#enfusion_model

1 messages · Page 22 of 1

surreal ore
#

Find tutorials on youtube about rigging in blender.

jade swift
#

Can someone help me mod a shirt? I’ve already made the shirt, but it keeps crashing the workbench. I don’t know what I’m doing wrong, I’m wholly new to this and I’ve been trying to figure this out for hours

jade swift
stray bridge
#

how many polys? what does the crash log say

jade swift
#

There is no crash log. It just freezes up. Says it successfully registered but never imports

stray bridge
#

try applying normals and triangulate it

stray bridge
#

just not registering

jade swift
#

Yeah man

stray bridge
#

nothing in the console?
you are not playing a world m by any chance while importing it?

jade swift
#

Nope and nope

stray bridge
#

can you import any other asset

jade swift
#

I haven’t tried. I’m brand new to this

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This is my first mod ever

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Using blender as well if that helps

stray bridge
#

im trying to figure out if its the shirt or smth else rn

jade swift
#

It’s some sort of configuration issue in blender from what I can gather

#

I seem to not be making the model correctly or something

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I can show you over discord call

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I was following a tutorial but it’s outdated or something, I have no clue

stray bridge
#

yeah no im on my phone, you might wanna post the file or screenshots.
Or maybe someone already ran into the same issue and knows what ur doing wrong

stray bridge
#

first of all dont name your files like that. Name it eg „test_shirt“
Are you also exporting your mesh? because on the picture you havent selected it and depending on how you export you might only export selected.

Btw you can screenshot your screen with win+shift+s

jade swift
#

I don’t have discord on my laptop just yet, was using my phone, sorry

And I’ll try selecting all of it

stray bridge
#

just press a or shift left click to add to ur selection

jade swift
#

Nada

stray bridge
#

hmm probably an easy fix but hard to figure out this way

#

maybe you get lucky and someone has an idea

jade swift
#

It’s likely an easy fix, I’m just an idiot at this stuff 😅

stray bridge
#

stay motivated it will be worth it

#

just takes time, we all been there

jade swift
#

Oh I’m trying! Really wanna make these shirts for the guys on my server

stray bridge
#

if its still not working tomorrow you can send it to me and ill check on my laptop whats going on, if you want

jade swift
#

That would be a godsend

stray bridge
#

we obv live in different timezones, when you stop working on it and its not working just dm me with the blend file and ill look at it after work tomorrow

jade swift
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Already sending you a google drive file with it

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Been at this for 8 hours

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Sent for whenever you’re available

stray bridge
jade swift
#

Already did

stray bridge
#

[Resolved, kinda]
shirt had ~1 million polys
still wont work but its importing now

jade swift
#

I ALSO HOT IT WORKING WOOOOO

steel hare
#

Hej, can you maybe share how one can apply the material to a model? I would also like to use this material myself but struggle to find out how to apply it.

hexed sandal
#

I have a problem with hiding body parts. And no, I'm not making clothes, I'm making a body.
I have a fully functional female body, based on the male body, everything works perfect, but when I create the .ET to add it in the FactionIdentity list, the female body and head appears but the “if I wear pants, make the body parts invisible under the pants” factor doesn't work.
I think the problem is in the .XOB because changing the female one for the male one, the .ET works correctly.
The question: is it necessary to add something special to the Blender model to import the body and recognize the hidden body parts?

surreal ore
hexed sandal
#

Yes @surreal ore, It is all one object, but it is cut by the corresponding parts. What I don't know is how to define the names of these submeshes.
I read something about Collections in Blender, but it's not clear to me how to do it.

#

Do I have to make 16 pieces (+16 wounded) with the name of each body part?
Mother of God, I can only say.... “it seems to me the least optimal format for a human body, that I have seen in a long time”.

hexed sandal
#

Ready, I also had to tell him No Merge them in the Import Settings/Visual/Mesh Params.
But it's a lot of work, so many pieces + wounded + 5 lods... (16+16)*5=160 objects.
Thanks @surreal ore for the right guidance.

surreal ore
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No merge is what you're looking for.

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Glad you found it.

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My bad man.

hexed sandal
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well, I'm using a Masks trick and duplicate linking the same object... so I'll only be using one repeated object 160 times.
And by using the materials in the Object instead of the Data, I can assign the base and wounded materials and only use 4.
but thanks anyway! 🫡

#

This is still only half of the LOD0... meowsweats

surreal ore
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Yeah, it's a lot lol

remote palm
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Hey! am i right that with the new enfusion engine gun models can be like 50k polys? At least thats what im seeing on vanilla weapons currently. For A3 it was somewhere like 17k right?

topaz willow
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They can be more detailed, yes

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Doesn’t mean go nuts with it, but yes, Enfusion can handle higher-poly models

remote palm
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nice! 😄
And i was thinking my 23k polys was already too high xd

fallow pond
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23k is probably too little for most weapons tbh

last parcel
#

the vanilla m16a2 is 73k polycount with all its parts

remote palm
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Yeah, that is also what i thought 😄
I was like comparing them and was thinking that my gun looks kinda worse XD then i tool a look at poly count and it was like massive difference 😄

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But coming from A3 17k was already pretty high

fallow pond
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you sure its 73???? im pretty sure thats with all the lods and not just lod 0

hexed sandal
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the more “decorated” version is 50K for LOD0

hexed sandal
sand pagoda
#

ok

remote portal
#

does anyone know how can I edit/ write on the mesh and add the number to the helicopter? I hope I am asking in the correct channel, sorry if not (I am new to the whole modding scene).

fallow pond
#

you probably have to make your own decal for it

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how did you do the roundel?

solar heron
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One maybe dumb question. How i turn on the visualization of LODs in the editor?

remote palm
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Just click the LOD and it should display if that is your question?

remote portal
solar heron
stray ingot
#

Is there a tutorial somewhere or can anyone tell me how to animate a door in Blender and Arma Reforge?

remote palm
fallow pond
midnight path
fallow pond
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whyz?

surreal ore
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Use a decal entity

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You're suggesting someone make a mesh in blender and manually set its topology to the surface of a vehicle

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A vehicle that they can't access the mesh of

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meaning manually adjust and reimport a mesh numerous times just to put an image on the side of a vehicle..

fallow pond
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he can place it anywhere?

surreal ore
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Yes

remote portal
# surreal ore A vehicle that they can't access the mesh of

That's still my problem, i screenshotted the texture of the mi-8 body at 100% and added the text to the vehicle, but because i edited the texture the helicopter is now white and not green and if I change the overlay method to multiply the text which is white will be displayed as grey because of the overlay. So that workaround didn't really work. If i just could edit the mesh, it would be so easy. I have never used blender so that'll be difficult to do, is there any other possible way to maybe create my own decal and place it on my wished location? 🙁

surreal ore
surreal ore
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I'm not sure what you're doing wrong but nothing you described makes sense. You should easily be able to screen shot the textures and add writing to them without any of the issues you mentioned..

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Actually, I think I understand what you're talking about now. It's specifically related to how multi materials work

remote portal
fallow pond
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what the numbers?

remote portal
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yes and also the roundel

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thats the helicopter i am trying to make

fallow pond
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is the alpha for the numbers white?

remote portal
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what do you mean whit alpha?

fallow pond
remote portal
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ah no, i didn't figure out how to do / find that, i only edited the texture, the .edds file and reimported it

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is that wrong? because i followed a video where a guy did the same to add text to a vehicle

fallow pond
#

you need to add it as the color map

remote portal
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how do i add it as the color map, sorry if i am stupid, i am new to modding

fallow pond
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the problem is that you are editing a texture map that has multiple types of image. MCR which is macro base color, and roughness. #enfusion_texture

low sapphire
remote palm
floral cove
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After some searching could anyone explain how Land Contacts are setup. So far I have 4 empty objects and they are showing in the model viewer as Land Contacts but they appear to do nothing to the actual model. What am I missing?

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this is for a terrain model

floral cove
# turbid moss

Yeah thats set but its not actually affecting the model

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I am assuming that the actual model its self is missing something

turbid moss
floral cove
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Yeah I have LC empty pointers

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@turbid moss ^

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apparently having 4 breaks this?

turbid moss
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Maybe, i have only used two points

floral cove
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up to 3 no more

whole epoch
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When I add childs to a custom prefab , apply to prefab and save it works. But when I "reimport" the parent. The child prefabs are invisible. Any idea?

surreal ore
fluid sinew
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Hihi, Hoping to get some help as I'm kinda lost on an issue that has happened in the mod I'm building (first mod) - I redid some details on the model, applied the scale and after exporting it over my existing FBX, the model is 100x bigger then it should be, the bones are in the right place at the right scale but the model is now massive in the workbench (No change in scale in blender), it wasn't like this before the most recent export and I haven't changed any of the scaling it's all set to Y forward with the Scale and Rotation applied so the model reads 0* of rotation and a scale of 1.000, I've restarted the workbench and checked the scale to make sure it was as the guide said and I'm now lost on what to look for any help would be much welcome.

remote palm
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Just do a clean export? Delete the model files in Workbench and mby even some remaining files from your project drive - that could fix it 🤷🏻‍♂️
Otherwise probably an error on the exporting side

fluid sinew
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no change sadly, I'll start a new Project and see if I have pressed something in the workbench

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so the only fix I have found was Exporting the model with the Apply Scaling set to FBX All instead of All Local which is Weird given untill now it was set to All Local and working fine.

wicked dirge
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in blender, with the objects selected, go to Object>Apply>Rotation & Scale

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you need to do it once, no need to do it with export

late mulch
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Hi all so starting learning the modelling side I’ve got one from blender to tools no worries but second model stops at 58% and refers to debug any idea next step

remote palm
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what stops at 58%?? could you show some examples please?

hazy vault
eternal jewel
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What would be the ideal poly count for a weapon in reforger?

remote palm
eternal jewel
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Is there documentation on that? Google seems to only show me Arma 3 answers

shell hedge
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Double click a vanilla weapon model in workbench

thorn veldt
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so like i got kinda a dump question im newer to modding but ive got a few models and im kinda just stumped on what to do ive been watching video after video and i have it to arma scale and divided up for bone adding and animating idk if thats something needed to be done

remote palm
mortal marsh
#

Evening, are there are decent tutorial for making buildings for Reforger? Ive got my model in Blender, but ive not worked with colliders before (only ever worked on gear mods in the past)

brazen shoal
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Can someone explain to me why its better to use low-poly models over high-poly models? Im not sure if I understand what low-poly actually is cause from what i have seen, they don't look very great for looks but i'd assume its better for performance and rendering.

hazy vault
brazen shoal
# stray bridge exactly

Is it possible to make low-poly models actually look as good as High-poly models without higher poly count?

stray bridge
#

techniques like normal maps and baking details are used to make low-poly models look high quality without the extra performance

hazy vault
brazen shoal
hazy vault
stray bridge
hazy vault
brazen shoal
#

Spent about a month making this and its already 1 Gb lol

stray bridge
hazy vault
stray bridge
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baked bread

hazy vault
hazy vault
mortal marsh
stray bridge
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another one from another person

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all the same

hazy vault
stray bridge
brazen shoal
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I was recreating it from another model since Im new to small arms modding so this is the first experience. So I recreated it from scratch as close as possible. Somehow im at 159,940 Verts

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Actually somehow I ended up with more verts than the original

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huh

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I guess that answers alot

brazen shoal
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This is mainly just for my own learning purposes. Vehicles I can do, just not experienced with this

stray bridge
brazen shoal
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My own practices are not very practical lol

stray bridge
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you are very good then, hands down

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it is really 1:1

brazen shoal
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Ill send an updated image eventually. I might just have to scrap the whole thing and redo it as a low-poly version like I was asking about earlier

brazen shoal
# stray bridge you are very good then, hands down

But I am not good no. Its literally just looking at the numbers and mimicking it as close as possible. Eventually I might just get so frustrated to the point that it just ends up as another dead end project of mine once I get to the animation parts of it. That is what im not looking forward to lol

#

What would be cool is if someone turned my head into a full body for me so I can turn it into a statue. Each time I try making it a body it just turns into the most cursed proportioned abomination lol

wary inlet
mortal marsh
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Hey, is anybody able to offer me some guidance here? This is the first building ive ever attempted and im getting stuck on collisions

In Blender I have created a super rudimentary shape to use as the collision model but when I get it into the World Builder I have some issues

  • If i set RigidBody to Model Geometry I cant get through the gaps for the doors
    and if I try to add a geometry, like PhysicsGeometryBox none of it has any collision at all?

Really struggling to find a guide on this 😦

stray bridge
#

ubx wont work like that, ubx = box shaped

mortal marsh
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Ah ok, when I try to use UCX enfusion tells me that 'convex is not closed' - Is that the right prefix? Im so new to this im not sure what prefix to use!

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I did give that a read, but not sure which one to use!

stray bridge
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try utm_ also make sure you set a game material etc with the blender addon by reforger tools

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pretty straight forward

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UTM_ and BuildingFireView as the collider

mortal marsh
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Alrighty, will give that a go! Thank you 🙏

livid hull
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also you can open one of Bohemia's building xob files in workbench and look at their colliders to see how they set it up

mortal marsh
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Great idea, will do that too! Thanks 🙂

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I know this isnt a blender support discord, but I do wonder if I went about this the right way

I sort of created boxes to add a collision model based on where players can/cant go - But would I have been better off using the original model and decimating it instead?

stray bridge
mortal marsh
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Ah ok cool, I'm just learning so plenty of time to mess around with different options so will try that plugin, cheers!

stray bridge
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I think the best is to start small and get a workflow and understand how it works

mortal marsh
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Yeah, shouldve tried a box or something before graduating to a full warehouse model 😂

brazen shoal
wary inlet
wary inlet
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wary inlet
mortal marsh
#

@stray bridge It took about 3 working days to import, but thats done the trick (changing the collider mesh to UTM) thanks a lot mate 🙌

idle torrent
remote palm
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Do you have the “_LOD0” prefix for each cut up piece? Also, is it aligned down the “Y+” axis? Are all the transforms applied? My guess would be that this is your issue. Select all, i think its Ctrl+A and hit "All Transforms"

Then delete the model from Workbench, export again and import again

wary inlet
mortal marsh
remote palm
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Uhh looks interesting! Ill def take a look later today 🙂

thorn veldt
thorn veldt
remote palm
thorn veldt
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i have thrown it into enfusion as the full model and it comes in alright

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all the material sets come into enfusion aswell

remote palm
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Well, i would say showcase the issue, but im not sure if that is again an IP violation

thorn veldt
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id what an ip violation is yet let me read the rules again

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ok and i still dont know what is going against IP

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nothing ab what i said seems like it went against it

idle torrent
thorn veldt
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its on 3 so im confused

idle torrent
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3 and dayz are the wild west

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but this is reforger

thorn veldt
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i had to agree to the same agrements on 3 as i did here

idle torrent
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i know

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but i promise you if you hit publish youll find out

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reach out to mario

thorn veldt
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see what im seeing is if i modify the peramiters of my model so it looks like that but doesnt im chillin

idle torrent
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your model cannot be a replica

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it does not matter'

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has to be a % different

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kinda like what gta had to do with cars

thorn veldt
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thats what i just said if i change the parameters of my model then im fine but it cant look how it does now

idle torrent
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correct

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misread it

thorn veldt
#

but to what you just said gta made models of real cars and called them something else

idle torrent
#

get with the galactic forces guys

#

they are in your area of things

thorn veldt
#

idk who they are

idle torrent
#

@main rapids

thorn veldt
#

like i said i just started modding bc someone asked me to star wars type things

idle torrent
#

message him

thorn veldt
#

to what exactly am i supposed to say?

idle torrent
#

ask for his guidance on your situation

thorn veldt
#

ahh ok ty

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well back to modeling random things thenXD

main rapids
#

what

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Oh, I am not apart of Galactic Forces, just help admin their server. But I can dm a server invite to their mod server

thorn veldt
#

thats up to you

mortal marsh
#

Does anybody know how I can translate the movement axis arrows against the terrain instead of the object?

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Feel like there must be a shortcut for it

remote palm
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How can i achieve the same collider setup like for example the AK74? If i import mine it says "Collider is not valid" (i intentionally made it not work.. :D) - if i convex hull it then it breaks the shape 😦

fallow pond
#

is it manifold?

surreal ore
void field
surreal ore
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Not sure what you've done but, try to remove the triangulation before exporting.

mortal marsh
#

This is the first thing ive ever modelled for Enfusion - I appreciate its no work of art, but for me (who started about a month ago) this is the culmination of all the help I've had in here and from the Arma community.

It's the famous SAS Clocktower and the start of an RAF Hereford/Credenhill map that I'm making for my unit and I fully intend to share every aspect of it with the whole community!

delicate condor
#

No star wars content here. Thanks. If questions, contact Disney.

remote palm
remote palm
surreal ore
surreal ore
#

I didn't do anything special.

remote palm
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Well i just used a cube and did like three loop cuts, moved the verticies and the triangulated - ill try that one again

remote palm
lethal frigate
#

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#

Idk why link is like that it popped up as ad

mortal marsh
#

Does anybody know what might be causing my model to appear with missing faces once imported into Enfusion?

Ive checked the normals, the faces are all showing as blue in Blender and all faces have been triangulated

Im stumped!

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Nope nevermind

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Im an idiot, I was looking at the faces for the collider and not the mesh

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most of them are flipped the wrong way

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Just leaving this here incase anybody has the same issue in the future

Blue faces - Correct
Red faces - Need flipping!

faint wyvern
#

does anyone know how to make tank tracks move

thorn veldt
idle torrent
#

lol

fluid fern
#

Hey all,
we still can't tell, or are the faces too thin? knowing that in my bsp validator on blender, I set small face to 0.001 m2.
RESOURCES (W): Face is too thin. Face 1465. BSP geometry 'BSP_01' RESOURCES (W): Face is too thin. Face 1747. BSP geometry 'BSP_01' RESOURCES (W): Face is too thin. Face 1759. BSP geometry 'BSP_01'

sly bridge
#

or, is this is this about BSP Geometry ?

fluid fern
sly bridge
fluid fern
hexed sandal
#

it doesn't solve it, but at least you see where you are going wrong. blobcloseenjoy

stray crater
mortal marsh
#

Thats good to know! Cheers 🙂

stray crater
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Glad to share 😁

spiral hedge
#

Can not create simple UBX collider anymore 😦

pliant apex
#

How can I make this cornor of my bodyarmour snap to the model?

stray bridge
#

personally I would use sculpting mode

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putting armor this close to a body generally isnt smart btw, if you are wearing anything else e.g a shirt it will clip

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leave enough space for shirts, maybe jackets etc

tidal latch
spiral hedge
reef sun
#

Did anything change on the character model? I cant use my custom player model anymore, not even the character template directly blobdoggoshruggoogly

shell hedge
#

In main branch? My custom character zombies seem to work

reef sun
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The old ones work, but if I try to copy and reimport the old one it crashes

shell hedge
#

Wow uh oh

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Maybe something borked in importer

reef sun
shell hedge
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Oh I didnt use identity, I have a custom character

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So like the base model is custom

reef sun
#

yeah but you still need to add that to the identity no?

shell hedge
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No the character mesh is custom

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Like before you even put identity in

reef sun
#

You have a custom head and body mesh right?

shell hedge
#

Yes

reef sun
#

So where do you put the head mesh

shell hedge
#

Hm ok fair point

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I may be misremembering let me check

reef sun
shell hedge
#

Yeah exactly

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So what do I do

reef sun
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Take the body mesh and import it again with new name and add to a new body prefab and add that to the identity and try to play

shell hedge
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Oke standby

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No wait

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You said play

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It blew up

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So likely not your fault because my mods are perfect

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I even copy pasted the import settings

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Oh no what did you do to my workbench

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Okay but my previous character also crashes on play now

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Maybe it always crashes?

reef sun
#

Only when I have the new model in world

shell hedge
#

It does it for me with the old model also

reef sun
shell hedge
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But only if I drop the character in world editor

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If it's spawned via GM it's fine

reef sun
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My custom one crashes when I add it as identity and the character_template 1:1 import crashes on play blobdoggoshruggoogly

shell hedge
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Can you see if it crashes when you plop character via GM instead of starting world with it?

reef sun
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Still crash

shell hedge
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Hm ok

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Weird

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But I can repro so it's at least not just you

reef sun
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I dont know if thats good or not

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So I cant fix it 😦

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But thanks for testing

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But the weird thing is the head works, its only the body

hazy vault
#

what is "High Poly" or will affect performance in game for buildings? I know Arma 3 was 250K was really high poly, are we in that same range?

shell hedge
#

It can be fine if your LODs are good

hoary gazelle
#

i can never seem to get the size right when im in the game

whole epoch
hoary gazelle
#

yeah thats why i imported the sample gun to measure it, but still looks off.. really wish they made a tutorial on this haha

whole epoch
shell hedge
hoary gazelle
shell hedge
#

Yes but dont do that and scale in blender instead

hoary gazelle
wicked dirge
#

make sure you apply the scaling through object>apply>rotation&scale before export

polar dew
#

Hey is it possible to somehow disable the portals from a vanilla asset? I have this entrance from the vanilla castle tower which leads into a cave (with a cave probe & volume), but I think because a portal is there, the game thinks that light should come in from there, which looks really irritating.

waxen turret
#

Im trying to import a new object into reforger and in blender is shows x amount of vertices but when I import it into the game it shows 4.7x the amount of vertices. Anyone know what would cause this?

topaz willow
#

If the model is not already triangulated in Blender, then importing into Reforger will triangulate it. That or it’s something else

sly bridge
topaz willow
#

oh, fair, wasn’t thinking

mint summit
#

Why do the rocks lose their collision capabilities when upscaled and how do I fix it?

shell hedge
#

They dont, the collider just doesnt perfectly cover the rocks and scales differently

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The "fix" is to not scale statics beyond a few percent

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They look ugly when bigger anyway, lose detail

deft spear
#

hi i have vehicle all and everything goot but steering wheel animation from sample car

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how to make animation for vehicle

wicked dirge
tidal latch
#

yea, its like that pretty much

civic holly
#

Has anyone come across an issue with their model causes the inventory character to go invisible? For context I have a helmet model and even just using a basic helmet prefab duplicate replacing the model breaks the character you see when you open the inventory (is all goes invisible) . It’s not material related as even applying other materials still causes the issue.

cloud rampart
#

Arma 2 samples are free to use and modify to make a mod in Reforge?

keen fossil
#

Is there a model that is essentially a thin flat floor with the “terrain” texture on top? By terrain texture I mean like what a retaining wall grass has, bunkers and airfield things have. If there isn’t one available to import, how hard would it be for a me to do with 0 experience in this. I learn quick if I have a good tutorial.

Edit: it would be to help hide underground bunkers and tunnels when the retaining wall grass prefab is too big and won’t want to resize it.

lost jackal
#

Hey friends, first time posting here. Hoping y'all can help me out. I got the error message below when trying to import some FBXs. Not sure how to correct it.

solar heron
lost jackal
#

Compared to this section that imported successfully:

turbid moss
#

Try triangulate it again

lost jackal
turbid moss
#

This propably show bad place, select all, select and follow.

merry topaz
#

when making a model should you make it into FBX or GLTF?

hoary gazelle
#

anyone dealt with a magazine losing its original position when detaching the mag? but re inserting it does it correctly

lost jackal
cyan girder
cyan girder
hoary gazelle
remote palm
#

what do you mean? slot_magazine is your memory point.
I set it up like this: i have a slot_magazine and a snap_weapon. snap_magazine for export of weapon model, and snap_weapon for export of the magazine model.
Then you should not have any issues. Works perfectly for me every time

tidal latch
#

are you using m21 anims?

remote palm
# tidal latch are you using m21 anims?

It does not look like M21 anims he is using - or either heavily edited. But regardless, you should always have a snap_magazine and snap_weapon memory point in the rig, that will make the correct snapping of prop.L 1000 times easier. I have great results that way

hoary gazelle
#

ah yes i do have slot for the magazine. Im using the RHS mod as a base from the m40 bolt action sniper rifle and i followd the slots there. it didnt have a slot_weapons. I have tried to move the slot_magazine around but. But as @cyan girder mentioned about offset im not sure if im understanding what i have to do here, is it a model thing from blender or something i gotta do in enfusion?

remote palm
#

So, i export “snap_weapon” with my magazine and import the model again in workbench so that the memory point is present. I export my weapon with all my memory points but not with the “snap_weapon” for that i have “snap_magazine” - both memory points are at the exact same spot. So for you it is probably the magazine point

And in the animation you also have to make sure that prop.L is properly animated - this could also be the cause of your issue

cyan girder
#

Yes this is a different model but the point remains the same. Do you see the 'slot_magazine' snapping point here on the HK33. That is what offsets the magazine mesh in relation to animated bones. So the first thing is that the weapon in the animation blend file and the weapon blend file need to have that in the exact same position relative to the W_root bone.

You mentioned you are using an animation from RHS, this is where it gets tricky. Basically, you'll need to move that snap point to a similar position as the animation wasn't made for your weapon in particular. Check out in the editor where you can view the weapon bones to see where they put it and try to approximate where you should move it. Might take trial and error.

hoary gazelle
#

Thanks a lot guys for trying to help ❤️ @cyan girder @remote palm. But as I do agree that it's more difficult to use RHS as a base. So, I think I should rather try editing it from scratch (or use a sample mod as a base from GitHub?). I only wanted the bolt-action animation since I haven't seen any tutorials on animation yet, so I wasn't very confident in it. 😂 But I did see that there's a planned event for it, so hopefully, I can learn from that while practicing the modeling part Hehe.

remote palm
# hoary gazelle Thanks a lot guys for trying to help ❤️ <@141363766595026944> <@55925150155879...

Yeah, you should use sample mod from github - there you have all the vanilla reload anims.
Also, i did a short video showcasing the NLA animation editor in blender - mby that could help you as well
https://youtu.be/7NKsGi8nHNk

Hey! Very rough video showcasing how i use the NLA Editor of Blender to change the vanilla inspection animations. Im not super experienced with animations and Blender, but this has worked pretty well for me. I thought why not share it with everyone.

▶ Play video
hoary gazelle
#

ooo nice will check it out!

remote palm
#

Im also planning to release a new video using an addon to make it even easier - but i want to finish my animations first xd

hoary gazelle
#

understandable😎

sly bridge
#

@torn quest don’t. unless you made these models, don’t

sly bridge
torn quest
#

I mean I bought most of them but there are some that were free

torn quest
sly bridge
#

in general same with downloading, you agree to a certain license on download

torn quest
#

I’m not good at modding so I was gonna offer them to someone to make a mod with lol

sly bridge
#

when you buy a digital asset, you buy a license to use it. all licenses prohibit re-distribution. You do not own the files

sly bridge
torn quest
#

Even if it’s a Royalty Free License?

cyan girder
# torn quest Even if it’s a Royalty Free License?

Yep. BI is really strict about this. Effectively they are trying to prevent GTA5 style paid mods. If you could buy the mods and pass them on to a modder, then that means in theory the following setup could occur:

  1. The first guy who doesn't do modding but gets paid for it by third parties.
  2. The second guy who does the modding but isn't paid for it.

It would be a loophole around BI's "you can't be paid to make mods" rule.

torn quest
remote palm
#

Also, it is so nice to mod yourself and see your mod grow over time. I have now about 5 weapons which only need slight finishing touches to them. Then they are done for release on the workshop. It catches you in a very nice way. And since its even easier then A3 with all the documentation, its just great.

#

And you can always be sure that either people from the DC or devs will help you with questions. Really a lot of helpful people here!

torn quest
#

Then I’m going to absolutely lose my mind again trying to mod🤣. Made some mods for SPT and that was tricky enough lol.

remote palm
#

If you start with one model, implement it and go to the next, the setup will become muscle memory. I dont even have to take a look at the wiki anymore on how to properly rig and setup memory lods 😄
It just comes with time and training. Have been modding for reforger now for about 4 months. 2/5 months of learning, watching videos, tinkering around and asking questions, and the rest with actually implementing my guns

remote palm
torn quest
solar heron
#

Someone knows how its possible to add a working ladder to your model?

turbid moss
#

Yes, make ladder to your model and just add ladder component and actionsmanagercomponent + some navlink if wanna ai use them to models prefab

lost jackal
lost jackal
faint wyvern
#

does anyone know what collider is used for a bridge or something that will hold vehicles driving over

faint wyvern
lost jackal
# faint wyvern thanks man

I just use Building there is also a special component for Ai to recognize the bridge as a road. I forget what it's called, but I believe "bridge" is in the name

young wolf
faint viper
#

So im wondering, i have a custom skeleton with custom animation, and im working on having a IA character or at least create it, when i give it the identity that forces me to choose his head and body is there a way to just put a model that was imported?, or do i have to devide the models in 2 part? Or how do i make my model to be usable for that type of thing?

#

for the .et format

ancient walrus
#

hey keep us informed how you get along , it was said Custom Skeleton on Chimera or Player would not be liked by the Game Engine , if you manage it this would be great . @faint viper .
to test you can change the XOB in the animation editor to your model and add new anm etc

faint viper
hazy vault
faint wyvern
#

does anyone know how to use the engineer truck in workbench it seems to not let you start building from the back

turbid moss
shell hedge
#

Okie so how do I collider on clothing in a way that it works

sand pagoda
shell hedge
#

I did

#

But when I wear clothing it dont exist

#

-# pls help

shell hedge
#

Collider in mesh

#

no collider on character

#

😦

#

Did I get scammed

shell hedge
#

Actually it seems to work but doesnt show up in collider debug

#

Enfusion trolled me once again

stiff reef
#

If a model is divided in multiple meshes it's worse for the performance than having the same model with the meshes joined togheter before importing it in Enfusion?

remote palm
#

But it also depends on the parts, mby you can join some - for that you could send a screenshot of your model

civic holly
#

Does anyone have a poly limit/guide for enfusion. I’ve done vehicle and LOD0 is sitting around 90k.

topaz willow
#

Best thing to do is look at existing meshes in Reforger to eye around what it should be

tepid cloak
faint viper
lost jackal
lost jackal
solar heron
#

Finaly i added my own Hedge Model i wonder there is no one in the game.
Polycount is pretty high in LOD0 to match the Game Assets.. LOD1, 2 are good compromisses between performance and visuals... LOD 3 is very low poly. Colider is Setup to Tree Crone and PROPFIREVIEW because with Bush i dont have flying leaves when shooting

remote palm
solar heron
# remote palm Its looking really good! Would you mind showing your blender model via screensho...

Thank you mate.. I can do it later.. Iam not at the PC at the moment.

Basicaly i made a Master Branch in Photoshop and put this on a plane... Added some loop Cuts to bend and Twist the the Branch in a natural way. Then i made a Cube with some strong bevels and put a hair modifier on it... Used the Branch Model as the Hait Object...scattered around 300 times over the Cube with some Rotation and randomizing.

The i added two more cubes inside the other Cube to make the hedge inside more dense... On the Cube itself i put a more finer and denser Branch texture with opacity Mask on it... so you can only barely Look trought the hedge if you stand next to it.

manic maple
#

How would i go about creating a scene of props? IE.. id like to bunch some props together and create some scenes of props i can then simply place down within my scenario layers

solar heron
remote palm
#

Still have not figured out how to do LODs in Reforger - in A3 it was easy

solar heron
remote palm
#

Yeah ik that 😄
Ill try it! What settings did you use for decimate? and whats your go-to values for something like 1-5? that would be cool to know 😄

solar heron
#

Dont changed the settings. Used collapse... But depending sometimes on the model... Just Look what works the best... I used
0.9
0.75
0.65
0.4
0.1 or something like that. Just look and decide...if the models breaks apart try a higher value..

remote palm
#

But you dont retopologize the decimated stuff, correct? I always try to keep my quads 😄

stray bridge
#

you might wanna have a look and its free

remote palm
#

Ohhhh thanks for your input man! Ill take a look at it 🙂 much appreciated!

hybrid mountain
#

How would one hide a mesh in an object at higher LODs - is this something configureable in tools - or would I need to create empty objects at higher LODS (trying to hide interior for example at distant ranges). I searched the discord and couldn't find anyone talking about this.

stray bridge
#

just remove ur interior for LOD1

LOD0 = base
LOD1,LOD2 etc.

#

read Rizz

surreal ore
compact scarab
#

Has anybody done wildlife ai yet?

surreal ore
#

No

compact scarab
#

I'll give it a go. Probably won't be very clean if i get it we will see.

surreal ore
#

Good luck

#

The only viable way without any information on what's required for an animal AI prefab is to use a character that behaves as an animal

stray bridge
#

never said it would make sense Rizz

hybrid mountain
# stray bridge read <:Rizz:1250900132283547718>

Yes I read that but it's making more sense going over it again. Essentially as long as everything is suffixed by _LODX the game engine will respect that and choose to render that mesh only at that level. Anything not suffixed will be rendered at LOD0.

solar heron
faint fractal
#

Anyone have any ideas as to why this edge loop is causing the edge on the bevel to crease when the edge loop is applied?

compact scarab
#

Ill look around

#

Nevermind lol

#

Bad memory

surreal ore
# compact scarab Ill look around

From what I can see, we have all the components to create animal ai. I'm currently just waiting on a response to know how to properly set up a proper prefab.

compact scarab
surreal ore
#

If you want to do it the jank way ^

#

I want to make an actual animal ai. I don't want you use a character with a wolf model.

compact scarab
#

Yeah I don't want a character animal

#

Not a player character

#

I want classic animal AI roaming around

surreal ore
#

And without knowing the proper prefab setup we'll never have that.

#

One could easily create a "player character" that uses a custom mesh, animations and behavior tree.

compact scarab
#

Yeah like the bone structure or whatever

#

Or you mean just the behavior

surreal ore
#

No

#

I mean which prefabs to use.

#

components*

compact scarab
#

Could make one manually if you understood the parts enough that's what I will try to do.

#

Start with a generic entity and add components to it from other Ai and see how they work together LOL

#

I will toy with it one of these days soon

#

Could duplicate some scripts and change the class names and slightly modify them. I'm not a coder but I could change a couple numbers around

surreal ore
#

It's not that simple

compact scarab
#

Oh yeah I know I'm sure it's not simple at all I will just be tinkering and see if I can figure any parts of it out

#

A good start would just be making an AI prefab from scratch I guess a new type but still a humanoid

#

And then maybe duplicate some classes and or function and modify them

surreal ore
#

There is no need for that. We already have the components for it.

compact scarab
#

Oh wow I had no idea.

#

Is there an animal in reforger?

surreal ore
#

No

#

Not real animals at least

compact scarab
#

Yeah that's why I figured there wasn't anything. That is interesting

surreal ore
#

there are birds

compact scarab
#

They are probably using it for Arma 4 I guess

surreal ore
#

that just spawn and "fly" away.

compact scarab
#

Yeah the birds are not very good LOL I mess with them a little bit

hazy vault
surreal ore
faint wyvern
#

does anyone know how to disable get out actions

ancient walrus
# compact scarab Has anybody done wildlife ai yet?

Yes but it’s not easy to have it follow the navmesh yet and using soldier or lowres mesh isn’t playing nice .
Make a base agr from the birds and develop up is my advice o have some dinosaurs and a cow but waiting for vanilla animals so as to keep it simpler

ancient walrus
surreal ore
ancient walrus
#

its a Dbo_Dino Using DBO_Dino.agr and Animations and dbo_Dino_AI albeit dumbs as a turd until Vanilla Animals comes i have it shelved

surreal ore
solar heron
#

Can someone tell where i put the low res variants of my material for lods?

shell hedge
#

Depending on the asset you may not need to bother, as the game generates low res mip maps for your textures

solar heron
fast thunder
#

where can I get or how can I make the same skeleton?

shell hedge
#

Anyone competent with blender could give me a pointer how would you scale a mesh across a horizontal plane perpendicular to the bones the triangles are parented to? I want to do the equivalent of giving a soldier more muscle mass, without raising their height etc

hexed sandal
fallow pond
#

hmmm you can probably just use proportion editing maybe combined with hooks with empty and symmetry axis constraint. also you could create custom axis if the bone is set up properly in local xyz or use a empty in object mode to force a custom orientation

#

and even use vertex group to only deform parts of the mesh you want

shell hedge
#

Problem is the character mesh has like 2358923454 meshes

#

Maybe I can use ChatGPT to make me a script to scale it all into the equivalent of adam driver in that one star wars movie

bitter grove
#

Still don’t have collision with this what is set up wrong?

stray bridge
bitter grove
#

that helped! thanks @stray bridge

#

you know how id make that a saved prefab? i cant save it after i edit rigid body onto it

stray bridge
bitter grove
#

its already in a prefabs folder @stray bridge

stray bridge
#

place the xob into the world, add your components like rigidbody and drag an drop from the list on ur left into the folder

bitter grove
#

that makes sense! it worked, thanks for the help. now i gotta texture it

compact scarab
#

Nice I didn't know you could drag xob's into the world. I've been using a generic entity and then putting the mesh component on it manually

errant dagger
#

I am trying to create a FireView collider that follows a hatch, I have recreated what BI has done what the BTR70 hatches in terms of naming and collider type. My colliders for my hatches are showing Collider is not valid 'UCX_FV_Windshield_armor_L & R'. The only difference Im noticing is in this screenshot of the btr70.xob is the windshields show type - convex, while the body shows triangle mesh. Does anyone know what I'm missing?

#

trying to make collider follow the hatch proc anim (placeholder mats)

shell hedge
#

tonk

ancient walrus
#

It always turns out to be the shape doesn’t match the prefix for me or the material was assigned incorrect in the blender . Some wheel didn’t like being a cylinder it liked being a triangular mesh to this day I have no idea why it was the same as the rest intact a carbon copy and pasta @errant dagger

#

One it says fireview and not firegeo maybe it’s that ?

#

FG ?

compact scarab
#

How do I rotate a weapon in players hands?

#

Or do I need to do it in blender

remote palm
#

Rotate? What exactly do you mean? You’ll have to do most of the things in blender - share a screenshot of what you mean please

compact scarab
#

I did it in blender and it worked thanks though. Sorry just saw this

compact scarab
#

It was realtime mesh collider for characters and such.

errant dagger
compact scarab
#

I can't get this thing to fall from the air or have collision. Just getting started with the physics in enfusion.

sharp prawn
#

Hello! I´m moddings for DayZ, know nothing about Arma 1-4, and am looking for buildings and props licensed under ADPL-SA or CC-BY or CC-0 which I can port to DayZ. I figured it´s easier to ask people who know these things by heart than browse the Arma3 workshop.
The reason I´m picky about the license is that I release all my own work under CC-0 on github (https://github.com/Spaghettieis?tab=repositories, help yourselves if there´s anything useful. Workshop: https://steamcommunity.com/profiles/76561199363100280/myworkshopfiles/ ) so people can learn and so anyone can pick up where I left should I ever leave. I can´t do that with the usual royalty free licenses.

ancient walrus
#

99 percent of the public data files are already ported and available under Bohemia liscense on the DayZ workshop you can narrow it to Arma 1 and 2 that’s all that’s available for those license iiirc so given its share alike there’s no need to re invent the wheel it should be available already done and shared

sharp prawn
# ancient walrus 99 percent of the public data files are already ported and available under Bohem...

the DeanosBeanos of raptor, surface and bicycle fame? Hello there! 👋 I figured the official samples would have been ported (Though given the amount of stuff that is not available it´s worth checking) and the files in the workshop are sometimes not clear about the licensing (easy to tell if you know the asset from Arma 2, not easy if you don´t), but I was thinking of the huge number of private buildings. Like e.g. PMC Opteryx has a parking garage I like, but I can´t get in touch with anyone about the license. Then there´s assets from Operation Flashpoint which I gather Bohemia is ok with to re-use under ADPL-SA but I can´t find on the workshop. And of course the stuff created from scratch by community members.

ancient walrus
#

You can’t change the lisences it’s share alike or it’s stays in Arma otherwise you would have to backward engineer the binarised files to suit DayZ engine and stuff . IIRC chernarus and takisatan buildings are done already

#

You can of course make new pbos with your new files and have them under your own lisences but any public data share alike must be always that as far as I’m aware .

next crown
#

with clothing i have my models made in blender do i have to fit them to the modded zeliks characters model

stray bridge
sharp prawn
stray bridge
#

thats dayz

stray bridge
spiral hedge
tidal latch
#

it was fixed internally - probably its not merged yet

spiral hedge
steel hare
surreal ore
#

Doesn't include usage in DayZ

stray bridge
sharp prawn
# steel hare the URLS in the readme files in your Github do not work for me

yeah, they´re just copy & pasted from the workshop pages and have the formatting used there. You can either use the workshop links direct: https://steamcommunity.com/profiles/76561199363100280/myworkshopfiles/?appid=221100
or have a look at the url in your browser and remove everything after and including the closing square bracket "]" or you can mark the relevant part on the page and leave the bit at the end out.

sharp prawn
surreal ore
#

I know that's literally why I said that

#

You're not gonna find any models here that are released with a Arma/DayZ license

stray bridge
#

now im super confused notlikemeow
I was just linking this other guy the samples so he could make clothing from it

#

Zelik is right tho, tbh just create your own models, blender isnt that hard

surreal ore
#

I doubt after spending hours and hours making a building for Reforger that anyone would want a random dude to just port their models

#

And even if they did release the mod under ADPL how are you expecting to convert from xob to a readable format?

#

Which breaks the TOS btw

sharp prawn
# surreal ore I doubt after spending hours and hours making a building for Reforger that anyon...

You´d be surprised at what´s out there even under CC-0, public domain, no credit. I put my own models under that, too. But if you include CC-BY there´s way more great stuff than you can port. I heard the Arma modding community is pretty generous, generally, so I´m truly surprised to find that apparently there´s even less CC stuff than for DayZ.
As for format, one step at a time. Surely .xob can be converted to something generally readable, .fbx or .p3d.

sharp prawn
surreal ore
#

I understand what you're looking for.

#

You're just not gonna find it here.

#

Most models here aren't created by the mod creator.

#

And even if they were NO ONE here releases their mods with the ADPL License

sharp prawn
faint wyvern
#

has anything happnd to colliders recently i cant seem to find one thast working for a vehicle anymore

ancient walrus
#

I’ve had the prefix that once works rejected recently especially the cylinder shape

solar heron
#

Did someone know how i can add an explosion to my destructable model? Use just the Particle doesnt look big enough. want a big explosion wich causes damage to players maybe

shell hedge
#

Check how vehicle destruction is setup

#

Pretty sure the radius on those fuel truck explosions will kill me from 1 kilometer away

hot viper
#

I'm having a crack at blender, making modular kit for building, Could I define "sockets" or "slots" for buildings the same way weapons are done or just use point info in the slotmanager?

shell hedge
#

yes ofc

#

either or both

deep dagger
#

Whats the appropriate polycount for reforger lod0 building?

solar heron
grand imp
#

Anyone has any idea of what's happening here?
Already tried changing the material at blender and finding if there was any missing textures but found nothing.

hazy vault
stray crater
# deep dagger Whats the appropriate polycount for reforger lod0 building?

Polycount is not the most important. It’s more a global thing. If you work well, try to make everything done properly but using as less datas as possible, it’s ok. The less textures you have, the better it is, if you can work by making multi-materials and using texture for multiple things, it’s great. Watch how Bohemia worked on their buildings, it’s really interesting to see ! Tough to understand at first (for me) but nice when you get it !

shell hedge
grand imp
#

Holy f******

#

Gotta check that out

#

Thanks, i was 4 cigs in and about to go crazy

#

Shit was driving me straight to madness lmao

#

worked as a charm, thanks again @shell hedge

sly bridge
honest pine
grand imp
#

Thanks bud

fallow pond
#

you can go less or more slightly more you don't have to be ultra conservative with what BI has made. also dont go super minimalist with detail either since it looks dated

solar heron
fallow pond
#

really depends on the size...

hazy vault
#

I had one that was 350K, 12 materials, no performance issues noted on my end. Could be different per system etc…

warm oak
#

how do i create a headstamp?

#

the text on rounds

remote palm
#

Normal map and stamps in substance painter - but more a question for #enfusion_texture

warm oak
#

are there any replacements that are free?

remote palm
#

Not that i know

#

You could try making a HP model and sculpting the detail, and then bake the details to LP, but its just so much easier with SP

warm oak
#

whats the difference between substance painter 2025 and substance modeler 2025

warm oak
remote palm
#

HP = High Poly - LP = Low Poly - that are things you should know when starting out 🙂
SP = substance painter

If not just watch some videos on YT first

Painter is for… well painting textures. Modeler i have not touched - but buying SP once will grant you full access forever, but im not sure if it is only for the yearly version

warm oak
#

also how do i fix this

#

its dark idk why

stray bridge
# warm oak its dark idk why

we cannot tell you the blender basics, but ill this time. Looks like your in render mode and the world is set to a dark / black color.
Just change the mode to either material or the default one which I forgot the name lol.
Or just select another color, should be inside the tab with the red globe on ur right side

warm oak
stray bridge
#

monthly I assume

warm oak
#

idk its on steam

stray bridge
#

lifetime is 200

#

personally I would recommend you to first get familiar with stuff like blender, uvs etc everything you need for texturing and models before you spend „much“ money on smth you dont understand

warm oak
#

oh i didnt see that

stray bridge
#

in the end thats obv ur decision lol

warm oak
#

yea but i kinda wanna put that stamp on the back of my model idk if theres another way

stray bridge
#

there are probably a thousand more ways, sp is just the most common one

#

if you have to uv map / texture you could just paint your stamp in there at the right place and convert the texture to a normal map.
I have to admit thats a pretty wonky way.

Just google it bro, „how to use stamps in blender / my model“
„normal mapping in blender“ etc

hazy vault
# hollow hornet 500k!?

I keep getting non-answers, so per my own experiments, 500K is where performance drops began at LOD0

#

Which, many variables play into that. So not really much of an answer. People just keep saying the LOD’s can allow for very high poly allegedly

shell hedge
#

Just open a vanilla model in workbench and check poly count

hazy vault
shell hedge
#

server performance? not relevant since it doesnt display any meshes on any screens

#

but xbox might suffer

#

what model is it that it is 500k and cant be optimized easily?

#

you could try a polygon reduction algorithm that preserves UV island boundaries for a start

hazy vault
shell hedge
#

different tools have different algos

sly bridge
hollow hornet
fallow pond
#

its probably that free asset that has those 3 destroyed apartment buildings...

civic holly
#

Has anyone come across the issue of the player preview (in the inventory view) going invisible when applying a custom 3d model item?
The same item also has no UI image. BUT, when out of inventory and just in game, it shows correctly.

young wolf
#

@civic holly I think that mite be collision mesh issue your having have you named your colliders properly in blender and gave them a layer preset when you re import them ?

brazen shoal
#

Is there an easy way in blender to copy and paste memory points from one model to another instead of manually replacing them all?

tidal latch
#

just copy and paste them?

brazen shoal
tidal latch
#

apply transform on the parent

#

or, since I assume those empty objects are parented to something, use function to unparent selected objects while keeping transform

#

Clear Parent it is called

brazen shoal
# tidal latch

Trying to replace all this with the Armature from the Sample car

#

Nevermind im dumb

#

Im asking the wrong question

#

I need to move this part out of this hierarchy to its own. At the root of the collection

#

Nevermind figured it out

brazen shoal
#

Is my setup looking right?

twin breach
#

Dose anyone have UH-60 modle I can use with a boom or how to make one

vestal quarry
livid apex
#

I think he means a refueling boom

vestal quarry
whole epoch
white garden
#

.

last parcel
#

wrong channel this is just model makers not recruiting

white garden
stray bridge
vestal quarry
#

As an example, lets say I am making a sword. I want to detect interaction with characters/vehicles and environment. In terms of setting a collider, should I just stick to the FireGeo preset?

hexed sandal
vestal quarry
grand imp
#

Uhm

#

Guys, i'm about to start making a SCAR MK20 SSR.
Any tips and/or advice would be really appreciated

grand imp
#

Welp, yeah

I always used to make only AR-Style platform rifles and use the M16 workspace.

But i think it's time for me to start making my own anims and stuff

magic niche
# sly bridge first model?

Hey Pufu reached out to you VIA DMs. Working on something that is a bit out of scope for myself was hoping you could be of assistance

grand imp
#

welp, it is kinda working.
Gotta correct the pose tho

#

this is fun but tiresome at the same time lmao

remote palm
spiral hedge
#

Hello everyone, I'm currently having an issue with a model: The mesh is clean, all colliders are correct. When I export the mesh as usual as an FBX file and import it into Workbench, I can't see the mesh. There are no issues during import. All colliders, meshes, and materials are imported correctly. However, when I open the XOB, it looks like there is a grey wall in front of the mesh. But when I create a prefab and drag it into a world, the model looks perfectly fine.

tidal latch
#

some pics of that grey wall?

spiral hedge
spiral hedge
tidal latch
#

can you see the colliders?

spiral hedge
#

Nope

#

No Bones, no colliders

tidal latch
#

for me such thing happened when bbox of object got ultra large

#

like thousands of kilometers large

#

camera is adjusting to size of bbox, so you don't see that little blue strip of land

spiral hedge
#

The ingame size fits well and all Transforms applyed

#

If i just move around a bit, i can see a wheel. But this is all

tidal latch
#

it will be hard to see in game I guess

#

wheel?

spiral hedge
#

A Track wheel of the Model

tidal latch
#

can you show how it looks then with wheel visible?

spiral hedge
#

May i send you the blend file on PM? For a short look?

tidal latch
#

ok

spiral hedge
#

ty

tidal latch
#

I'm pretty sure it is a scale issue

#

and that wheel is sent into orbit thousands kilometers away

#

if you remove wheels, it starts to behave fine

#

yes

#

you have part of the wheel in faaar away land

spiral hedge
#

How did you find it? In edit mode all Verts i selected are on the mesh

tidal latch
#

selected the mesh close to it, inverted selection, pressed "F" for focus (dunno what key it might be for you - using industrial standard keybinding)

spiral hedge
#

Thank you verry much and have a nice day reyhard.

tidal latch
#

that is like 580 meters away from the model 😄 - okay, even more if you look Y axis

spiral hedge
#

how did you focus on the inverted mesh?

tidal latch
#

pressed "F" for focus (dunno what key it might be for you - using industrial standard keybinding)

#

maybe it is called "camera to view" or "camera to selection" or something like that

stray bridge
#

in blender default setting is the slash on the numpad I believe

spiral hedge
#

Numpad Dot/Del

#

Fixed, TY Rey

shell hedge
#

tracked vehicle confirmed for reforger

wicked dirge
#

reyhard shameless leaking 😄

flint ivy
#

Yeah wait a minute! 😄

stray bridge
#

and not reyhars work, at least thats what I understood out of the chat

shell hedge
#

So a ripped model?

green dome
#

Any good suggestions as to who to talk to on bringing in, importing, static map props?

hazy vault
#

was this meant to have audio?

midnight path
midnight path
#

updated it a bit

midnight path
grand imp
#

Managed to make a decent-looking leg holster to go with the RHS pants, looks interesting... leave any comments or suggestions, would help me improve it and upload it. (credit to RHS)

hoary gazelle
#

I've created a little addon for easier workflow with weapons:https://www.youtube.com/watch?v=9MCkOF_0LSk
Features:
-Weapon scaling, scales the gun to around the size of in game. Used sample weapons as reference
-Makes two simple collision boxes so you can form it yourself eaiser.
-add bones and easy parenting
-adding all possible slots needed, just remove not needed slots
-with correct naming, so just use the enfusion tool to sort easily
please contact if you find bugs
Downoad to github under youtube video

github.com/steffenbk/Arma-refoger-rigging-addon/tree/main

Features:
-Weapon scaling, scales the gun to around the size of in game. Use sample weapons as reference
-Makes two collision boxes.
-add bones and easy parenting
-adding all possible slots needed, just remove not needed slots
-with correct naming, so just use the enfusion tool to sort...

▶ Play video
remote palm
#

Neat idea! But im pretty sure you need a somewhat more complex collision model that what you currently create

outer hull
hoary gazelle
hoary gazelle
elder berry
hazy vault
bitter grove
#

One for clothing items as well…?🫣

hoary gazelle
bitter grove
#

Yeah for the most part. I was just throwing the idea out there. I’ve never set up a gun or anything but this addon adds all the bones and everything?

stray bridge
remote palm
hoary gazelle
#

Can try it now in V3 version on the github

remote palm
#

how many tris and verts does the FireGeo have?

#

This might get me to try again in a few weeks 😄

hoary gazelle
#

just a model i found on sketchfab though

#

first image is the collision created from the original model here

remote palm
#

I mean the FireGeo 😄
33K faces for FireGeo is way too much - highest i have seen with vanilla is about 500 faces
Mby you could add a decimate modifier to the generated geometries?

hoary gazelle
#

ye its a bit much here

remote palm
#

It would be amazing if the devs could tell/show us how they made their colliders.... but they have left that (important part) out of the modelling tutorial

shell hedge
#

wdym you can just check how they look

#

symmetry + spline extrude

compact scarab
stray bridge
#

put armature modifier on ur clothing part and select the amature

#
  • it obv. has to fit the reforger base body (leave some space if ur eg create a vest, for a jacket)
bitter grove
#

What’s wrong with just duplicating the model and decimating it to hell and back

lusty nebula
#

for the firegeo? cause it takes 5 minutes or less to model some boxes that follow the silhouette of the gun thonk

remote palm
stray bridge
hoary gazelle
#

i got it at a good spot now, it makes now a simple collider box with much few faces, and firegeo

#

this one i imported already had a silencer, but both collisions registered

shell hedge
#

why include grip, mag and optic into the collider? vanilla doesnt

hoary gazelle
#

its just a model from sketchfab, its devided into so many small parts, im just testing so i just combined all meshes

shell hedge
#

isnt this like 10x the amount of faces vanilla colliders have?

remote palm
#

yeah - vanilla has max. of about 500

#

But its starting to get somewhere

deep dagger
#

Guys could you please check how many tris a vanilla house has of a medium size like 5x10m? I cannot get to my steam pc where i got the tools installed but I need to specify the polylimit to the artist now.

500k is the absolute limit however comparing to dayz houses the difference is lile 100x
And compared to dayz max model (when it will straight crash the game) polycount its around 8x

Is reforger that good with polycount?

Also is there like a sticked or pinned post regardi
ng optimisation of models for reforger?

Like how many lods, how many materials, is there a thing called section count as in DayZ or something

stray bridge
#

ref. + lod count

compact scarab
#

Engine seems to be able to handle anything like that very well. I imported and placed 30 buildings with interiors in a small test world and still got 60fps

#

And that was without LODs setup

surreal ore
#

Use lods bro.

compact scarab
#

Takes time to make LOD's for 30 buildings and set them up but it will be done

#

When I figure out which buildings I'm going to use.

#

Chill out peeps

compact scarab
midnight path
lost jackal
modern topaz
#

Does anyone know how to properly make Weight for tartan? So that there are no such strange bends?

hoary gazelle
#

You can also use my tool to make collision meshes for building very easily. These stairs was part of the model, just used the separation feature, and used the firegeo detailed collision creation, you have to up the faces to match the model or a bit lower

tidal latch
hoary gazelle
#

no ive not seen that actually

hoary gazelle
tidal latch
#

I see, interesting stuff!

hoary gazelle
tidal latch
#

so I guess it is:

  • duplicate
  • renaming to UTM_ prefix
  • assigning some default layer preset and some default game mat
  • decimate to target face count
stray bridge
hoary gazelle
stray bridge
remote palm
stray bridge
#

simple collider is, collider tools you can get from his github for free

#

never said simple collider would be free

#

thats 2 different names and addons

remote palm
#

oh, i overlooked that. damn...

stray bridge
#
Blender addons

Collider Tools is a Blender add-on designed for creating physics colliders for games and real-time applications. The add-on simplifies the process of creating various collider types such as Box, Sphere, Convex, Convex (cylindrical), Auto Convex, Mesh, and Oriented Minimum BBox. These colliders can be easily imported into engines like UE, Unity, ...

hoary gazelle
#

i see, very cool

#

get the one from github, works pretty nice

#

these are tools they should add to their wiki lol

hoary gazelle
compact scarab
#

I assume it does but didn't see anything on there about it

#

I know simple colliderd does

stray bridge
stray bridge
livid hull
#

pretty sure he unified it and its the same addon on both github/blender store now, he renamed them

stray bridge
compact scarab
#

Yeah definitely. I had a tool for Unity for it I paid $60 for, but it was the biggest timesaver ever.

shell hedge
#

You'd have already done the UTM collider out of boxes and/or extruded splines by the time you got the collider tools installed

stray bridge
shell hedge
#

Can it make UTM colliders that look like vanilla weapon colliders?

stray bridge
#

unless steffen cooks smth

shell hedge
#

For geometry that doesnt require specific way of making utm colliders I would convert it to a voxel field and then to a mesh, and use symmetry alongside X/Z axes if beneficial/to make stuff consistent

civic holly
violet marsh
#

How many triangles support arma reforger?

steel hare
#

Hej guys, what might cause my model to disappear in the ground when I throw a grenade in its direction?

elder berry
compact scarab
#

How do I see submeshes? I unchecked merge meshes on import settings, and the submeshes show up on the import settings under mesh params, but don't see anything on prefab meshobject settings

#

Also are UTM colliders just straight mesh colliders or are they more efficient?

agile crater
#

@civic holly its a kangourou one hahaha for aussi mod 🤣🤣🤣

quiet ledge
brazen shoal
#

Are we allowed to pay someone to make a model specifically curated to be entirely for use in enfusion as a mod?

We just can't pay someone to actually make the mod within workbench itself right?

compact scarab
#

as long as their license allows for it. Which most do because arma mods are read-only

fast canopy
#

Any advise to get a model properly scaled?

fast canopy
#

anybody down to help me?

remote palm
midnight path
#

throw that into your blender scene and adjust scale of weapon

fast canopy
#

Thanks!

fast canopy
remote palm
#

Github - should find it when searing “Reforger Sample Github”

compact scarab
#

They are on the workshop also

fast canopy
#

Thanks a lot

surreal ore
grand imp
#

So, I was working on this... any recommendations?

fast canopy
wicked dirge
crude epoch
hybrid mountain
compact scarab
hybrid mountain
#

There was no combination of parameters that gave me a good enough result, but to be fair I was using the version directly from the command line and it didn't really fit my use case (end result desired was model split into 2 sides, a ceiling, floor, a front, and i tried a lot of things cycles, accuracy, number of meshes, etc.) and it wouldn't fit my geometry at all.

fast canopy
#

Does someone know why it is taking my bones as memory points?

#

I'm almost certain the export settings are right

fast canopy
steady halo
#

Does anyone know how to fix clothes dissappearing the further you go away?

#

I think it has to do with LOD's

violet marsh
#

how many triangles support arma reforger?

stray bridge
#

for reference you can always check out base game assets

hoary gazelle
#

Got such a feature to help in my blender addon

livid hull
#

@hoary gazelle have you thought about adding dropdown boxes for layer presets and gamemats for the colliders?

remote palm
hoary gazelle
livid hull
hoary gazelle
fast canopy
compact scarab
#

Is there a way I can adjust a new weapon position in aim mode while in game mode ?

#

Or something similarr

remote palm
#

Dont understand what exactly you mean - how close/ far you are zoomed in to the iron sights?

compact scarab
#

Is there any kind of hair support?

quiet ledge
stray bridge
#

I mean nice, but camo on the "wheels"? Arent those usually just plane green for example

pliant dagger
#

i mean who cares right ?

#

someone took a paintbrush and painted the entire tank xd

stray bridge
#

its up to you, I was just pointing out here

fast canopy
#

they were parented not weighted

cyan girder
#

You'd need multiple bones to do a slignshot like that.

compact scarab
#

Ya i just realized gotta go back to start

#

been a minute

warm oak
#

i used a booleen modifier is that gonna work or not? bc idk how else to do it but theres some weird glitch to it as well

#

trying to make this

#

the red small hole thing idk how to explain its on the edge of the gun and theres 2 peices right there too so yea

warm oak
#

question do i need like a very very low poly model for the gun too?

wary inlet
warm oak
wary inlet
# warm oak ah alr how exactly might i do a LOD or plasticity

LOD you would do as a last thing in blender so you can put that at bottom of priority list, as for plasticity if you are farmilliar with it it is essentially if blender and fusion 360 had a baby meaning complex geometry can easily be recreated, it has one month trial to test it out

warm oak
wary inlet
warm oak
wary inlet
wary inlet
warm oak
#

only thing that moves is the bolt idk why

#

nothing else will

wary inlet
#

go into the mesh and look at the vertex groups, it is a tab with three green vertex on the right pane

warm oak
#

im confused you mean the triangle thing thats the green squares?

wary inlet
# warm oak this what you mean?

Ok so it is all seperate objects making it easier, hit the select on the vertex group, if your mes lights up then you are good to go, if not you will need to assign it

warm oak
wary inlet
wary inlet
warm oak
#

that fixed it thank you i didnt know thats how that worked is there a way to limit which way it moves example for the trigger limit it to only rotate to a certian point

wary inlet
warm oak
#

oh and rq these 2 pins wont move with the stock bc they cant find "w_stock" as a vertex group for some reason idk why

wary inlet
grand imp
compact scarab
#

Can anybody lay some knowledge on me how to get this to react how I want it to?

fallow pond
warm oak
wary inlet
#

tbh I was hoping it was going to be vanilla FIA crewman weapon

elder rune
#

Guys, tell me pls what to read when I transfer a model, texture and normal, at a distance the model is incredibly dark

shell hedge
#

AI model generation is getting better at guns

remote palm
#

Hey 🙂
I am currently "learning" the remesh workflow in blender for making HP from LP - would you guys suggest using this workflow for increasing poly count on guns? I was able to increase this LP part from 228 tris to 3400 tris - but im not sure if topology would be an issue when using this? Its all triangulated - any feedback would be lovely!

#

Main difference here is that the 228 tris version is boxy and has pretty visible sharp edges, where the 3400 tris one does not have any sharp edges and is super smooth

remote palm
elder rune
#

Help please, tell me where to look and what to read, when I load a texture onto a material, firstly it shines when you are close, secondly when you fly away it becomes incredibly dark

remote palm
digital basin
#

if my object is super small and simple. having multiple lods isnt really needed?

compact scarab
#

You can also change the material with lod's I guess to a lower resolution texture

digital basin
#

like I guess I should as there is a detailed part that has 500 faces on it.

like is it logical to just have a lod03 and a lod0.

ive never really done modeling in game design so i not sure.

compact scarab
#

Yeah you can do whatever you want and call them whatever you want. I would just do LOD 0 and lod1 but do lod1 with the the same poly count as an LOD 3 would have been or whatever

#

And only have LOD 0 show up within like 1 m

digital basin
#

ahhh okay

compact scarab
#

And people just call them high poly and low poly when they only do two of them like that on the prefab for whatever

digital basin
#

polys are just faces? is 500 even much in a sense where its worth while to do this?

compact scarab
#

Polygon is like three faces or more

#

View the wire frame and then you'll see the polys

digital basin
#

ahh i barely have any then.

compact scarab
#

Called triangles also

#

Just depends

#

If you have a tri count that's it

mild pendant
#

Im on more of the new side and I have a buddy that works in graphic design who is going to be working on a car that I want to try and add.. Since y'all are talking about the LOD's here are the steps cursor said we need to complete. Let me know if you recommend skipping any of these or adding any steps!
versions:
LOD0 (main model): Under 100k triangles
LOD1: ~50k triangles
LOD2: ~25k triangles
LOD3: ~10k triangles
Set up proper vehicle physics points:
Wheel positions
Suspension points
Center of mass
Entry/exit points

#

Also, do I really need to keep it under 100k triangles?

sand pagoda
#

What is the proper naming for "Virtual lights" for buildings?

#

page about portals doesn't even mention them

digital basin
#

is any documentation on material editing? im trying to figure out how to do roughness maps etc.

turbid moss
#

I hope we can get a simple sample house with all the technology.

mild pendant
sand pagoda
#

omfg, who could have thought that this component is responsible for virtual lights...

sand pagoda