#enfusion_model

1 messages Β· Page 20 of 1

delicate condor
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it would not work anyway

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since you would break all teh texturing when splitting it up and rearraging the pieces

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modeling does not work the way you imagined

patent wren
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Alright, thanks for answers. Looks like the best way to do the thing will be to buy model (that have proper license) or make it myself and configure it.

delicate condor
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buying a model is a gamble

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you might get a model that you need to touch up just a a bit to get it working in game, or you might need to clean it up more than making a new one takes time

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there is a lot of stuff that a game model needs that dont exist in bought models.

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so depending on how your skills are with 3D modeling, buying might be a hindrance in the learning process

patent wren
delicate condor
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Youll still need to learn blender quite a bit to get all the techical stuff and distance lods done

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the weapon is also quite polygon heavy so it might need cleaning up substantially

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I would perhaps recommend starting from something simpler to get the workflow down.

fluid fern
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hey, i have still this error

stray bridge
# fluid fern hey, i have still this error

how about you send in a screenshot of your setup or the file itself to have a look at it, most likely peeps wont find the error by just this error msg otherwise they would have replied

stray bridge
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for peeps who doesnt wanna download it but might be able to

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since they changed how this sound muffling thing works inside buildings I never got back into it blobdoggoshruggoogly

fluid fern
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I've already done 2 buildings, with the same rigor as this one, but I can't explain why it doesn't work.

stray bridge
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looked at the wiki quickly, looks alright to me

fluid fern
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Yes ^^ it's not my first try ^^ but I don't understand, when I import it I check the right parameters.

latent moon
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How does one rig colliders? It seems that the armature modifier does not work for them when I inspect the model in WB.

fierce pawn
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not sure why the armature doesnt want to work a lot of the time even though its mentioned in the wiki

midnight path
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wtf does that mean

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@last parcel if its not too much trouble could we get a screenshot of how you set up your portals?

last parcel
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exactly like they do on the wiki

midnight path
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dang, thats what we are doing and its giving us trouble

last parcel
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if you search for template BSP, there is a quick shitty template that i made for blender.

fluid fern
fluid fern
lunar mulch
wicked dirge
lunar mulch
wicked dirge
wicked dirge
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in the .et file

lunar mulch
wicked dirge
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I think "Spine1" with quotations

lunar mulch
wicked dirge
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yeah just checked its with quotes and you need to see what bone exactly

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I would assign same bone that you weighed the belt to

lunar mulch
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It's done, but it still doesn't work. I have to go to work, I'll see about it this evening.
There is no tutorial for this?

lunar mulch
wicked dirge
torn token
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Hey people! I'm new to reforger well I've played Arma 3 a lot in the past. I'm getting into car creation and I can't figure out how to convert my xob model file to .et

tidal latch
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there is also one bit more complete from community

torn token
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I've looked at the car creation tutorial but don't believe there was anything on how to convert to ET, you know where I could find the community's?

torn token
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Thank you!

torn token
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One more thing why does my bump maps are yellow? I got them in RGB Format

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!verify

wet skyBOT
torn token
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Oh wait Im stupid those are my normals lol, I need to create bump maps xd

sly bridge
torn token
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Okay, thanks man! πŸ™‚

sly bridge
outer hull
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So question...
I have a model that has several parts, made sure its rigged correctly, but then parts of the mesh just disappears when importing, and then if I joint all the mesh together, it just disappears entirely

torn token
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How do you merge models into the .et file?

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Only time when I had mesh disappear is because it had to many vertices but it may not be related to your situation

delicate condor
outer hull
torn token
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I figured out the .ET situation, looked online to learn how to do it. Now whenever I add scripts to my vehicle some scripts make my car disappear

torn token
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Why are my script showing 0's next to them?

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Idk what I'm doing wrong

tidal latch
# torn token

those are components. 0 means they are not inherited

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you should inherit as it was mentioned in tutorial

torn token
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I'll look over that part again, and thanks again.

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@tidal latch thanks man, I got the hang of it now.

torn token
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is there a list out there with the parts name for the car models? Like etc UTM_FG_Body_01, UCX_FG_LIGHT_FL and etc

calm isle
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I'm really struggling with getting this optic set up, I tried my best to copy the PSO-1 and follow the wiki, but I feel like I've hit a wall

tidal latch
patent wren
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Hello guys, would you please happen to know how are the suppressors achieved on guns? im looking at wiki and i havent found a mention there

stray bridge
patent wren
stray bridge
patent wren
tidal latch
stray bridge
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true ^

shell hedge
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there are very little changes required to port from the mod to vanilla, but yeah I know you guys dont like the mod

shell hedge
patent wren
patent wren
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Do we know an estimate for the 1.2.1 release? ^^

sly bridge
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no

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but i doubt there is edit valid edit reason not to wait on vanilla implementation rather than use another mod for it

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you can always use experimental branch to set it up, and then move that to stable

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if you don't wanna wait

shell hedge
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there is one, wanting a working suppressor in current main branch

sly bridge
shell hedge
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yeah, you'd have to waste a whopping 2 minutes

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just because you disagree does not make a reason invalid for someone, the dude can make his choice on his own

sly bridge
shell hedge
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if I dont agree its invalid

sly bridge
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happy? @shell hedge

shell hedge
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wrong, my mod is not the only option

sly bridge
shell hedge
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you could make your own mod

sly bridge
shell hedge
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now it says it like my mod is the only option as dependency, so you cant use your own mod as a dependency?

sly bridge
shell hedge
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also you spelled endeavour wrong

calm isle
distant cape
torn token
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Having issues with the reforger tools not picking up my bones and sockets

deft owl
torn token
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Not sure what I'm doing wrong, am I missing something? Whenever I right click on actionmanagercomponent it doesn't give the option to select them

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I'll check

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Where do I find that option at? Right clicking the xob file?

fierce pawn
torn token
gloomy fable
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I assume they didn't give us the vanilla .xob files of the vehicles, right?

torn token
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They didn't that I know of

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They give you a sample car to mess around with it and learn from

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Also tutorials online on car modding and car creation πŸ™‚

gloomy fable
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I really want to get to know the guy who made all the vehicle models, creating 50 different materials for 10 different cars and mixing them up, so it will be impossible to balance them in any ballistic sense.

calm isle
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on mine, to be clear

torn token
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I can't edit any of the vehicle's horsepower, torque, or set any vehicle configs in the world editor

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I even tried modifying an arma reforger one and nothing shows up. Guess ill go back to the tutorials again see what I missed

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Nothing, im guessing its a bug with the software 😦

patent wren
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Im gonna see what is faster, there is no chance of me making mod that involves coding πŸ˜„

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But another question is, should i try to model guns strap?

fierce pawn
patent wren
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Did any of you tried to make a sling for a gun in reforger?

torn token
tidal latch
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how is it not showing up?

torn token
tidal latch
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expand object properties

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might be easier if world editor is in full screen

torn token
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herp a derp, thanks man lol

shell hedge
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I have two ultrawides and it's still not enough send help

tidal latch
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otherwise, try 360 screen

torn token
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@tidal latch another question, why can't I enter my new vehicle?

torn token
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Okay and thanks for helping me πŸ™‚

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I found the missing setup, actionsmanagercomponent, I thought for sure I set it up already but now having an issue with the actions not being able to add @tidal latch

tidal latch
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describe your problem please

torn token
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Whenever I try to create, and select the bones it doesnt show up in the list

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It shows the drivergetin and driveridle, and etc etc but doesnt show up in the action contexts

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@tidal latch

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I figured it out, looked at the tutorial and sorry for bugging you!

sullen sable
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Anyone know how to fix this mag? its fixed after a reload but upon pulling the gun out of arsenal, the magazine is in the trigger guard. Ive tried clicking on the offset under magazine position and dragging it which helped put it in the right place AFTER the reload but not from the get go...

torn token
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Can anybody tell me why it says obstructed when there isnt any doors?

fierce pawn
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you define the doors used to get in at the top there and then each comparment has a doorinfo list with the doors used to access that comparment

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if a compartment has a empty door info list or all doors to that comparment are blocked it says obstructed

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i bet its jsut the doorinfo list of the driver comparement is empty blobcloseenjoy

torn token
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Thats what I got

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@fierce pawn

fierce pawn
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oh yea you need to fil in the door info list at the top too

torn token
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What do I put in there?

fierce pawn
torn token
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It doesn't show that

fierce pawn
torn token
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That probably my problem

fierce pawn
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click the small +

torn token
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Thats what I get

fierce pawn
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compartmentdoorinfo

torn token
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This llook right?

fierce pawn
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the comparmentdoor reference is for when a part of vehicle refercenes a door somewhere else. like a btr70s turret using the btrs doors

fierce pawn
torn token
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Okay, and thank you toni πŸ™‚

fierce pawn
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if you vehicle has no doors you can tick the fake door too

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and it will skip the door animations

torn token
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What do I put for the entry and exit positions?

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PointInfo?

fierce pawn
torn token
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Okay

fierce pawn
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i always just put a vannila uaz next to it and check what that has πŸ˜‚

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just realized its here too Configuring compartments

torn token
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This game has a lot more to it compared to 4x4 Evo 2, thats where I'm coming from. 4x4 Evo 2 is more simple lol.

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I've learned a lot though so far, probably take me 100 hours or so just to learn this all.

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@fierce pawn What script defines the extra parts that they put on the stock uaz? I'm trying to merge my model over to the stock UAZ see what that does

torn token
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Thanks

patent wren
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Guys, chatgpt tells me i can remove the magazine from my bullpup pkp and use vanilla model in workbench? Is that correct?

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Also, would it be considered blasphemy if my bullpup pkp would not be reloaded with feed tray opened, but with belt just stick through?

outer hull
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Like the one in game would stick out because I tried using that route, but in the end using a custom animation for the mag model would be the way to go

patent wren
patent wren
outer hull
patent wren
outer hull
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Also the UV for that gun was kinda meh, so I re-UVed the entire model

patent wren
outer hull
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Oh nice

patent wren
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Nice, but since you are apparently way faster and better at this, now my effort is futile T_T

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Do you plan bipod? @outer hull

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Also by the looks of it, its a bit too small on the picture

outer hull
outer hull
patent wren
torn token
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Anybody have any idea why I can't enter into my newly created vehicle? I get option in get in as driver but it does nothing except make my character stuck for about a minute.

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@fierce pawn

patent wren
patent wren
fierce pawn
# torn token

usually this is something with how the compartments are setup and then animation graphs in the vehicleanimationcomponent

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you can just toggle teleport in and out for now though and it should work for a start

tardy cargo
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So it doesn't let you in. You aren't fit for the pit

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More than likely you don't have your entry point setup correctly in the actions manager and linked correctly in the compartments.

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If you inherited it should be as simple as moving the actions in actions manager. If you started a prefab from scratch I pray for your sanity

vestal turret
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Made a South African M63 Staaldak helmet. Now just need to get it working with the character.

vestal turret
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Whoops! Gotta figure out what is going on there but nice to see it somewhat on a head now.

calm karma
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Does anyone know what is linked to the "Collision" bone on the base character body?

steep willow
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And yes, I did read the page about vests

surreal ore
steep willow
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I know, the problem is I don't know what

surreal ore
steep willow
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Hmmm...

steep willow
# steep willow Hmmm...

Okay, it seems I DID do the procedures right, but used the wrong skeleton due to some confusion with the wiki

torn token
stray bridge
torn token
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Character is doing this now and I am like I got this far why now!!!

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I got all the bones and sockets in the right spots

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I put them right on the steering wheel, pedals, shifters

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Like he acts like he's going in the right position and all when hes fully in he does this!

fierce pawn
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Usually it should play the default driver animation hmmm

torn token
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I watched him get in from the side view he was lined up and everything

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Once the animation was over he does that

fierce pawn
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It’s something with the basecompartment manager I bet

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Maybe seat type or something

torn token
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Ill try it and thank you πŸ™‚

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That didnt work, I tried a different seat type. Same result

tardy cargo
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Did you start this prefab from scratch?

torn token
tardy cargo
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You're doomed.

torn token
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vehicle_wheeled_base thingy it said to do on the tutorial

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Inherited one

tardy cargo
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Your animation issues are related to an lack of setup or incorrect setup of the animation stuff.
If this is your first time doing a vehicle you'll find it easier and more fruitful to inherit a UAZ or Jeep willies (Jeep Willies for a 2 seater) and edit/change. This will get you driving faster and help you learn what's going on inside the prefab.

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I would reccomend doing that and keeping your current prefab and fiddling with both. You'll learn alot from inheriting a jeep willies and changing everything inside you can transfer over to your fresh prefabbed vehicle.

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And if at the end you decide you want to persue your original prefab you can enter it with more knowledge and comfort on vehicles.

torn token
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Okay, and thank you for the advice! πŸ™‚ I'll definitely try that.

torn token
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It is also my very first vehicle I'm making to πŸ™‚ and any help I get I greatly appreciate

fierce pawn
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you can also start by duplicating uaz469_base. that way it will still inherit from wheeled_base but starts out with being the same as the uaz

sullen sable
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anyone know why I can't change the starting position of this magazine? Once I hit the reload its fine but starting position won't budge...Am I not supposed to add collider's to my lower or what? I try adjusting my offset but it won't budge.

torn token
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@fierce pawn idk if you're around but need your assistance πŸ™‚

fierce pawn
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Yes

torn token
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What would cause my car to sink under the map?

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I set up the collisions and all, and my wheels don't spin either when I start the car up.

fierce pawn
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If it has a vehiclesimple collider then it should be impossible to fall below the map

torn token
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vehiclesimplecollider? is it a script?

fierce pawn
torn token
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It has colliders, and I put in cylinders for the wheels, box for collisions

fierce pawn
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Oh they aren’t correction configured that’s why there is that yellow question mark next to them

torn token
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ahh okay

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I was wondering what that meant

fierce pawn
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You should either change the layer preset in the import settings or you can do it with the engision blender tools

torn token
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I got the blender enfusion tools, I'll try to set it up with that

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@fierce pawn Thanks Toni πŸ™‚ for being there

hazy vault
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The one I have selected is head, the others are face

deft owl
# hazy vault My hat is being applied backwards and off put in the world space but looks fine ...

do you have the vertices weight painted to a bone? https://www.youtube.com/watch?v=SCWZr-It1bE

πŸ”” Subscribe! πŸ””
Subscribe β–Ί https://www.youtube.com/channel/UCQaeCs2hL2I7EK88fOZhWBw?sub_confirmation=1

☝️ In this blender 3 tutorial you will learn weight painting for beginners. We have a fish model example and we will rig this and add it to the mesh. Then test it out in pose mode and do the correct weight painting setup

Subscribe: https:/...

β–Ά Play video
fierce pawn
torn token
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Okay, and I have the colliders properly configured all to vehiclesimple and the darn thing still goes under the map. It bounces, the wheels sink half way first and then it eventually goes under the map

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@fierce pawn

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Maybe I got something mis configed in the slotmanager for my wheels?

fierce pawn
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The vehicle should be able to drive with just a collider and wheelsimualtion even if there are not whel models attached

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Screenshot the collider window again

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It would be best to just give it one vehiclesimple collider like a box or something and put the rest to firegeomerty or don’t export them at all yet

torn token
fierce pawn
# torn token

Make sure the UTM one doesn’t have vehiclesimple . Really you should only have one sort of box for it

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If you compare it to the ones on the uaz for exemplar

torn token
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Okay, I'll cross reference with the UAZ and do my best to copy the settings off the UAZ

fierce pawn
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your model also has no bones too. so the wheel positions will be totally wrong probably insdie the vehicle

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they are definied here

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if you have the colliders and that set up it should be able to drive even if the wheels wont visually move

torn token
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I have bones on the model, I used the ones from the sample car, I ripped them off that.

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I also inherited the uaz_wheeled_base.et and replaced all the models with mine. I had to modify it some because it crashed my enfusion tools

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I wish I could rip the armatures, bones, and sockets off the UAZ

fierce pawn
# torn token

Oh ok I just saw that here that there were no bones

torn token
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Sorry lol I forgot to check the show bones option xD

fierce pawn
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It should always display on the right side there though . Did you import skinning on that new model ?

torn token
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Let me check, I may have not

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Do I have to re-make a .et file everytime I update the model files?

fierce pawn
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No

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Just if you totally delete a model mesh for example it deletes the import settings and you need to check export skinning again for exemplar

torn token
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Yeah, they should set it to where you dont have to do that every time

fierce pawn
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If you just put in the new fbx and it also keeps the import settings

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Basiclly just don’t delete the xobs . Just update the fbx and reimport

torn token
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Im not giving up on this until I have it working in game and everything is perfect even though I've spent nearly 100 hours so far on this

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πŸ™‚

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Once I learn how to do this all it wont take me that long for the next one hehe

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@fierce pawn is it okay that i add you as a friend?

fierce pawn
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Yes

warm hawk
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How to find face by id/number in blender 3.6? Scene shows only the count, not the selected.

wicked jasper
wicked jasper
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🫑

stiff reef
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Anyone was able to figure out how the sound reverb inside buildings is configured? I can't make it work even using a vanilla house and adding all the components...

wicked dirge
last parcel
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it is accutaly the correct one, you wΓ­ll need an BSP and Light portals to make sound in buildings to work

stiff reef
last parcel
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you need to import with that turned on in the XOB, also the prefab needs to scr_destructiviblebuildingentity with relativ Y and is building Checked

vestal turret
# hazy vault https://gyazo.com/8d0ee64dfdc2d9a66958cf98e0101608

Same issue with my helmet. Did all the steps twice but same result. Not sure exactly what the cause is, followed wiki as well but it doesn't tell me where I went wrong. Unless it is the bone amount which says it should have (1+163) bones in total. Mine says (3+153) and that is what the problem might be.

wicked dirge
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its totally what your problem is

hazy vault
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for my hat I just painted head and neck I believe

vestal turret
wicked dirge
vestal turret
# wicked dirge you are probably exporting it wrong

One thing I did notice was the wiki didn't show so many vertex groups on their end.

But if you say it is probably the export I'll try export with different settings, I did make sure to disable add leaf bones and enable custom properties which AFAIK are the two most important.

vestal turret
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I did weight paint two of the vertex groups, the head for the hard part of the helmet itself and the strap for the jaw

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Spine5, Neck1, Neck3, RightShoulder and LeftShoulder vertex groups are unpainted completely blue so they don't affect the helmet.

hazy vault
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yea weight painting my bad

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I am also new so my way might not be the best way but I only had the four required elements on mine

wicked dirge
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its not your weight painting. The bone count in export is wrong

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if the bone count is not right, the object does not work

hazy vault
vestal turret
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I used the helmet sample skeleton

hazy vault
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Earlier mine had too few bones, I went back to the original file and reimported and it fixed it

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Must have deleted something that counted as bone

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Just fresh download it, throw the current helmet on the fresh Skelton and rexport- and import

vestal turret
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I will try that

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Thanks for the help Blake will let you know if it works

lunar mulch
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You need to uncheck Add Leaf Bones.

vestal turret
wicked dirge
vestal turret
wicked dirge
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You can already do it with exp tools and game to be ahead of the game

sullen sable
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Does anyone know a good tutorial for adding bones to a gun model in blender? or would anyone be willing to teach me?

deep trout
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I have my model with textures applied using Multimat, and it also has its colliders. What step should I follow next to ensure my model casts shadows and doesn't look too bright inside?

tidal latch
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see picture from dob.FR for export settings and verify that you have those bones in Workbench

stiff reef
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I'm still having issues with my building and portals... If I import it in Workbench and check "Generate BSP" I get this error: "RESOURCES (W): UpdateAreaPortals(): Orphaned AreaPortal 'PRT_01' (0) inside area 0! Check the model, it's leaking."

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I've remade all the portals, moved and scaled them around, checked the BSP geometry, all with no luck

faint scarab
patent wren
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Guys, i am remodeling a weapon and i dont know if i should make details like radiuses in geometry or make all edges sharp (90Β°) and make it look round with normal map or displacements?

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How detailed should the models be

sly bridge
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available PBR shaders that are used for weapons in reforger do take advantage of baked normal maps, however these do not use displacement maps

patent wren
sly bridge
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it is yes, open the xob, from left corner you can toggle the wireframe overlay

patent wren
sly bridge
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how are you using their models as reference? what do you mean by that

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what i said is to have a look over the amount of details they have so you have a general idea about how to make your own, especially in regards to meah details such as chamfers

patent wren
sly bridge
deep trout
patent wren
topaz willow
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What’s the poly counts and how do they compare? That’s basically what you need to look at

patent wren
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I dont know how to display polycount in workbench, but my polycount is 374k.

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209k after tris to quads

sly bridge
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there is a ton of very small geometry where you could get away with a single bevel, and even more where all these bevels and chamfers are not needed whatsoever

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and you could just bake that down

patent wren
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For LOD0

sly bridge
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it depends on a lot of things, you can actually check the polycount for all meshes in workbench, including the vanilla pkm

patent wren
nova granite
# patent wren Could you please reveal to me how?

Go to the reforger assets folder in workbench and open up the .xob file for the pkm/object you want to check then click on the β€œLODs” tab on the right side of the window, will show polycount and material count for each LOD

patent wren
fluid fern
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Hi, I have a problem with my slidingdoorcomponent, it only gouges in the X axis when I want it to gouge in the Z axis. What can I do?
Has anyone seen this problem before?

sand pagoda
calm rune
cerulean patio
#

how i fix this mask?

shy nexus
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so im making a heli and the rotor wont change to the blured model idk if i borked the colliders or something

patent wren
patent wren
clear kelp
cerulean patio
#

Is there any sample model for gloves??

outer hull
cerulean patio
outer hull
# cerulean patio

match the gloves as close to the hands as possible, and the go to sculpt tool to try and position the fingers

cerulean patio
#

ok ok

calm rune
# cerulean patio

Apply the texture as you are doing it to try and see how bad you are stretching the UV.

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I know it’s hard to folks who do not have the knowledge yet but that is why it is best to make your own models from scratch. If you are taking something that was not made specifically for the reforger base body then you run the risk of stretching the UV when you start pushing and pulling to make the model fit reforger a base body.

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Then your textures look all wonky

cerulean patio
#

rog

torn token
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Anybody got any ideas why its not giving me the option to enter my vehicle? I set the bone up to it and also driver_getin and I aint getting nothing on my screen. I duplicated Uaz469.et and modified that one. I resetted the actions and added the actions that comes with my model and everytime I reset the actions from the UAZ469 and add mine it breaks the option to enter the vehicle.

fluid fern
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Because i have same errors, its first time when i saw that

flint swift
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can anyone help me and explain how to get multiple colliders on 1 building if thats even possible?

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Building : Shop
Colliders are: Metal , wood , brick (shop)
they take different parts of the building

fluid fern
flint swift
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oh wow thanks

fluid fern
#

RESOURCES (W): UpdateAreaPortals(): Orphaned AreaPortal 'PRT_02' (1) inside area 0! Check the model, it's leaking. RESOURCES (W): UpdateAreaPortals(): Orphaned AreaPortal 'PRT_01' (0) inside area 0! Check the model, it's leaking.
I have this error when i reimport my .xob file, I've redone my portals and I'm still getting it wrong.
I've checked my BSP and I don't have any errors, did you or did you already have this?

flint swift
#

No i don't. it worked for me

stiff reef
#

I'm not sure if it was related to the BSP volume or LOD0

stiff reef
#

I think that the floor or the roof in my building was not properly set, so the rooms aren't sealed and the engine can't create BSP volume properly... But that's just my guess...

fluid fern
sullen sable
#

@tidal latch any idea what I'm doing wrong here? I'm trying to make an Aimpoint T2 optic on a riser mount but I keep getting this error message and there is no collimator displayed inside my optic.

I've tried making duplicates of the AP2K as well as the RHS T2. Nothing seems to work however. I've set my optic bones in blender to match as well.

stiff reef
fluid fern
tacit eagle
#

Do we have humvee sample?

sly bridge
#

no

tacit eagle
#

If i want to add extra parts to the existing humvee, how can i know the sizes? of current humvee

sly bridge
#

trial and error + using the ingame measuring tool

wicked dirge
#

you can also create slots in the prefab and add your additions to the slots. The slot position would then be the origin of your additions

tranquil bronze
#

Hello, I just started into modding of arma, I did everything according to the wiki and other youtube tutorials but I cant seem to find solution for this problem. The helmet is offset, I have tried vurious bone models with some being 163 in total and some more. I took bone models from vurious sites. Please someone help me out.

wicked dirge
#

in exp it should be 230

tranquil bronze
#

do you know where I could find the bone model?

#

I would appreciate very much

wicked dirge
#

in stable bone count is 163

#

you have to follow this totorial to the letter

#

it has the template file in the text

tranquil bronze
#

yea but it says it has to be 163 bones it total

wicked dirge
#

Just wait til this Thursday and it will work

tranquil bronze
#

Which one should I use?? I already used like 3 of different ones

#

Oh alright

wicked dirge
#

On Thursday 1.2.1 is released and from that point the 230 bone skeletons will be required

#

For stable

#

If you download experimental game and experimental tools and load your mod in exp workbench it should work already

#

Also all mod that have not updated to 230 skeleton will stop working

hazy vault
sly bridge
leaden trench
#

I keep following these AI mesh generation papers that come out. Latest one is really impressive. https://trellis3d.github.io/ A couple more years and AI will do useful subdivision modelling

shell hedge
patent wren
shell hedge
#

no idea

#

I think I saw a model on huggingface that generates a short video of the "asset" spinning and then extracts it to a model

#

it should be in trending somewhere

nocturne quartz
#

I just want an AI that can do retopo 😦

stiff reef
#

When I validate my model (LOD0) I get a lot of "Non-convex edges". Is that a problem or I can ignore them as long as they are not on the collider geometry? Thanks!

white garden
#

Anyone got a tutorial on how to generate colliders for imported objects?

patent wren
delicate condor
#

What a big box you have

#

πŸ‘

patent wren
# delicate condor What a big box you have

Yeah, the box is subject to replacement, but this one have texture, so im using this one for pictures.
Its from lower poly model. Also the body only have placeholder textures, i want to make it crisp so im focusing on geometry now, then im slowly learning quixel mixer.

delicate condor
#

πŸ‘

#

It's a process.

patent wren
tacit eagle
#

Where i can fined the animated doors in the prefab im trying to attach stuff on the doors

shell hedge
#

they will be in slot manager component, try searching door in resource browser in the hummvee folder

unkempt harness
#

Is it good idea/possible method to do model in Fusion 360 and then import to Blender and export as FBX?

#

or it is not recommended way to do solid modeling for game models

patent wren
patent wren
#

And what shading settings do you use to take this screenshot please?

zenith quartz
last parcel
#

Yea thats a Great workflow

#

Love me the remesher

zenith quartz
#

I'd only recommend it if you've got a good amount of RAM.

#

I have 64 gb.

#

Otherwise it can freeze your PC up.

last parcel
#

Indeed, its slow workflow with loading Times

patent wren
# zenith quartz

Amazing, thanks! i only got 32GB but at 6000Mhz, maybe that will help πŸ˜„

last parcel
#

No, load Times will still be slow unfortunaly

silent scroll
#

what is causing this? all I did was put the clothing on new armature using the same vertex groups from last armature

stray bridge
silent scroll
#

I figured it out

#

some reason new character weight template faced the wrong direction then the armature did was wierd

cerulean patio
stray bridge
wicked dirge
#

read the instructions carefully

tropic flicker
tropic flicker
calm isle
#

as of the new update I can't hide this helmet in first person, it's seemingly only this helmet

#

the material is plugged into the right model, any other edit changes in the world

#

seemingly half my headwear materials now just don't hide in first person when they did previously

paper summit
#

came wondering the same thing lol

calm isle
#

yeah I still can't figure it out, even duplicating existing materials doesn't really work

edgy ginkgo
#

using the skeleton updater I get this....

#

doing it on a *.blend file

#

I'm missing a step and not sure what I need to do with the batch file updater

#

C:\Users\USERNAME\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\EnfusionBlenderTools\txa\batch

is where I found it in my system which is where the documentation says to get it

glossy pond
torn token
#

Any clues why my vehicle aint showing up in the spawn menu? I have both config files the PlaceableEntities > Vehicles > vehicle.conf and EntityCatalog > CIV > vehicle_entityCatalog_CIV.conf

#

I even set the editablevehiclecomponent script to and it still doesn't show up I'm very confused and don't know what files or scripts to look through to fix it

rancid glade
#

hello, i need to update my mod because my hats are not anchored anymore to the head. bones are still here, i read above there is a new character model. I guess it's that one i need to use to export again from blender ?

stray bridge
rancid glade
#

got 240 bones and still not working....

shell hedge
#

how much is 1 + 240

surreal ore
#

Not*

shell hedge
#

damn

sand pagoda
#

more is not always better

rancid glade
shell hedge
#

dont give up

rancid glade
# surreal ore No 230

yeah i have 230 bones in my blender when exporting, i select only armature.001 + the targets + my 4LOD
but still get 374 BONES once imported in enfusion workbench
there is a high probability that im dumb, but i don't see where i fail here

wicked dirge
#

rename armature.001 to Armature and when exporting deselect "leaf bones"

rancid glade
hushed shoal
#

Could anyone help me with the new skeleton setup, haven't used blender much and no matter what i try the item that I am trying to setup is still set to the right of the characters neck...

fluid fern
#

Hello hello, I have the impression that the BSPs no longer work since the update, do you have the same thing?

last parcel
#

you will need to add worldsubscene componet onto the prefab, for some reason BI changed that without telling anyone

vestal turret
#

Has anyone run into the massive helmet problem? It is caused by the armature modifier in blender. If I delete the armature modifier and import again into Reforger it will return to its correct size but floats on the head and slightly to the side. I am using the character weight template skeleton.

#

exporting without modifier, helmet correct size but because it has no armature modifier it will not sit correctly on the head.

sharp remnant
#

Looking for some one who can make models, also someone who knows scripting and Animation.

#

Rigging and weight too

last hill
plucky salmon
#

Hello !

Did someone know why my characters (even ia), looks like that when i load my world ?

sharp remnant
#

So got an issue.

Sorting armour and it refuses to conform to the body and just floats, all IK points, all bones are set it just floats ingame.

Can i get some help.

Dm me please.

honest pine
sweet mist
#

Hello everyone!

Has anyone ever had this problem with helicopters?
In fact when I start the helicopter after a few seconds the dashboard disappears.
No matter how much I search, I can't figure out what could be causing this :/

However, I seem to have everything configured. The bones and colliders of the dashboard are done !

If someone can help me and know where this problem come ? :/

shell hedge
#

hahaha what

#

Register Damage? does cockpit have a healthbar? maybe its being destroyed?

#

maybe you could try with this

sweet mist
#

nop ahah not working ^^
i'll try another thing

shell hedge
#

I have honestly never seen this

sweet mist
#

Ahah yes me neither!
All the time when there is weird stuff it's for me πŸ˜„

last hill
sweet mist
last hill
#

I am not too sure. Have you tried pausing in GM and searching around in the ground/air for it? Could be warping for some reason or another? I haven't personally had this issue in any of my helo work

sweet mist
#

So i think maybe a problem with the dashboard physics but it's the same with the default one so i don't understand ahah

last hill
sweet mist
night sleet
#

Is there a new tutorial for hat/helmet models?

#

A sample blender file will also be useful to me.

stray bridge
night sleet
vestal turret
#

Fixed... found out the issue, my parent type was set to bone instead of object. Only took almost a month to figure out and by accident 😭

#

For those of you that may encounter the same issue. Make sure your parent type is set to object not bone in relations section.

sacred vessel
#

not sure why my mobile command trucks arent deployable anymore.

honest pine
sweet mist
#

I find the solution ! That was so simple ahah ! i just delete all the slot in SlotManagerComponent and put it again and it's working ^^

hazy vault
#

For clothing, has everyone found it easier to use the plugin or manually redo the clothing

livid hull
misty solstice
# night sleet

Kinda happy the GF mod is inspiring more sci fi mods for reforger

night sleet
misty solstice
night sleet
summer sierra
#

theres more to it as well, if its the stock mag he used for the model and if thats a different mag as well

plush torrent
#

i think he alr fixed it lol you just wanted the link

plush torrent
sacred vessel
#

ive made my own scenarios and they work very stable. i dont almost no memory loss. and am starting to bring in assets to improve the quality of things.

running about 7.5gbs memory with 800 hardcore AI

patent wren
#

So, if i make a modded weapon, get it to workshop and test it in game and it all works fine, can i just use it even tho my poly count is slightly bigger than the vanilla weapon?

stray bridge
#

Yes, just takes more performance. Make sure to do lods

patent wren
#

I read this, but there is no guides on what is the limit to ensure smooth performance

#

I opened the pkm in vanilla and found out it have 35k faces, but is this the limit or i can have lets say 50k (random number, not my polycount)

patent wren
wicked dirge
#

but in enfusion instancing works different than in previous engine so its less of a concern than it was before

last parcel
turbid moss
#

Oh yeah, rk95

fringe elbow
#

Hi everyone I had a quick question I'm messing around with making Building Props like skyscrapers and when I was testing with AI Troops they could stand on the top and walk around it was solid but when I tried any kind of Helicopter or Vehicle it just passed right through. What am I missing?

stray bridge
#

Did you use buildingfireview as a layer for the colliders?

light vault
# fluid fern Yep, i’m going to rebuild bsp

@stiff reef @fluid fern Did you get a resolution on your BSP issues? I'm getting this error, which was similar to yours: "RESOURCES (W): ExtractConvexEnvelope(): AreaPortal 'PRT_19' (18) doesn't have vertices assigned! Check the model, it's leaking" ...I have about 20 portals and getting this error on 2...can't see why, everything looks good in Blender

late spear
#

Not sure if this has been asked but I am having an issue that I can't edit my own model prefabs after I closed them. this is only happening with my newer models that I have added. It acts the same as a locked asset. Anyone have an idea why this would happen?

late spear
light vault
faint wyvern
#

hi. can anyone link me a video of someone importing models into blender an setting it up for workbench

silk glen
#

what you guys think? I'm learning character modelling

cerulean patio
#

Can someone help me? I made a vest preset using the RHS as a base, I positioned the pockets, but when I put it on the vest, it goes back to the original, does anyone know what it could be?

vital swallow
#

Is it somehow possible to import a .fbx without the vertex color. When I use one with vertex color, the color is overlayed the texture and visible at play time. Maybe it is also possible to just disable this behavior.

sly bridge
vital swallow
#

Well, I thought there might be a way without the need to do this.

wicked dirge
cerulean patio
remote canopy
#

i think this i the right channel to ask this but can you extract the character models with eqiupment from the game?

#

like i want the model to wear specific equipment

nova granite
remote canopy
#

now i am confused how do you mod equipment into the game?

mortal mortar
#

Hey guys, I'm having an issue in which in engine shading goes to shit even if in blender looks okay. For example...

#

Do I need to manually clean topology for that?

topaz willow
#

I wonder why you wouldn't bake those details in with a normal map, or for the case of the firemode selector, why not overlay a cylindrical mesh on top of the flat plane? πŸ€”

#

if it's your model, that is

mortal mortar
#

it's not my model. I have all the baked textures already.

#

if it was my model then yeah I would probably do it like that (the con is that selector wouldn't be animated but no one notices that anyhow lol)

#

I'm still curious about why the engine has shading issues with an apparently clean topology

topaz willow
#

ah, unfortunate, are those shading issues apparent in the normal map?

shell hedge
#

could also look at where your edge breaks are

mortal mortar
#

This is a closeup of the lower receiver selector area topology

#

all I can think of is adding some supporting edges and see how it goes

sly bridge
#

adding a loop around the holes could fix this

#

in any case, enfusion has issues with very thin (small) triangles

mortal mortar
#

ah that might be it then I guess

#

it made it worse lol...

#

guess I'll just have to manually try stuff

#

Okay... so Enfusion loves N-Gons.

sly bridge
# mortal mortar

nope, it is triangulated, pretty sure you cancheck the wireframe

topaz willow
#

hey if it works, it works, sometimes you dont question it πŸ˜„

mortal mortar
mortal mortar
woven meadow
#

Does anybody know how to get roughness and metallic textures on a helmet?

#

As PBR basic doesn't have them

frail wyvern
#

anyone know how to do a bug report for the experimental?

last ingot
last parcel
#

not the best texturing work but its something πŸ™‚

sacred vessel
#

looking for someone who can help me learn the gear rigging, i have the skelton plugin and the head template, the character animations plugin

all blender plugins, ive scaled my project to the character but having a hard time with learning by reading as i learn better hands out and visually . anyone got time to watch a stream and give a hand once i do one im confident i will have no issues, unless something changes

last parcel
#

played around with the metal textures abit and i am finnaly happy with it, also added that shoulderpad that is on the buttstock.

sand pagoda
#

slap some AO, curvature, a bit of noisy dust and call it a day

shell hedge
#

I recognize that grunge texture

topaz willow
#

If they used Substance Painter, I think it’s one of the defaults available in it

nocturne quartz
#

nice but why didnt you just make real geo for the holes in the hand guard?

#

the new "next gen" this gen has such features, gas tube and all already in place just like how BI has the kalashingcough and the em16ers

tacit eagle
#

I imported my saxophone in the workbench, is animation next for the object? It looks strange on the soldier (it's floating in the air above him).

idle hinge
# mortal mortar so it re-triangulates them on import?

Someone correct me if I am wrong but basically every mesh is always purely triangles. N-gons, quads and the likes are just ways that 3d modelling software tries to make it easier for the artist to work with a given geometry.

mortal mortar
#

Yeah, basically. But it was funny to me to discover that enfusion basically doesn't care about your own clean topology as "it will interpret it in its own way", while fucking up things in the process.

#

I'm pretty new to this stuff but clearly when it comed to enfusion, being ocd with topology doesn't render the expected results (no pun intended) lol

lavish sparrow
#

Can we not change Basebody_Male_01? Why can't we copy it and modify it?

lavish sparrow
# sly bridge ?

NVM i just needed to copy the CharacterBasebody. I was trying to duplicate the model

patent wren
#

Texturing and optimizing in process

vagrant plaza
#

I saw there was a head model somewhere that one could download so you could scale helmets correctly and avoid clipping. Is there a similar model for the entire body + head?

vagrant plaza
lofty wolf
mortal mortar
#

I mean this was triangulated

lofty wolf
#

oh wow and it still reworks it?

mortal mortar
#

It just fucked up the shading for some reason

#

Even if it looked perfect with a matcap on blender

#

I solved it getting rid of a bunch of edges and letting enfusion rework it lol

lofty wolf
#

Great that worked for you, not so great that it does that in first place lol

faint wyvern
#

can someone show me the basic sctructure of armature on a tank in blender before importing to workbench

honest pine
vagrant plaza
#

can custom vests include arms and legs?

shell hedge
#

yes

vagrant plaza
#

im thinking specifically like the parts outlined in red.

#

they are fit very snuggly to the body/jumpsuit

shell hedge
#

any clothing item in the game can include any clothing on the character

vagrant plaza
#

ok, but i mean if i want those arm things over the clothes of the character, surely they would need to deform the clothes to fit??

#

i guess im asking if i can make the stuff i outlined in red part of the vest like in the picture I sent or if the vest should be its own item and the jumpsuit including the parts outlined in red should be another?

shell hedge
#

I dont know how you would make them "deform the clothes to fit"

vagrant plaza
#

hmm, i could have sworn that there was a vest in reforger that deformed the clothes underneath in order to prevent clipping

#

ok there is definitely deformation when certain vests are equipped to certain clothes

rocky sedge
#

Most jackets in refroger have a deformed version alongside the default, you select it in the prefab

vagrant plaza
#

ok thanks nice! im pretty sure that confirms that i will also need to make the arm armor and the leg armor part of the jumpsuit in that case. im guessing the deformed version is just a single deformer version for all armors and not for specific armors.

steep marsh
#

Is there a tutorial how i can animate bullets from a magazine and the feeding belt?

vagrant plaza
#

cloth looks awful because im new to marvelous designer. armor fits nicely though!

shell hedge
#

Right, there is a "normal" and "deflated" version

full canopy
#

Hey it's been a minute since i've done clothes in Reforger, I have the new bone count figured out but I completely forgot how I fixed this in the past.

Yes only 3 bones are rigged to one vert.

stray bridge
#

transfer weights from the lod0 to your model

#

lod0 is given with the new skeleton on the git

#

(same blend file) or was it fbx cant remember lol

full canopy
#

Yeah that's how I rigged it, it's using the body weights from reforger

#

Looks like only verts that are rigged to Hips are having the unrigged issue

stray bridge
#

how many bones you got in total?
check the vertex groups if smth is off, maybe try to delete all and transfer them again just to make sure

full canopy
#

The bone count is correct, or else they wouldn't animate at all, it's 230 in total.

stray bridge
#

hard to tell whats exactly wrong by just this screenshot xd

full canopy
#

It's very clear lmao

#

The verts aren't rigged/animating like the rest of the clothes are. If it was a miscounted bone issue nothing would be animated.

full canopy
#

Great, so i've already explained the issue.

#

Here I got a video if you need

#

I've had this issue in the past months and months ago, like January/December

#

But it never popped up again and I don't remember what the fix was.

#

The BI wiki documentation is out of date and doesn't seem to have a clear place for common issues such as these.

stray bridge
#

I can offer you to send me the fbx / blend file and I try it myself to fix it, but I cannot tell you whats exactly wrong I would have to test it out myself.
Maybe someone else knows it tho and will read this later

full canopy
calm rune
# full canopy

zero weights on that piece that still floats so it stretches.

stray bridge
full canopy
#

well, if it's zero weights than why does it work in belnder

stray bridge
full canopy
#

What prefab did you use as a base?

#

I used the FIA jacket

stray bridge
#

ill send you the fbx back

stray bridge
calm rune
full canopy
stray bridge
#

and rotated it 180 because my blend setup is ass xd

full canopy
#

Huh, I tried both with and without hierarchy, let me try unticking hierarchy again

#

I appreciate it homie.

stray bridge
#

maybe some weights are off in certain angles / positions. Was just a quick job

full canopy
#

Yeah huh, you just use the regular blender FBX export right?

stray bridge
full canopy
#

Fair enough I kinda forget that existed lmao

calm rune
#

This is why I stopped helping people in this community. Learn to read(wiki) and whatch that video. It will solve all your issues. Or just come here, wine and moan until someone does the work for you like is happening. Have a great day.

full canopy
# stray bridge

Even exporting with that didn't seem to do it, I am exporting at .01 scale, should I scale down in blender itself?

stray bridge
#

vergy def. is not terrible for this community lol

calm rune
#

Me? the guy who makes free sh*t for everyone to use and doesn't start drama but will respond to it when disrespect is thrown at me. Please, use the 'leave server' option. Bye.

stray bridge
calm rune
stray bridge
#

but all that sh*t is none of my business, I do my mods and help peeps out if possible. Leave me alone with all the other stuff lol

full canopy
inland sentinel
#

RHS quite literally held Reforger alive pre 1.0 there would be no community at all if it wasn't for RHS, darkgru and eventually WCS

last parcel
#

slight changes to the model to fix some stuff, also redid the UV to make it look a bit better.

slim hornet
#

Hi there, hopefully this questions shouldn’t be in another thread.

I am very much an amateur in Blender, but I have a model of a watchtower that I want to import into Reforger. I have the model made, but I still have no idea how LODs work…collision… all the stuff that makes it work… I was hoping to get a willing individual to send me some good resources. I have read a lot of BI’s resources, and I have a general idea what it means but I don’t know how to put it in practice. Any help would be appreciated!

stray bridge
#

lods = instalod tool (search on google)

colliders = collisions (UTM_xy)
-> collision mesh of your watchtower (create custom one or lazy way, copy paste ur mesh)
&& (collider creating plugin for blender, forgot the name)
name the newly created mesh to UTM_xy

blender addon (plugin from bi) comes with tools, set collision (UTM_xy) to layers: buildingfireview and eg wood

inside tools, create a prefab -> drag and drop the .xob (mesh) which you imported to tools, into the world, add rigid body component to it, tick boxes β€žmodel geometryβ€œ and β€žstaticβ€œ, drag an drop this from the list on the left into a mod folder eg called prefabs. Boom prefab created, with a collision.

#

missed some stuff here but these are the basics

#

you will encounter errors but guys here will help you out ^^

slim hornet
#

Much appreciated man!

slim hornet
neat canopy
slim hornet
vagrant plaza
#

im going to try to retopologize this. is there anything i should keep in mind that is specific to the enfusion engine? i feel like i remember seeing someone talk about the triangulation being weird when their model was imported into the engine??

shell hedge
#

that user seemed to at least partially fix the issue by letting enfusion triangulate it for itself

vagrant plaza
#

hmm guess ill just see what happens then thonk

sand pagoda
shell hedge
#

why cant every renderer render triangles the same way

minor night
#

My dream is a T-55 AM mod, I just put it there, if a talented pal see that and fall in love with the T-55AM πŸ‘€

faint scarab
# calm rune zero weights on that piece that still floats so it stretches.

I have the same problem, I see that on spine 1 and 2 the weight is very low, but this doesn't happen on all the shirts I have, so I can't understand the logic with which the problem occurs since I always use the same model! Anyway, one problem at the time, i'll try togive some weight to that bones and i
will see what happen!

vagrant plaza
gusty needle
#

Hi,
i have a question regarding verticies. Currently I'm working on a large city with multiple buildings.
I "finished" one building and got a verticie count of 340k and 187k Faces. Is this a lot or okay for a quiet large building? (It has 18 rooms which are normal sized and a lot of details inside)
(I didn't optimize for verticies and probably will add multiple lods for the building)

Don't wonder about how it looks, Most of the building is inside a mountain.

gusty needle
#

Also, here’s another building:
This one has a vertex count of 211k and 124k faces.

Both buildings are still work-in-progress: entities are yet to be added, doors are missing (I’m making them separately for animations, etc.), lamps/lights are not added yet, and both buildings will eventually include elevators.

fringe elbow
#

Hi guys quick question I'm trying to make an arm shield, I'm using Zeliks Heads to make it as an extra piece of armor I've tried duplicating the mesh to make that a collider, Followed by the steps of making body armor and implementing those same steps but every time I get it on my character's wrist my rifle is pinning and saying the material of the shield isn't the armor_20mm I put it as but still Flesh.

tacit eagle
#

Aneyone has aney idea how to rig a humvee roof?
Trying to get the gunner work.

honest pine
honest pine
#

is this a custom turret ?

mint summit
#

Any one happening to be working on Quonset Huts? Trying to figure out how hard it would be to port this from A2.

vagrant plaza
mint summit
#

@vagrant plaza Id think they could be ported from A2 or even dayZ its in there as well and probably a better textured model.

vagrant plaza
#

I think I can just model this for you. I'm not sure what BIs policy is around porting stuff from other games, even if it is their own.

raven rock
#

can someone help me?
I created a helmet, made the bones, but when i put it in the game it looks like this]

inland sentinel
#

Can't import models from dayz. A2 has assets they released to the public that can be used

raven rock
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its arma reforger

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from what i realized i was using the old bones model

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but even with the new, the error still persists

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i have 1+223 bones now

hidden storm
#

It will be nice, if someone can created some defibrillator

gusty needle
last parcel
tidal latch
#

don't forget to export empty objects too

mint summit
mint summit
mint summit
last parcel
#

Wolfsbuildingpack and i don't have a tan version in their but its quite simple to make it tan just duplicate the material, and make a new prefab with that material on it.

mint summit
#

uninstalled and reinstalled and the AMD error is gone

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but still crashing

thick crescent
#

im trying to learn how to rig armor to models but i cant find anything to use as a base in blender

stray bridge
merry rivet
muted hollow
idle hinge
#

Havent checked though

wicked dirge
shell hedge
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No every door frame in the world is the same

merry rivet
wicked dirge
#

not even all the frames in my apartment are the same

merry rivet
#

I want to know, because I want to make my own buildings and doors, and if I should do the doors the same way, or the other way. I think I want to try the other way

wicked dirge
#

thats completely up to you

merry rivet
#

Yeah... I just thought I might stumble upon an unknown problem... maybe with colliders, or with shadows in the rooms or something like that. That's why I wanted to know why the doors are made like that. But if it's just because of different wall widths, then I'll do it differently.

tall skiff
#

Is there a measure tool for the enfusion editor. As in I wish to measure aspects of a window.

hexed sandal
#

Working on a new head... πŸ§Ÿβ€β™‚οΈ

ancient walrus
quaint nacelle
#

Hey, do you know what type of collider handles collisions between a vehicle and the terrain?

quaint nacelle
#

?

ancient walrus
#

isnt the cylinder of the wheels ?

faint wyvern
quaint nacelle
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I was talking more about the layers of these colliders

faint wyvern
#

what are you tyring to do i dont get what you mean

ancient walrus
#

the wheels ahve a radius setting if you mean the wheels are falling through ?

lost quartz
#

I have a model that is used as a character gadget. it consists of two meshes that use two different materials. when it's held in hand, one of the meshes randomly disappears depending on camera position (or rather, only sometimes randomly appears). it seems to be dependent on the camera position and/or angle. otherwise it looks fine in workbench resource browser, inventory grid preview, render targets and when dropped as item in-world.
I have no experience with modeling whatsoever, so I suspect this is something trivial - but I have no clue where to begin looking at. could it be that the disappearing mesh gets culled, because some of its faces overlap/are contained inside the other mesh? there's no anim, rig, occluders or anything else - just two static meshes.

shell hedge
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Is it very small? Is its origin close to origin of parent?

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Or rather maybe scene root not origin

#

Vaguely remember there being an issue where something was culled when the scene root was outside the camera frustum, even if it still overlapped the bounding box

lost quartz
#

size of a smartphone, the disappearing mesh is the device screen. so yeah, both are relatively small and close to each other

shell hedge
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Does adjusting pixel size scale for the screen prefab make any difference?

next crown
#

How does one import from unreal to enfusion

lost quartz
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@shell hedge where is that defined? I think I have never touched that

shell hedge
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Meshobject component in the prefab

lost quartz
#

let me see

shell hedge
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Just max it out lol

#

Also make sure your screen has the same amount of LODs as the body, as it might be switching LOD and since your screen doesn't have some N level it culls it

lost quartz
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yeah, both are LOD0 only

shell hedge
#

Shouldnt matter then

#

Pixel size scale might

#

Could also try adding more triangles to the screen LMFAOO

lost quartz
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no luck with pixel size scale

shell hedge
#

sadge was worth a shot

lost quartz
#

I may eventually resort to merging them into a single mesh with single material, but that's not ideal. and of course it'd be nice to understand why is this happening

shell hedge
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I wonder if it still happens if you make it comically big

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That would mean it's something to do with triangle count

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If it's just two triangles it might be the case, but I honestly dont know

lost quartz
#

big as in scaling factor, or big as in mesh complexity?

shell hedge
#

If it still gets culled then maybe not enough triangles, if it doesnt then its bounding box/size

ancient walrus
lost quartz
#

the only consistent behavior is that it never appears when viewed as gadget from character point of view, i.e. as the player will see it 🀣

ancient walrus
#

i havent had it with model yet but textures i had it tho

#

well i mean i only fixed it by adjusting texture off course

lost quartz
#

it seems to be happening only with widget render texture. I just swapped it for some random vanilla material and it's fine 😐

mint summit
#

Anyone here able to get models from google earth? I know there’s a way to do it but I can’t get it to work.

I need some models for the Marine Corps Base Hawaii I’m working on, I’m tired of piecing together the in game models to match the footprints of the real work counterpart.

ancient walrus
lost quartz
lost quartz
ancient walrus
polar vault
#

Could anyone give me a tldr why this happens when I've added this backpack model to a Props_Base.et, also tried adding the .xob to a duplicated Alice backpack. Is the error in Blender and not Workshop? Don't mind the textures, they're just placeholders.

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..bedtime, hopefully one of you champs know the answer by looking at these pics

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nvm, figured it out seconds after comparing Alice backpack with my own. It was literally just the wrong .xob in Worn Model. ggs.

verbal rampart
#

First timer here. I imported a model into my project from Sketchfab, but the size was pretty small. So I edited my prefab scale to 6.615. It looks good when it's first placed in the World Editor, but when I picked it up, then drop it from inventory, it goes back to the original size. How do I make the scale permanent?

verbal rampart
#

Was worried someone would say that but it wasn't too bad. Thanks

mint summit
#

Who has the best tutorial for uniform creation I need something that goes from model to engine. I have a purchased model I need to texture and get into the engine

stray bridge
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I dont think theres a full tutorial for enfusion available.
Thats a lot of steps.

#

the wiki is your best friend to learn the basics

faint wyvern
nocturne quartz
polar vault
tacit bloom
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Can someone please tell me how to get the colliders working on this? When he lays down, it stays up, and it appears the rounds go straight through the collider. I used the same "game material" in blender that I used with the helmet, but the helmet seems to work fine with the material used and the settings within Enfusion. Any help would be appreciated. This is the last step before I push this mod out

summer sierra
twin kraken
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Did I do the LODs right for a 3D model.

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Am I supposed to separate and LOD parts of my model that move?

cerulean patio
#

I made a jacket, then when I put it on it works ok, but when I put on any vest it goes back to the original prefab

hybrid pond
#

Is there a measure tool in workbench?

hybrid pond
#

I was looking for one to use on objects

calm isle
#

I'm trying to rig a wristwatch as a worn piece of clothing, I used LeftHand but that's proven problematic since the wrist moves quite a bit and the watch is relatively static, anyone know what other bones I should rig it to or if there's a mod that has a .xob I can look at?

thin lagoon
#

The base game has three watches, RHS has one

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unless you mean not as a gadget

calm isle
#

correct, I mean as a wearable item on your wrist

thin lagoon
#

RHS's Garmin then
I didn't realise the base game watches didn't appear on the wrist, didn't pay much attention to that

calm isle
#

RHS's garmin doesn't work the same way, it uses a series of animations rather than rigging the model to the wrist, at least from what I looked at

thin lagoon
#

Those animations will still have the rigging no?

calm isle
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No

#

It doesn't work the same way and works for their use case, but it would be overcomplicating it considerably to do it the same way

sand pagoda
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animations are used only for inspection

calm isle
sand pagoda
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yep, there is no bones in XOB

#

iirc we just modded basebody to allow attaching

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or something like that

calm isle
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I see, well I appreciate the clarification on that

grizzled spoke
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ing

median current
#

Hello, excuse me for disturbing you Do you know what the dimension of a door is on the game I am modeling a building

tacit bloom
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Hello gents, I am attempting to make this suit explosive resistant to a significant degree, certain areas kinetic resistant against bullets, and slightly fire and incendiary resistant. I had colliders at first but then I used the entire helmet and suit and added the InventoryItemComponent to both the helmet and the suit, and added all of the protected hit zones against kinetic, frag, explosive, etc. in the variables described above. However, after testing in the test world one 40mm grenade absolutely wrecks the character. We used 10mm armor, cranked up the protected hit zone protection levels to class 4, and he still dies to 40mm. Keep in mind we removed the colliders to test this setting out, but we used this other method to use the entire suit using multiple Protected Hit zones through custom attributes to separate the protection ratings for each damage type. Nothing seems to be working. The goal is to make an EOD suit, where the plates on the front of my model protect from kinetic (bullet damage?), the helmet kinetic as well, and the rest of the suit is explosive and fragmentation resistant to a significant degree and should absolutely be able to take a 40mm round and some larger explosives, where pretty large explosives would not kill but would knock out and injure the player, cause bleeds, etc. Obviously massive explosions within close range should kill him, but not a 40mm at or near the feet.

Any help would be greatly appreciated.

median current
sly bridge
sweet mist
#

Good morning ! Sorry but I was wondering if anyone knows the solution to my problem. since the last update of the game and enfusion tools the windows of my vehicles are overexposed even though I have not modified the parameters of my emat and it did not do that before the update

stray bridge
sweet mist
last parcel
#

you could also just use the glass from the reforgers vehicles.

stray bridge
sweet mist
tidal latch
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You have two entries - for kinetic and then explosive separately. That is not going to work

#

Also, materiaΕ‚ in this component is only used for particle effects.

tacit bloom
sweet mist
sage zodiac
stray bridge
sweet mist
patent flower
#

Anyone know why my helmet is showing in red in the iventory? it also shows in red on last lod when looking at model in workbench

#

and is this anything to do with it?

tacit bloom
wicked dirge
# patent flower

your last LOD is probably not assigned the same emat as the other LODs, or also possible that you have some werd UV layout on last LOD. You can check both in the xob. The collider is unrelated but also broken, you should check the xob import settings for the collider and select the right layer preset (check a working helmet) and also the armor material

cyan girder
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So when I add both the mount and the optic, it get stuck to the default ironsights eye point and I can't switch to the aimpoint's. But if I remove the mount I can switch between the irons point and the optics point. And if I do that and then re-add the mount it works fine. What could be causing the regular optic being forced?

tidal latch
cyan girder
#

Yes, which my understanding means it should skip over the mount attachment and show the optic one.

tidal latch
#

on which attachment slot do you have it?

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also, do you have Sights Switch Skip enabled on optic?

cyan girder
#

I don't have enfusion open right now but its like this:

  • The mount (obstructs enabled)
    • The optic slot as a child of the mount (obstructs disabled).
tidal latch
#

afair this property is confusing and I would try disabling obstruction on the mount

#

IIRC, the function checks for obstructions at each level of the entity hierarchy. When the mount has obstruction enabled, the function will return false, preventing the optic slot from being used, even if the optic slot itself has obstruction disabled.

#

I still don't understand the logic of it or how it could be used but it is what it is

cyan girder
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For now I'm just exporting the mount to the reciever model so its always there. Its something I can always work out later. I haven't seen any other mod* do it.

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I did try asking ChatGPT and Claude for a script that would dynamically hide the rail like you could in Arma 3 but that isn't an option because enable field isn't accessible from scripting.

tidal latch
#

By hidden you mean hiding visual mesh?

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or removing/adding component

cyan girder
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Hiding a visual mesh

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Based on whether or not it's child component has an optic attached.

tidal latch
#

then there are many options for it

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from like changing transparency of that mesh (like helmets for instance are doing in 1st person view) to changing visiblity flag or just removing that attachment when something else is attached

median current
#

Hello, I have a little question, do you know how we can create personalized windows and if it works with a transparent material

broken mauve
#

Hey guys, just a question from a modding perspective.
How detailed are Arma Reforger models compared with Arma 3? In terms of polycount for clothing, armor and helmet.
Are they significantly more detailed compared to Arma 3? Or roughly similar in terms of polygon numbers?
I am currently modelling some 40k armors, and hope to make it future-compatible with Arma 4/reforger in terms of model quality. So would sincerely appreciate if anyone can help out with my questions!

nova latch
stray bridge
wicked dirge
#

this will give you a good idea how to be consistent.

last parcel
#

the vests in Reforger varies in their polycount from 3.4 to around 10k

#

the russian 6b vest sits around 4.5 k if i remember correctly while the pilots vest sits at around 10k

cyan girder
tidal latch
tacit eagle
#

@raw shell why did you block me did i commit any offence?

broken mauve
broken mauve
sly bridge
last parcel
#

if you are talking about the body armour it's 4.6k, and if you are talking about the pants and jacket they are 8.4k for jacket and 5.5k for the pants,

broken mauve
broken mauve
last parcel
#

3.1k

broken mauve
outer rover
#

I’m trying to get into the modeling and modding for arma reforger any tips on how to make models?

stray bridge
void field
#

Does collision still need to be defined for walkable surfaces for buildings and such? I'm coming from a totally different engine but I do recall when I made some buildings or A3 I have to separately model the floors so the player could walk on them. Hopefully I'm asking in the right channel πŸ™

steel hare
stray bridge
steel hare
stray bridge
#

"change the material in tools to glass and use glass textures from base game"

#

idk where you read that but still why would you wanna use base game textures in blender, makes no sense to me

stray bridge
#

and with "tools" I mean Arma Reforger Tools

hybrid pond
#

Is there a tutorial/guide on making building prefabs?

patent wren
#

Does the game inherits everything to other lods or i have to make new bones and skinning for that please?

patent flower
#

Im trying to set up some eyewear that apprears when placed in headgear inventory, now my glasses show in inventory view in gamebut in normal view they are on the florr. anyone know why?

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2nd question, when i remove the glasses from the headgear inventory and then put it back in they do not show...

nocturne quartz
#

yessing

wary inlet
shell hedge
#

I tried implementing such animation but scale of joints is not supported for some reason

tidal latch
#

In RV such anim was done without scale although quality of that was not the greatest

#

in any case, you could also use mesh morphing in this case

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or some tools which are transforming mesh morph to skeletal animation

wicked dirge
#

Morphs would be logical to me too, and you can control it via script

shell hedge
#

Arent morphs inflating mesh size? Anyway not having scale support for joints is super weird, but work in progress engine I guess

#

I did end up using morphs for my parachute but I didnt spend time making it look good because using joints will look better every time, so I'd rather wait for scale support

wicked dirge
shell hedge
#

What was the reason they chose joints for facial animations instead of morphs?

ancient walrus
#

I think I would use blender to create a few models using cloth physics and swap them out myself I tried that key frame and geometry to shape and or point stuff and I had a break down lol

tidal latch
# shell hedge What was the reason they chose joints for facial animations instead of morphs?

morphs you have to do per animation. There is no way right now to attach morph to mesh. With head that is a no go since you want to create as many anims as you want without having to update head model. If there would be a tech to attach morphs to head, then probably animators would be bit more happy about such solution (easier to do - also from community POV - current implementation is translating morphs to skeletal animation under the hood and that is also the reason why there is no Blender solution atm)

shell hedge
#

Ah OK I thought it was something about performance

wicked dirge
#

morphs could potentially be a solution to something like fitting chinstraps of helmets to chin