generation and Export Opaque. But when I enter the room, the light looks wrong. The shadows are much too light and the colors are faded. Does anyone know how to set this correctly? bzw. also the GInterior Signal will not change to 1 if i enter the room. (WordSubSceneComp is on the Prefab)

surreal ore
#

Pretty sure the BSP isn't supposed to have holes in it.

midnight path
surreal ore
#

I've never put them in any of the building i've made. You seen the outcome of the last one. The light worked correctly didn't it? I honestly don't remember.

last parcel
#

you need holes in the bsp to confirm with the portal to say where the windows and Doors are.

spiral hedge
#

Red is Portals (Planes - Normal inward) Blue is the BSP - together its a closed room

#

Portals named "PRT_1 - PRT_9"

#

If i debug the Portals and volume all look good. But still lightning looks garbage and GInterior Signal is not changing, so all Environmental sound will be still played inside the room

surreal ore
#

the*

#

Are you giving everything the required material?

spiral hedge
#

BSP is dummyvolume and Portals are MatLightPortal

last parcel
#

well there is diffrence in portal materials in how they are setup to, so for those windows you have that would be something similare to this material PRT_70x142_A_EM_64FF469467150004 and for the door i usaly go for the same as BI did with most of the buildings PRT_DOOR_GARAGE_A_EM_6700FA7CB5E67272

spiral hedge
#

Will try this

#

No changes 😦

#

is there any exmple on GitHub i can take a look?

surreal ore
#

no

spiral hedge
#

Probes and Probe Volumes <-- i think i miss this

#

YEP - BOXVOL_01 fixed it 😄

#

Last problem is the GInterior Signal which is not changing while entering the room

last parcel
#

did you setup the prefab correct ?

spiral hedge
last parcel
#

that is not setup correctly look at vanilla buildings.

spiral hedge
#

Oh, i see... DestructibleBuildingEntity. I think this is just needed if we add a Destruction to it. But good to know. Thanks

nova granite
#

Is there an upper limit to Polly count/amount of materials a enfusion .xob model can handle?

Have a 7 story hospital that is hitting 400k polys and 38 materials in blender and while I’m obviously gonna make LODs for her, I’d like to know if this engine can efficiently handle that amount of polygons/materials in one 3D asset

delicate condor
#

38 is very excessive amount

#

building might need 2 multimaterials

#

max 3

nocturne quartz
#

no one makes thier own stuff they just grab it off the web so hence why the unoptimized models

last parcel
#

the factory building has 15 Multimaterials. but 38 might be a tad to much

nova granite
nova granite
#

I’ll easily put In 1/8 of the time it would take to build a building from scratch just to optimize an already completed structure with associated props, interiors, and materials

delicate condor
#

I kinda doubt that honestly. it feels like you do "less". but you really spend more time fixing it to be game ready than making one game ready from 0

#

since you dont have multimaterial setup for it and non game assets usualy dont bother with such, thats gonna be hell of a process to set up right now

#

its also smart not to piss on people with different life who know what they do because theyve spent the time learning the answers and how tos thinking "having a life" is somehow more important or better.

shell hedge
calm isle
#

I have a question that's more curiosity than anything - if we don't update the skeletons on our player clothing before the update hits will the clothing break the game or will it just not have the updated facial animations?

calm isle
#

Along with that - what happens if we update the skeleton before the update is live?

nocturne quartz
#

it wouldn't work since the game crys about having too many bones

calm isle
#

I see, sounds like I'm gonna just wait till the update drops

last hill
steel hare
steel hare
shell hedge
#

you can but the AI might struggle navigating it

sly bridge
# shell hedge this is false 90% of the time in my experience with models I purchase, the other...

he is talking about multimats. You wont find assets with multi on any store, be it vehicles or structures.
Making assets vs buying assets is about interests. Some prefer to make stuff and have full control, some prefer to skip that step and buy an existing asset. But if you buy something off a shelf it doesn’t mean you don’t need to know at the very least the basics of modeling and texturing, and a lot of new people don’t and they think something is plug and play (and it is not in 99% of the cases)

shell hedge
#

I mean assuming it's correctly uv unwrapped it's still less time for me to texture it for multi material or not

#

the total time spent is always less regardless, personal preference aside

#

you are spot on with new folks, it's an unfortunately common misconception that you can just buy a model and it works, but if folks dont do their research it's kind of their skill issue to be fair

sly bridge
shell hedge
#

dont even need to bother with multiple uv sets

sly bridge
sly bridge
shell hedge
#

they are not a requirement

#

you can make something look good without them

sly bridge
#

not if you wanna have a better texel density for larger objects

shell hedge
#

I mean you dont need multiple uv sets for each mesh

#

for something like a building with multimaterial texel density is driven by the scale of your layers so whatever

#

since the whole thing is made out of repeating textures that are scaled down/tiled more

#

all im saying is uv set 2 is optional

sly bridge
sly bridge
sly bridge
shell hedge
#

one xob can have multiple meshes, each of those meshes can have its own multi material

#

thats the way I'm looking at it anyway

#

you are welcome to use two uv sets if you want to, but the material works with just one uv set just fine

sly bridge
shell hedge
#

yes and? all I said is two uv sets are not required to use multi material

#

you're right but your point is different from mine

sly bridge
shell hedge
#

what you are saying is that it is beneficial and useful, what I'm saying is the material works with one uv set regardless of type of asset, there is no condition in the material editor that throws an error when you have only one uv set and the asset is a house

#

I would love to texture a house at some point, like an american one, one of the ones that use cardboard for walls

#

they look kinda cool

sly bridge
jagged smelt
#

I'm trying to import a gun mesh from into Enfusion, but can't recognize the empty and bones I made in blender. Do I have to parent the mesh with the armature?

stray bridge
jagged smelt
#

Thanks!

#

Having only UTM is enough for a gun? Or do I have to make UCX too?

stray bridge
candid cave
#

does Reimporting FBX file from blender to enfusion take a long time ?

#

its stuck at 58%

wicked dirge
#

if that's the case the model is probably unsuitable for AR

candid cave
shell hedge
#

rookie numbers

candid cave
#

so what is the maximum polys numbers for arma

tidal latch
#

I guess it could be also some very wrong face

candid cave
tidal latch
#

there were few cases like that in past but searching on discord is nightmare

#

I don't remember what was the problem back then

tidal latch
#

I've only found one message from past where freeze was caused by object called "switch1", which was recognized by parser as "switch" special keyword. This problem should be solved though

candid cave
#

The problem is solved by deleting the Colliders i guess its not supposed to be highly detailed 🙂

shell hedge
#

tries naming meshes after every single enforce script keyword

last parcel
#

Colliders should as simple but detailed as possible.

uncut dirge
#

If I have two sets of body armor with different fits to them, can be any body armor.

And I have one set of pouches, but I want them to be compatible with both sets of armor.

#

Can this engine allow one set to warp to the compatible armor? Or do I now need to make two rifleman sets of the same pouches to fit both vests.

leaden chasm
calm isle
#

Question - is it possible to attach a model to a magazine prefab inside enfusion tools? Like if I want to put a tape model around a vanilla magazine would I be able to add a dummy model like you can with weapons?

topaz willow
#

I can test rq

stray bridge
#

or just replace mesh

calm isle
stray bridge
#

yup you can add eg tape via slot manager

#

did a camo wrap for fun like 1 or 2 years ago, this also worked fine

calm isle
lethal frigate
#

Can we use stuff from fab? With standard licence

stray bridge
#

look into the license if it allows it or not

#
Fab.com
Fab

Fab is a digital marketplace that offers creators a single destination to discover, share, buy and sell high quality, real-time-ready game assets, environments, VFX, audio, animations, characters, plug-ins, and more.

#

i think thats it

delicate condor
#

may be different case by case. each asset may have different license

#

for some, yes they can be used, for some not

inland sentinel
#

Has anyone resolved created items appearing in 1PP? I would like to occlude the worn items in first person

calm isle
#

check this too

surreal ore
#

That's not all

#

Allow User Alpha Bias

#

Or not apparently lol

torn magnet
#

Hello everyone, does anyone know how to port models into blender?

#

I just open the blender and that's it

#

Maybe it's not the right way, or it's not done that way?

last hill
torn magnet
#

So, in principle, I cannot interact with the 3D models of the game in any way? And I can’t get them in any way?

tidal latch
#

You can combine vanilla models in Workbench

#

you cannot edit their 3d mesh though

torn magnet
#

I would just like to port the game's interior models to another game

#

I really don't know if this is prohibited

tidal latch
#

that is strictly prohibited

torn magnet
#

😔

last hill
# torn magnet 😔

You literally have to accept the terms when you start using anything for the game.

Porting something from another game onto Enfusion is also not allowed without permissions but definitely not permitted from this game to another. That would be theft.

torn magnet
sly bridge
# torn magnet what?

which particular other games allows you to use their models in another game/engine? from what i know of, none

torn magnet
#

garrys mod

feral jolt
# torn magnet what?

well, just don't - it is 3D model theft, as already explained 🙂
although eventually "cool", it is strictly illegal (even if others already did so - especially Garry's Mod)

sly bridge
torn magnet
#

Facepunch got permission? for what?

feral jolt
torn magnet
#

ok, bad translation, sorry

stray bridge
woven finch
#

anyone in here willing to help me out im new to blender and dont really know how to use and would appreciate if i could get help DM me if you can

calm rune
# woven finch anyone in here willing to help me out im new to blender and dont really know how...

Let's make another donut🍩 Watch Part 2: https://www.youtube.com/watch?v=tBpnKTAc5Eo&list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&index=2

This is the start of Blender tutorial series for complete beginners. In this series you'll learn Blender's core functionality and features while making your very own donut. To start, this video will teach you the i...

▶ Play video
covert dune
#

classic

last parcel
#

there is also chamferzones Bullet tutorial its quite good too it goes through the basics of blender.

fiery fossil
fiery fossil
delicate condor
# woven finch anyone in here willing to help me out im new to blender and dont really know how...

It's not really something easily done in simple DMs.

Google is your friend here and you can find lot of beginner tutorials with simple searches.

Watch and make things following their instructions, repeat, try to apply what you have learned into making something specific and so on.

It likely will take some time to learn so be patient, accept that it takes a lot of repetition to get hang of and failure is sometimes inevitable. Then you just start again and try different things.

sly bridge
spiral hedge
#

Good Morning. Since 1.2.1.127 i notice that my IK of the weapons left hand is off or will not be set correctly. Do i need to make a Rig_Update? (Its normal M4 base)

rough lynx
#

@spiral hedge Does reload anim etc. still work? There were some anim graph changes in 1.2.1 that needed to be applied on weapons - mainly reload, but some fire selector, bolt reciprocating etc. wasn't working. But I noticed that some weapons we have, also had messed up IK until the graph was updated

#

Changing "GetEventTime(\"Reload.Erc.Reload_InsertMag\", \"BlendIn\")" -> "GetEventTime(anim.Reload.Erc.Reload_InsertMag, \"BlendIn\")" in the .agf was the main one

spiral hedge
spiral hedge
keen jolt
#

can someone help me pls to understand the top limit of polys for building?
Thanks

midnight path
#

the more polygons it is, the less of them u will be able to use in any given area

#

so if its something you are going to place multiple times it should be like ~40k

keen jolt
#

thanks a lot

nova granite
# keen jolt can someone help me pls to understand the top limit of polys for building? Thank...

there is no hard cap in the game engine as far as i know, but you want to keep firegeo and viewgeo as low poly as possible. And make sure to use multimats for anything big.

and always try and limit dense sections of polygons, especially in any LOD above 0.

I'm pretty sure there's a server out there that uses this kitbash3d asset like 4 times in a area and its at 700k Polys and runs fine. Just use multimats and you'll be fine.

sly bridge
#

for the second time in regards to the very same building
a. it is NOT 100% optimized for video games, but it isn't horrific either.
b. the 700K polygons could easilly be lowered quite a bit, and also all window frames etc could be a single or a couple of 3d meshes etc
c. there are a LOT of extra loops and edges where there could be a lot less.
in practive this particular set could very well end up around 300k optimized, or have 700k with proper extra polygons where needed - example -> window frames, AC units etc
the textures are also pretty bad and repetitive and would definatelly need a lot of attention and getting these as multimaps,
but then again this isn't intended for FPS games or for for any sort of hero building, but rather as a backdrop mesh/plate

delicate condor
#

Id design that as 3 objects. each building as its own.

#

would also allow much more varied use

#

or skip one of those standing ones and one standing one toppled building

#

still can mix them around but it dont need to be exact same every time youp place it

leaden trench
#

looks like it's made with RBD destruction in Houdini; you could import a not destroyed model to Houdini and generate many unique destroyed variants all with LODs and UVs in minimal time

delicate condor
#

when people buy models the try to skip that part

#

and for game purposes you cant really have all objects unique anyway

leaden trench
sly bridge
vast niche
#

does anyone know where i can find example of building already imported to ensuion, to be able research the best guidlines of the model?
How many lods it has to have, how collision should looks like? Bc i found information about importing weapon model, but not about houses. Maybe someone know any good guide? Thanks

leaden trench
#

you could look at some mods e.g. Wolf builing pack or just vanilla buildings in the game

sly bridge
vast niche
sly bridge
patent flower
#

Any 3ds max users in here im struggling with adding layer presets, not sure how to do it

stray bridge
sly bridge
fluid dragon
#

any chance that the car creation tutorial will be expanded soon ?

meager pendant
fluid dragon
#

ty i will have a look

steel hare
meager pendant
meager pendant
#

you have the car creation tutorial

tidal latch
#

btw, you need account on that wiki you posted

meager pendant
#

fix for public acces sorry

#

the goal is to send the wjole books directly to you guy

tidal latch
#

not really, although it is true that most discussion happens about A3

keen jolt
#

Hi yall, are there any differences in perfomance or render quality between tris, quads and n-gons in 3d models in Enfusion?
Is it allowed to use quads and n-gons in Enfusion or not?
Whats the best practice ? To use only tris or its allowed to get some quads and n-gons in model without any serious perfomance issues? If yes , how many then?
Thanks

shell hedge
#

not really, since everything is triangles in this and most other game engines

#

if you give it quads it will be triangulated on import, I prefer triangulating myself before export

delicate condor
wicked dirge
#

You should triangulate before baking textures

steady nymph
#

Anyone knows is my material and normal map is somehow not seen?

shell hedge
#

you need to pack the textures correctly

tidal latch
#

and name them with correct suffixes

steady nymph
#

Ok i will try it

eternal jewel
#

we have changed the textures with the correct suffixes and repacked it. They seem to not still work... However, the another question is also that we don't understand how to add the other maps other than the base color and normals because there seems to be now option to include textures such as metallic, roughness, etc.

tidal latch
eternal jewel
#

thanks, problem was just we werent using the correct export preset in substance panter

shrewd vapor
#

My LOD0 is really messed up when I imported it anybody knows why its my first weapon mod?

shrewd vapor
#

Its just LOD0 though

surreal ore
#

In the first screenshots, I can't see any of those details. So I wasn't sure what you were complaining about.

sly bridge
# shrewd vapor Its just LOD0 though

did you triangulated it before export? can you show a wire from blender and one from workbench?
besides all the obvious non conformity in terms of textures

shrewd vapor
#

Thats workbench for LOD0 and LOD1

#

Thats blender

delicate condor
#

multiple uvset names perhaps

#

and when combined they dont combine but stay separate

shrewd vapor
# delicate condor multiple uvset names perhaps

Thats what it could be I have seperated the magrelease and the safety from the frameobject but havent changed the UV mapping is that the case didnt thought that this would do something like that in the workbench honestly since it loocked fine in blender

delicate condor
#

if its split into separate objects in blender and each object dont have same name uvset, when combined on export the uvmapping wont combine

shrewd vapor
#

Im relatively new to blender so im really trying to learn the stuff

delicate condor
#

is alright to be new.

#

theres lot to learn

#

if this is a bought model, then those arent really good way to learn and shortcut forward 😅

shrewd vapor
delicate condor
#

perhaps

#

just a guess though

#

the results you get could fit

shrewd vapor
shrewd vapor
#

Got it fixed I had my LOD6 named with LOD5 suffixes which then got imported into LOD0

pine galleon
#

Hello everyone, we are planning to do an event on our server. it calls david vs golliath.

but we running into a issue and we are atm not aware to solve the problem.

We created whole new model in blender etc and implement it into the enfusion but when we are about press play. everything is back normal size. Did we oversee something? making structure big is easy but make characters big... idk how to solve it..

We want to make the charcter only for the gm playable..

Hopefully this is the right thread,

surreal ore
#

You can't scale the character

pine galleon
#

no possible ways to do this? even when we are create new animations on the big model?

surreal ore
#

If you create an entirely new rig, model, animations, animation graph all at the scale that you want then sure.

nocturne quartz
#

speaking about new rigs has anyone made any new animals?

surreal ore
#

Not sure.

pine galleon
stray bridge
#

if you dont know how to rig stuff and animate it, you can buy this stuff, but make sure its not ripped content

round drum
#

so before I go completely insane, I'll ask in here

I'm facing a problem when importing my backpack model - tried following the wiki guides for helmets/vests, tried looking in here, watched some videos but no dice

I cannot get the backpack to behave 😄

when importing and reimporting with the export skinning thingy I do get the bones I assigned in bklender but when equipped it still looks like this.. what am I missing here?

(still untextured don't judge me)

silent scroll
#

To many bones, not enough bones, or armature isn't put as parent of object

shell hedge
#

nvm

#

this mesh has no LODs {6ECC2C52756D333A}Assets/Structures/Infrastructure/Naval/Breakwater/BreakwaterTetrapod_01_stack.xob

shell hedge
#

only 14k faces

midnight path
#

eh thats low-ish but not low enough for only 1 lod imo

shell hedge
#

it not having LODs is a bug

#

someone probably forgot

calm isle
#

Is there a way to rotate a worn model? I want to make the vanilla PASGT goggles a wearable item to sit on a certain helmet I added, but I need to adjust their rotation a tad. The item coords changed in the GameEntity section, but the item rotation won't

calm isle
#

Another question- I want to make a gun that uses the PM animations, where would I find what vertex group names I need to use?

fringe elbow
#

Hi everyone had a quick question in blender when I do Face Orientaion on my mesh Blue is correct for Substance Paint but when I bring it to Enfusion Blue is wrong and see through and Red is the solid side of the mesh.

tidal latch
shell hedge
#

Well it's already used by mappers and a drain on frames

tidal latch
#

really? Do you know from top of your head which map is using it?

shell hedge
#

not a vanilla one I don't think

delicate condor
#

In blender

tidal latch
#

it is rather unlikely this asset will be completed for AR

drowsy gulch
#

My Romanian AK model with the IK and animations made by @crisp shale

shell hedge
#

good job man looks fire

crisp shale
#

domg

leaden trench
tacit eagle
#

Hi, i’m getting error when i’m trying to import collider

topaz willow
#

and the error is..?

frail wyvern
#

@tidal latch question about building destruction…. Is it possible to add damage to the destruction manger so when the building changes to a damaged one or destroyed one players/ai will get hurt/die??

leaden chasm
#

i suspect it's better to wait until final destruction system will be introduced before attempting anything serious with buildings

frail wyvern
stray bridge
frail wyvern
#

That’s a good idea unfortunately I have no skills with scripting I’ll give it a try but I probably end up breaking it hahaha

inland sentinel
#

Never too late to learn

turbid moss
#

If i add occluders to big cliff/stones, entity class need to be scr_destructibleEntity to get it working? And just damage off.

mint hollow
shell hedge
#

occluders dont update when you move them around, instead new ones are created until you reload the world

vast niche
frail wyvern
#

From bi they have a whole bunch of licensed assets

surreal ore
frail wyvern
#

True

fluid fern
#

Hi, tell me, when you get an error when importing a fbx (face number 654 is degenerated), can't you find this face on blender?

sly bridge
#

A degenerate face is a face with two vertex indices that are identical, and therefore no geometric area, and no normal and no UV space
all modern 3d software should have tools to fix / remove such meshes

tacit eagle
#

Hi guys can i delete these after i import my 3d model?

tidal latch
#

no

tacit eagle
#

Is this working im trying to use arma reforger model?

fluid fern
#

For a question of optimization, is an object in LOD0 with 255k faces legitimate for the engine?

tidal latch
frail wyvern
#

Is there a way to add a hit zone with LODS?

sly bridge
#

generally i would say no, unless it is some aircraft carrier

last parcel
#

highest polycount for a building in Reforger is at 119k faces, so a 255k its a tad much, but if its a one off object it might work.

tacit eagle
tidal latch
#

no, there is no such way

fluid fern
tidal latch
#

also one thing to consider - if its a large object then perhaps it is worth to split it into some subsections

#

this way you won't have one large object in LOD0 but perhaps 3 objects - one next to you in LOD0, next one in LOD1 and the furthest away from you in LOD2 already

fluid fern
simple void
#

Anyone got a face/tri count for a vehicle I should be aiming for? Almost finished modelling but cant seem to find a general ball park figure?

shell hedge
#

open one in the game and check

#

in workbench I mean not game

simple void
#

Oh true, i didnt even think of that

#

Cheers man

#

seems i have plenty at my disposable

shell hedge
#

remember to make LODs otherwise the LOD police will come

eager hill
steel hare
#

regarding size or dimensions rather. Are there any guidelines how wide things like ladders need to be? The Environment Metrics page only states in which distance to each other the stuff has to be. But how far should the siderails be apart etc?

fluid fern
meager pendant
tacit eagle
#

Hi guys, so im trying to make a new variants of brick walls, and make my own custom wall generator, the question is, how can i find the correct wall size like the hight? cuz there is no way to edit reforgers object in blender

sly bridge
fluid fern
#

Here's another question, I've got railway bridges but they're not visible on the topo map, although I did put in the right bridgenetwork component... but I've just noticed one thing, there's an emat pbr road, no doubt that's missing?

tidal latch
stray ingot
#

Need Help ?

wicked jasper
#

Export it into your project directory instead of your Desktop

#

Or now manually import the fbx into your project

stray ingot
#

I've modded a lot in Arma 3 but now I want to tinker with something here again. Is there somewhere that's good for the structure that you have to take into account etc?

stray ingot
#

What do I have to consider in Blender or how do I just build a wall first? Don't check that yet, I used to work with Autocad and ObjektBuilder

wicked jasper
#

Youtube is your best friend 😄

stray ingot
#

I didn't find anything useful xD

#

Do you know any good videos on YouTube?

stray ingot
#

why can I walk through it?

last parcel
#

becuse the prefab needs an Rigidbody from enfusion

quaint nacelle
#

Hello, my Leclerc tank is having problems that remind me a lot of Arma 3 and I don't understand how it's possible or where it comes from, I was told that the Abrams did the same thing, do you have a idea where this could come from?

kindred grove
#

im confused, do i need to set coliders in blender or in the workbench?

quaint nacelle
#

In blender

kindred grove
#

when i try the colliders setup, it tells me i need an valid colider

stray bridge
#

in that case you didnt set up the collider correctly, look in the console when you import the model. It will tell you whats wrong

kindred grove
#

im trying to "create" a simple house, so i just build something fast in blender

#

and i cant select my plane/cube as a colider?

stray bridge
#

if you are having problems in blender, selecting an object, youtube or google is you best friend

kindred grove
#

is there any tutorial for that portal/bsp stuff? i cant figure it out and its driving me insane

stray bridge
hot viper
#

Is there a way to get the base size of an asset in game? Say I want to make an asset for a vehicle, how do I know the dimensions?

spiral hedge
#

Hi guys, I've been trying to implement a new character body since yesterday. I made it exactly like the original. New skeleton with 230 bones, 100 of which have weight. 32 meshes with the same names, 17 colliders also with the same names. I can import the body and all the bones work. But as soon as I use it in a prefab in the IdentComp, workbench crashes.

spiral hedge
#

Yep, 17... i used "Character_Weights_Template_NewSkeleton.blend" as reference

tidal latch
#

and import settings same as on basebody?

spiral hedge
#

I cannot see the original import settings, but all looks good. If i compare the XOBs

tidal latch
spiral hedge
spiral hedge
tidal latch
#

not sure what is going on then

#

submit crash report for sure

#

if you want, you could also send me the files and I could quickly check if internal tools split something more useful during the crash

spiral hedge
tidal latch
#

kind of weird but it doesn't happen on character that inherits from ussr rifleman

spiral hedge
spiral hedge
spiral hedge
surreal ore
#

Pretty sure you should be using the old skeleton if not.

faint wyvern
#

hi guys can anyone help me out with a model im creating it keeps crashing the game i everytime i try spawn it in game master or any other mode

#

i conveted all the et's to invisable shadows an i put a model over it

spiral hedge
mellow coyote
#

Hi guys. Today i work with models and finaly want add new prop in tools and find all faces look invard. But in blender and substance everything looks fine. Then i swap all model faces invard in blender and its fixed it but its not ok. Any clue how fix this?

nova granite
# mellow coyote

enable face orientation in blender, will show what faces are flipped the wrong way

#

then go into edit mode and select all, then SHIFT+N to recalculate normals

mellow coyote
rocky sedge
#

Try going into the material and changing the cull setting. Fixed it for me before

mellow coyote
rocky sedge
steel totem
#

Hi, question related to xob (And possible duplication).

In my case, I found a specific weapon I would like to use from a mod pack. I don't want to download the entire modpack and don't wish to claim it as mine either.
The goal would be to duplicate that weapon (Winch includes assets) and republish it, and of course credit and point towards the bigger mod pack.
I want to make sure this doesn't go against ARMA's terms of usage. And if it doesn't break any rules in general.

fiery fossil
mellow coyote
fiery fossil
mellow coyote
fiery fossil
mellow coyote
fiery fossil
stray bridge
#

if you dont know if you are allowed to use smth or republish it, dont.
Read the license

stray bridge
steel totem
#

That's what I am concerned about.

#

(According to the License it is)

stray bridge
#

You can duplicate prefabs, but not meshes

topaz willow
#

Then if they send the FBX, you have to keep in mind the license set by the creator of the model

#

Typically, FBX meshes can’t just be “shared”

sly bridge
sly bridge
mellow coyote
steel totem
# sly bridge you cannot do that for obvious reasons

So just to confirm one last Time. If the person owns the FbX, and made it, and is willing to share it I am good to go.
If he doesn't own it, but allows me to copy his prefab, I could buy the model and use it.
As long as I make sure everyone is credited and that all the ressources were allowed for me to be used.

sly bridge
tacit eagle
topaz willow
stray bridge
tacit eagle
fierce pawn
tacit eagle
#

How can I fix the wheel problem? The wheels are not on the ground. I used a "Hamvee" as the base prefab. In Blender, it looks okay. Is this an animation issue?

tacit eagle
#

Also, Does anyone know why the collider for the tire is different in this case from the blender?

last parcel
#

have you applied rotation and stuff in blender ?

tacit eagle
last parcel
#

it could be that its an UCL, looking at the tires from vanilla they use a simple Box for vehicleComplex, and also a lot less polygons for their FG like 99.8 % less then you have currently

fierce pawn
#

If you use this and go to vehicles and turn on vehicle debug and show wheels you can see the simulated wheel position and see if that matches with the tires think_turtle

keen jolt
#

What would be a good average texel density and texture quality to aim for nowadays for building asset?
Thanks

sly bridge
merry rivet
silent scroll
#

I cant seem to figure out which vertex group is causing it

modern topaz
#

Where can I find the body so I can make a model of the uniform?

silent scroll
#

its the Character_weights_Template located in the Sample Character

modern topaz
#

Thankss

silent scroll
#

Also struggling with shoulders stretching bad

midnight path
hazy vault
sly bridge
hazy vault
sly bridge
#

the proper thing to do is to add more edges supporting the sides and the top parts of these door frames

#

because just by looking over your unwrap (should be more tight btw) there are a lot more faces with the same issues

#

also, have a look over PBR Multi for anything structures

hazy vault
sly bridge
sly bridge
hazy vault
# sly bridge

I'm just now learning how to Import to substance or really do any texturing. I had a project I worked on for a long time but the Geo was broken in soo many places I decided to start over

#

I want to keep everything much cleaner on the remake

#

I make my walls with planes for Backface culling/ Normals, is that standard for reforger?

sly bridge
hazy vault
sly bridge
sly bridge
hazy vault
sly bridge
hazy vault
sly bridge
#

workbench = reforger tools

fluid fern
#

Hey have you have this error ? I imported then reimported by checking “Generate BSP” and “Export Opaque Leave” except that I have the impression that it didn't work properly.
I've got my portals but my BSP doesn't seem to work, when I pull the sound isn't muffled.

fluid fern
#

I have 0 errors when i import

sacred cape
#

Hello, is it possible to use a MatPBRTreeCrown with a model with a bone it disapear ?

sacred cape
#

Here is without bone (Export skining) and here with my bones

patent wren
#

Guys, will it be easier to take existing gun from vanilla game and modify the mesh of it, or take gun that is already made and rig it for arma?

#

Lets say, is it easier to modify meshes or rig the mesh for arma?

#

Another question is, how hard do you think will be to import these modded assets to arma 4?

delicate condor
#

You have to make new models

#

Or use bought models.

#

Using ripped stuff from other games is definitely forbidden

patent wren
#

Plan is to make bullpup version of one of the vanilla guns

delicate condor
#

The wiki text means something else than what you thought

patent wren
faint scarab
#

You can just retexture the models... maybe! It's still not clear to me whether it's legal or simply tolerated!

patent wren
#

It seems that they do not allow that, which is weird, but its their intelectual property and they do not allow those to be redistributed?

#

Would be nice if that could be stated somewhere explicitly, that you cannot reuse the original assets, like guns and vehicles in your own mods (even if there is no exchange of money). Only way they say i can use it is for my own mod (not public) and for experimentation. But not public mod

#

The wiki gives an impression that you can just do inherited prefab and upload it as a mod.

delicate condor
#

but thats all done in the worbench

#

you dont get to touch the actual model inside the prefab