#enfusion_model

1 messages · Page 23 of 1

sand pagoda
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i have no idea how it determines when to emit light and when to not, but, this "magic" is not explained on wiki at all

turbid moss
digital basin
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is there a way to make a rgba file without using substance? It doesnt seem like photoshop is able to do an alpha channel

sand pagoda
shell hedge
digital basin
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ahh okay ill try that thanks

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ahh i think I got it to work. Thanks Bacon.

hoary gazelle
sonic violet
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I'm trying to import this model into the engine, is it possible to convert GLBfiles to Enfusions native file format for this?
https://www.fab.com/listings/d5a58638-8f14-4a08-b9b7-e093b79a4d79

Fab.com

If UV overlap occurs, set the "Light Map Coordinate Index" to "0" in the static mesh settings in UE5.If the lighting and shadow rendering are not accurate, adjust the "Light Map Resolution" value by increasing it as needed. Recommended settings (The mesh can be imported with materials and textures fully adjusted.)First, import the GLB file, an...

stray bridge
sonic violet
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Mint, gotcha, thank you!

stray bridge
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size will probably be totally off tho

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rescale it in blender if needed

sonic violet
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Alright, noted.

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RQ

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The preview sphere is supposed to show the material right?

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And not just a white/grey sphere?

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Oh wait, if I preview the material it shows, just not on the sphere in the editor.

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FYI, I am a huge newbie to Blender and modeling sf_eh_sweat

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Oh

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Material preview Wasn't on

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HAHAHA

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Okay, I went ahead and got the material to apply in Blender, exported and imported as FBX but the material was still blank in Enfusion

remote palm
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I can confirm that this is a terrible attempt of increasing poly count since well… you dint have any sharp edges and most importantly it will not have the UV unwrap anymore :I
It looked so promising 🥲

remote palm
sonic violet
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Ohh, okay. I'll go on over there then

steel hare
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Hej guys quick question
Would you prefer going for trim sheets when texturing larger assets (buidlings) or go for unique uv mapped textures?

shell hedge
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I prefer doing like vanilla buildings

steel hare
shell hedge
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Open vanilla building in workbench and check how the model and textures are setup

steel hare
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it seems like they use a mixture of both? For buildings e.g. the brick texture ResourceManager/~ArmaReforger:Assets/_SharedData/Brick/ST_Bricks_Bare_01_BCR.edds is only a tileable brick texture as it seems (1k texture). No trimsheet or anything

shell hedge
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The multi material is super fun

last parcel
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indeed

fossil crater
remote palm
sly bridge
remote palm
hybrid mountain
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My mesh is having issues with LODs, higher levels of LOD materials are being shown at larger distances, I have tried various overrides of LOD factors and it is still bugging out. I'm assuming 1.3 is forcing MIP level based on object complexity so I'm probably forced to decrease complexity of a mesh which is the size of two and a half LAVs?

remote palm
elder rune
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why mesh's can be so darknest

elder rune
tacit eagle
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what category does the farmhouse prefab fall into? It's in a prefab>structures but is it an object, composition, item, system?

strange flint
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Hello everyone, kinda noobie question but do i need to manually create the view LODs in my modeling software or can i make then in enfusion? The wiki mentions an automatic method, that left me a bit confused

wicked jasper
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You need to create them yourself. The engine handles the switch between the lods

strange flint
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ahh ok thanks

livid belfry
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Why does the USP prefix in blender tools not allow me to assign collider metadata to it?

Have mesh object named "USP_Ball"

Colliders Setup button is disabled for this object. If I rename it UCS for a capsule collider it allows me?

livid belfry
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Figured it out. Create it first as UCS_thing, then rename to USP_thing and it imported fine.

hoary gazelle
nova granite
hoary gazelle
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Every wall is its own prefab. Its more or less its own "building" in a sense. But when its gone, or destroyed its added as just an empty prefab

remote palm
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Jesus thats really cool 😄
Can you also replace the "empty" prefab with a damaged version of the part that got destroyed? So it does´nt just dissapear 😄

hoary gazelle
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yes its just to change the destruction prefab, i have it in the tutorial on how to change it

hybrid mountain
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I have never seen this before. When I move the camera towards the back direction in the editor and in the world, my model disappears. Is this a 1.3 bug or something I can fix somehow...

remote palm
hybrid mountain
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just, bloop

steady halo
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anyone knows how to enable backface culling?

neat canopy
steady halo
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thanks!!

elder rune
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what's problem can be? Thank's in advance

RESOURCES (E): BSP mesh is not valid 'BSP_mdl'
neat canopy
sand pagoda
steady halo
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why is the model not overriding the material here?

fallow pond
hybrid mountain
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It is literally the most efficient model I have the capability of importing into the software. Wish I had a copy of 1.2 to test there.

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Turning off cull fixes it but I would have to guess that there is something seriously wrong with the render pipeline post update

mighty bronze
fluid fern
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Hi there, with the update I added the SCR_destructiblebuildingComponent for destruction.
So on this point no problem my building is well destroyed however my windows remain, with the help of Wolf we had fun to modify the interior property Query Bounding Boxes by putting a completely lunar scale but my windows still remain.
Do you have any idea? it's very strange!

elder rune
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Does anyone know anything about the checkbox? -"Force Create Portals". When i turn off the param, i have 3 not working portals, other is working good. But when i turn on the checkbox, all portals working...

P.S. Sry for my english

neat canopy
sand pagoda
elder rune
neat canopy
hoary gazelle
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updated the destruction a bit when i found a new prefab had a lot more detailed setup than i expected. So can make holes in walls now soon 😉

elder rune
neat canopy
elder rune
# neat canopy What does the Error Message say? Also triangulate your BSP mesh

yeah when im import. im triangulate... This's video is my problem. Console say some warning


 RESOURCES (W): ExtractConvexEnvelope(): AreaPortal 'PRT_18' (3) doesn't have vertices assigned! Check the model, it's leaking.
 RESOURCES (W): ProcessAreasAndPortals(): AreaPortal 'PRT_18' (3) doesn't have reachable areas assigned!
 RESOURCES (W): ExtractConvexEnvelope(): AreaPortal 'PRT_12' (7) is larger than input data! Check the model, it's leaking.
 RESOURCES (W): ExtractConvexEnvelope(): AreaPortal 'PRT_14' (10) doesn't have vertices assigned! Check the model, it's leaking.
 RESOURCES (W): ProcessAreasAndPortals(): AreaPortal 'PRT_14' (10) doesn't have reachable areas assigned!
 RESOURCES (W): ExtractConvexEnvelope(): AreaPortal 'PRT_15' (11) doesn't have vertices assigned! Check the model, it's leaking.
 RESOURCES (W): ProcessAreasAndPortals(): AreaPortal 'PRT_15' (11) doesn't have reachable areas assigned!

But it's not that room portal's

neat canopy
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Also keep in mind that the Portals always should be a little bigger then the BSP windows holes or doorways.
If not, this would lead to the „it’s leaking“ warning

elder rune
neat canopy
elder rune
elder rune
neat canopy
neat canopy
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If it ends directly flat with the wall it can maybe cause such issues. But not 100% sure

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Try to let it overlap a bit more if not allready

elder rune
steel hare
tidal latch
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GenericEntity?

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StaticModelEntity is ignored by the system for instance

fluid fern
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These Windows are in a prefab in generic entity my_building_furniture

tidal latch
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why do you have windows in furniture prefab?

fluid fern
tidal latch
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yes, like in vanilla assets

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there is a tool which would snap windows to sockets based on their name

fluid fern
last parcel
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Wait are you handplacing them ? meowsweats

fluid fern
last parcel
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you place one of these where the windows axis point is and then do it like the vanilla buildings do.

fluid fern
last parcel
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under slot bone mapping

fluid fern
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Hummmmmmmm okay, I'll have to go over all my prefab s again, but thanks for the info I didn't know.

steel hare
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What the? How should one figure this out? Thanks a lot for sharing!
I read BI's tutorials but this somehow is not mentioned anywhere 😄 And after a few days this information will also disappear in the infinite vastness of this discord channel 😄

last parcel
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well you just take a look at the prefabs from the game and p3d in the editor and just use reasoning in want it correspends to thats what i did atleast.

crimson sail
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Does anyone have a good workflow video for Reforger uniforms > Substance > back to Reforger? Documents work as well. Not sure if I'd have to send the models to Blender first

fluid fern
compact scarab
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Is there any way to adjust things like this while in game mode so I can see where it's being positioned?

grand imp
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Should i make a Sig P320 or an HK P30L?

grand imp
surreal ore
mighty bronze
compact scarab
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@grand imp sent me a blender template to line it up with that worked awesome.

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Need to learn animation workflow now so I can make him hold it with 1 hand and new reload animation pulling back the hammer.

compact scarab
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And I moved the origin per zeliks suggestion

hoary gazelle
compact scarab
compact scarab
solar heron
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I have a Problem with using UDIMs i want to make this wall and roof with udims to spread multiple textures over the whole Wall/Roof but if i load in the model i don't know how i setup everything. How i tell Enfusion that the Walls have Multiple UDIM Tiles? In The Picture 2 you see that its messed up...because enfusion uses just one material instead of 5 ... the 3rd Picture is in Substance were everything is fine. Some Ideas?

sly bridge
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afaik Reforger doesn't use UDIMs

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hency why multimats

compact scarab
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its 15.5" in real life

solar heron
vestal quarry
cold vector
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Anyone know why my guy doesn't seem to be holding the L85A3 I'm so thoughtfully modding in for him? Lol

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I've been using the weapon creation tutorial on the wiki

vestal quarry
cold vector
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I think the issue is I'm testing too early? Maybe?

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I haven't done animations yet

cerulean patio
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When I export a vest to Reforger, it comes with 1-230 bones and not 1-229. Do u guys know how to solve this?

vestal quarry
cold vector
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although...

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is the tutorial outdated?

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^ the tutorial shows the gun being off to the side

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once added to the rig

grand imp
# cerulean patio

Hey there bud, make sure your weight are where they're supposed to be

grand imp
grand imp
crimson sail
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Alright boys, so I've made a uniform patch in Blender. It was then textured in Substance Painter. I'm completely lost as to what to do now. How do I put this in game?

spiral hedge
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Guys, how i can prevent light coming into a room? My Model does not have any Portals (complete close BSP and PRTVOL). I disabled Sky, Terrian, Ocean in the EnvProbe, but there is still light inside the room.

shell hedge
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Not possible since the engine doesnt simulate light realistically

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You need probe volume with fake darkness like vanilla buildings

spiral hedge
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even, when i turn down all sliders, its much to bright

honest pine
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next you import your png texture into workbench and you assign them to a new material

tidal latch
wooden wolf
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Im stuck, i made this billboard and i have uploaded it to workshop thinking it will show up as placeable item in GM, but its not showing, any help to make this show up in GM would be greatly appreciated

solar heron
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Since 1.3 i get this error in Blendertools. i want to make a collider setup...if i click on the button this error apears in console. any workarounds? or is there a update for blendertools?

spiral hedge
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What can be wrong if MaterialOverride of a CLoth item is not working? I have 9 times the same shirt with different Materials (Colors) 8 of them working fine but the 9th will not accept the override. If i check it in the world, it always shows the Default Material, if i than change the Override, it shows the correct one. But after Restarting workbench or Testing in Playmode its again the Default one. This drives me crazy for 4 hours now and i did nothing different than the other 8 shirts.

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btw. i also tryed to give the Material and also the "BaseLoadoutClothComponent" a new GUID and reimport. But this also does not change anything

spiral hedge
polar dew
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Is it possible to bake Mlods for vanilla models? If I understand correctly you would normally import the model into blender for that, which is impossible because it's a vanilla object. I have some vanilla object where I changed the materials and I now want to change the mlod to reflect that.
Otherwise I will just have to paint the texture myself.

surreal ore
polar dew
surreal ore
wicked dirge
spiral hedge
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Mesh:

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Its exactly like the 8 other shirts

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But this will always spawn in default Blue

wicked dirge
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check vanilla

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its random

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it will work on some, then randomly be bad on others

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but basically in the object field you dont have to link a xob, you link another simple prefab instead

shell hedge
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.et works 100% of the time, .xob/material overrides work depending on the weather

wicked dirge
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indeed, but inspect whats in vanilla, as the target .et is not a full fledged one, just some simple dummy

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that one is actually pointing to the xob

spiral hedge
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Dont ask me, but after 4 restarts of workbench its now working...

spiral hedge
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Lets move to the next problem 😄

Is this a problem of BSP ? PORTALS or BOXVOL ? I use the regular EnvProbe from Airfield_Bunker

bitter grove
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How’re you guys modeling your clothes in blender? Using shrink wrap or cloth sewing… what’s the best way do you think

wraith sundial
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<@&105621371547045888> could any of you help clear up the use of model sources, as long as I use the listed license correctly I am fine to use it right?

wraith sundial
delicate condor
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so if you buy ripped stuff and it ends up being found out

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you bear the consequences

wraith sundial
delicate condor
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no you are repsonsible

wraith sundial
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Legally or just from your guys' perspective/ bi

delicate condor
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legally

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when you upload stuff to workshop you agree you have rights to what you upload

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so you have to be sure you have rights to it

wraith sundial
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Yes and as far as I would know I have the rights because I'm using the posted license on whatever site I get it from, I'm not violating the oc's eula/ license as I didn't steal it the poster did

delicate condor
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but if it ends up being ripped the license you have bought is void

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you might avoid being banned.

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but it will get removed

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and you lose your money

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and all the work that went into the mod

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you dont get to keep stolen car you buy either

wraith sundial
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Ok I just wanted to make sure it wouldn't like strike/ ban me from posting on workshop, I understand that risk of buying models it's just I don't want to be kept from posting in the future if I didn't know the model was stolen

delicate condor
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cheap game ready models are very often taken from somewhere

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the scam relies on sale volume

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and that even if people find out they dont talk about it or care because it was not much money

sly bridge
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from the provided packages

mighty bronze
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Oof

gusty hatch
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Hi all, is mesh reimport not working for anyone else? When I reimport it's not importing the updated mesh.

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having to delete a mesh and import fresh isn't great. It was working before the last update.

fleet robin
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hi there! is there any way to import reforger model to blender for learning reason? im not going to share it or use in projects, i just wanted about mesh decisions and proportions of some things

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im sorry for such basic question

mighty bronze
# fleet robin hi there! is there any way to import reforger model to blender for learning reas...

Quick answer, no you can't, encrypted models.

Long answer, no you can't, encrypted models.
But there is a animation rig that uses the US army man (I believe sample character) and sample weapon creation has a model of the grommet rifle from arma contact dlc

https://github.com/BohemiaInteractive/Arma-Reforger-Samples

GitHub

Modding Samples. Contribute to BohemiaInteractive/Arma-Reforger-Samples development by creating an account on GitHub.

fleet robin
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can i see mesh somewhere at least?

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but thank you!

mighty bronze
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The workbench does give you to view all models in game
including things like rocket pods in the first exp 1.2 branch

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I do not have access to my computer, but I think the base model Ural is not the assembled truck so you can view and or attach stuff to it

mighty bronze
fleet robin
mighty bronze
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Diet object 279

uneven vessel
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How are people organising their blend files for vehicles? With all the separate VehParts there's about 20 different .fbx exports- are people making separate blend files for each light/door/etc.?

fleet robin
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You can export selected objects as fbx instead of transporting selected object to separate blend and only then export it

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I have like hundred of objects in same blend file

mighty bronze
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Collections are in option as well
Tldr in software folders for your models
Ie group up your doors in a collection called doors, then you can export via active/visible collection

uneven vessel
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aha thank you all, very useful 🙏

mighty bronze
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Lol I never viewed this tutorial before glad I'm somewhat on point tho

uneven vessel
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great minds think alike

mighty bronze
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Nah i consider it more of sharing the one braincell

fleet robin
# fleet robin Ural 5920

like currently im working on interior and i would like to compare proportions to arma ural to know if im making it correctly

burnt temple
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Trying to export trees from Speedtree to Enfusion. In Speedtree it looks normal. But when imported into enfusion it looks like shit. Any idea what went wrong?

turbid moss
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Change emat class to matpbrtreecrown?

burnt temple
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same. But it's moving with the wind now though

turbid moss
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Do you have opacity map

burnt temple
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nope

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I haven't figured that part out yet

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😭

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what is opacity map look like? R,G,B channel all the same and Alpha nothing?

turbid moss
burnt temple
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OK. thanks

last parcel
spiral hedge
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No nothing, also Portals look fine

last parcel
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the thing is that it looks almost like the boxvol is either damaged somehow, almost like due it not being perfectly aligned making it not import correctly

spiral hedge
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my BOXVOL is just a simple box 😄 Does it need any special setup?

cold vector
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Anyone know why on a custom gun I can't seem to reload at all? I have the magazine config set up on my prefab, it just does nothing when I hit R

mighty bronze
cold vector
mighty bronze
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Hmmmmm

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Ngl I just got in bed after a 3rd shift and I'm tired af
Idk if I can help rn

cold vector
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I wonder if it's because of missing player anims... I thought I did them all, but

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This gun is a bullpup, so actually that would make sense

mighty bronze
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You set up all the animations in rhe animation editor right?

cold vector
mighty bronze
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Should be a green circle next to the reloads on the sheet in your workspace.
If they're Grey they're missing
Also if you did custom animations they sont have any events (like attach/detach/spawn/despawn magazine)

mighty bronze
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Player animations
Weapon animations only sync with player

cold vector
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there's an animation but it does nothing seemingly

mighty bronze
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Ye child models will not play animations
Select the l85 model and if should play
(Under preview models)

cold vector
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Another issue I have is that when I go to lean side to side, I seem to rock back and forth?

last parcel
cold vector
mighty bronze
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You should like send. Picture of you'd weaponanimatipn component

mighty bronze
# cold vector

Okay after skill issuing my way out of not getting out of bed
Check always active and try again

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And follow up if that don't work
Are you able to see the player animations in the animation editor?

mighty bronze
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Damn I'm a failure ;(

cold vector
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Also here's the player animation set

wary inlet
mighty bronze
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Do binsingname to wwapib

cold vector
mighty bronze
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So I know why

cold vector
mighty bronze
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You ain't got no player animations

cold vector
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Fun

mighty bronze
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Grey circle = no anim assigned

cold vector
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This'll be a great one to try and do then

wispy summit
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Where can I adjust the distances for the various LODS for a model?

cold vector
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Given there's no tutorial for these

mighty bronze
# cold vector Given there's no tutorial for these

https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Setup

This Modding Boot Camp seminar was originally held on the Arma Discord Server on February 26th, 2025.

In this session, Senior Technical Designer Maciej Pham discusses Blender Tools setup, weapon animation, and more.

00:00 - Introduction
00:31 - Start of presentation
08:5...

▶ Play video
cold vector
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There's only a tutorial for the IK offset

mighty bronze
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The video actually goes over nla editor to make bullpulp anims for the grommet

mighty bronze
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Honestly I stopped at the nla so idk how much detail they go into
Because their ain't no anim that is close to a gustaf

cold vector
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I'll go through the tutorial and hopefully it fixes my issues 🙂

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Thanks Star, appreciate it

mighty bronze
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Also I think the wiki tut uses the ak74 work space which has no bolt release animation setup, I'd use the m16 workspace if you want bolt release AND slide animations

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Idk what voodoo magic causes but sometimes the m16 uses the bolt slide (instead of bolt release button) animation is why I mention it

last parcel
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have you tried a diffrent ENV probe ? like the base one,

burnt temple
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OK. Tree is working now. Here is another issue. Why LOD0 shows no leaves but LOD2 shows it. I though LOD2 is a rougher version of LOD 0

spiral hedge
last parcel
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have you checked to see if the boxvol is inversed

burnt temple
spiral hedge
last parcel
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No i mean, if it not accidently like this that the normals are going to the inside instead of out

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an other problem could be there is a giant hole somewhere that you havent spotted yet 😛

last parcel
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No the picture shows if it looked like that its setup wrong.

spiral hedge
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ok, normals are on the outside.

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Could it be a problem, that i do not have outside walls?

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So, my walls are just plains

last parcel
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Oh yes that be the issue meowsweats

spiral hedge
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Argh, was thinking i can make it as two parts

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ok, then let me add some walls

last parcel
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just tried on a quick example and yes that is most likely going to be the issue you are having,

spiral hedge
last parcel
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hmm, then I don't know what could be the issue.

mighty bronze
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Ignore that ping I just woke up

grand notch
spiral hedge
grand notch
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Holy fuck

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I thought you were just trying to import but I’ve never seen that before

spiral hedge
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DM?

burnt temple
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The model looks a bit blown out than in the prefab editor. How to make them match?

mighty bronze
burnt temple
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Thank you!

spiral hedge
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Good day, i now created a new BSP for my building, but now i got the following Error while importing. Can someone explain what this means? Thanks

 RESOURCES    : r_BuildBspTree(): Found 1 faces that were incident with selected split plane!
    Check model, it possibly has many almost coplanar faces producing too many similar split planes.
 RESOURCES    : Build successful
PROFILING    : Rebuilding took: 920.019400 ms
RESOURCES    : Thumbnail request processing timeout in phase 2 @"$ArmaReforger:Common/Materials/dummyvolume.emat"
cold vector
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I'm looking for somewhere I can buy assets from that does british vehicle models. I'm really struggling to find UK vehicles like the Coyote, the Jackal, the Husky, etc... Anyone know places I could look?

dark aspen
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Anyone know why my model would come out black like this? Looks fine in Blender and Substance

shell hedge
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Vertex colors?

dark aspen
shell hedge
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Idk blender 😦

stray bridge
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I think somewhere inside the green triangle thing on ur right or inside the material

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if not google will most likely tell you where to find it

dark aspen
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Oh shit so yea i think this has got to be it

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So how do i erase it

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Oh never mind it was the opposite, I had to add the Vertex Paint to that piece. It worked! Thanks

latent silo
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Anyone know of any good guides on modeling for enfusion? I want to make buildings for reforger but havent done anything for this engine before

whole epoch
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I added a "MatTerrianObject" around my building and now grass grows on the side of the building (way above the plane). Any ideas?

spiral hedge
hexed sandal
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The problem seems to be more in the building than in the soldier.

spiral hedge
faint viper
hexed sandal
# spiral hedge

Have you checked that the normal ones are correct?
I don't know about now, but in my day we couldn't make angles greater than 180º. We solved that scenario by creating cubes to make all the walls independent.

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is a rather complex model for generating the collisions of light rays.

spiral hedge
spiral hedge
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i just dont like to have any sunlight in the room. i will light it up with Entitys. But currently the full sun is bright up all prefabs in the room. i already removed the diffuse from the Materials, otherwise also the Walls are tinted (depending on the outside weather and sun angle)

hexed sandal
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Maybe you do not have well closed entrances with gates and some of the outside environment enters and it is not an airtight place.

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Note that the portal is slightly larger than the BSP and passes through it (I assume to ensure that it is completely closed).

spiral hedge
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Portal:

hexed sandal
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Well, if you meet all the BSP standards, I can't think of any other.

spiral hedge
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i was on that page the last 4 days

hexed sandal
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It is difficult without seeing your model, understand...

spiral hedge
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i can send you a scetch if you like to help

hexed sandal
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send me the XOB that is binarized to preserve the original.

spiral hedge
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You cannot see BSP/BOXVOL in XOB

tidal latch
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There is better documentation coming for BOXVOL and portal but I don't know the ETA when it will be available on Wiki

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In some upcoming version of Workbench, there should be also tools to debug boxvol inside of workbench (like, see it in xob)

hexed sandal
#

yes it is possible...

spiral hedge
spiral hedge
hazy path
hexed sandal
# spiral hedge

When I look at the other buildings, the BSPs are more squares separated by portals.
I think your building is too complicated. maybe you should put portals in each cell and optionally a portal between the first and second floor...

spiral hedge
spiral hedge
solar heron
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I build some Concrete Road and Ground Prefabs for my Rocketbase. But now i have the Problem that vehicles don't drive on it. i went with a car on it and get stuck. what is to do to tell the engine that i can drive on this model?...walking, collision and fire view works fine.

solar heron
spiral hedge
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This are the original colliders from a bridge. make sure to use the same layers (also Static, Navmesh...)

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Two Colliders: 1x Building 1x FireView

solar heron
#

How i can add these interaction layers?

spiral hedge
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You can set the layers in Blender Material Tools or on the import settings of your model

solar heron
spiral hedge
solar heron
spiral hedge
#

If you use "Building" it will be used for "Static, Navmesh and NavmeshVehicle"... FireView will be use "ViewGeo and FireGeo"

solar heron
spiral hedge
#

Viel Spaß

solar heron
#

Danke dir... Werd es morgen mal testen

turbid moss
#

Why not buildingfireview?

spiral hedge
#

Dont know if this will also use Navmesh

#

Just checked original bridge

turbid moss
#

I have very simple bridge and it work ok.

solar heron
#

So i just copy the colliders and put the other settings in this...why they used trimesh...isnt this expensive?

#

I have multiple UBX Colliders. And for the ramp UCX...

compact scarab
#

Utm is mesh collider so yeah expensive but still not going to affect anything unless you have a ton of them

#

I guess relatively expensive but engines can handle tons of polygons or triangle these days. As long as the physics aren't "active" shouldn't be a problem

solar heron
compact scarab
#

200 polygons is absolutely negligible

#

The engine can probably handle a million polygons Or more. Maybe not quite that many but a ton anyway

#

Another thing you can do is get a plug-in that uses the algorithm/library I forget the name of it. But it estimates a mesh collider with a series of simple colliders automatically.

#
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, ...

#

That's one. I think it's free on his GitHub also

solar heron
compact scarab
spiral hedge
#

Maybe there is another idiot like me and have such problem in the future... do not try to fix your model / bsp / boxvol... first check if "cast shadows" on MeshObject is turned on. 😦

sturdy forge
#

What do I need to get zeliks to work, I know I need bones but I dont know what file to get from the github

stray bridge
#

what zeliks

sturdy forge
#

zeliks characters

#

Its a mask and I looked at other mods for examples and the difference is they have character bones and I don't

fallow pond
#

oh boy cant wait to do the low poly 😦

agile furnace
#

Good evening, I would need a helping hand with the engine to make a prop mod, because I studied the official Enfusion documentation, I still can't pack the mod so that it is functional, someone more qualified could help me understand the procedure please

mighty bronze
#

Also good luck baking the normals, that shiz never work well for me :/

hazy vault
agile furnace
agile furnace
#

So your intervention is of no use to me, thank you.

mighty bronze
# fallow pond baking easy

Is that so? Make me a souffle
Jokes aside I always had pains baking maybe just need to revisit a tutorial

hollow hornet
#

is something like this @ 25k poly count fine for LOD0? (3d modeling newbie)

sullen charm
hollow hornet
#

dually noted, thanks

last parcel
#

that is not much. even the ak74 is 41k in polycount so you are more then fine with 25k.

wicked dirge
hollow hornet
#

great, thanks a lot wolf and assassin!

bleak depot
#

anyone knows where is the problem? I cant find a solution...
in MatLightPortals isnt a specularMul

livid hull
bleak depot
#

okay thx. i have recreate the emat and delete old file. worked too 🙂

last parcel
#

or just use the Portals materials that BI uses, saves alot of hazzle and space

compact scarab
#

Anybody know where to adjust offset for worn model of a backpack?

gusty hatch
compact scarab
#

That might mess with the pickup version of it I'm thinking.

#

I guess I could just duplicate the model huh

gusty hatch
#

pickup version should be a different item model. If you are using the same model for item just duplicate the worn model, rename it with _item to use as item, then reimport on the original

solar heron
#

@spiral hedge @turbid moss @compact scarab it now works fine and can drive on my Road Prefabs... now iam in the phase of detailing out my rocket base (not historical correct). Thanks for your help

spiral hedge
#

On the new LAV25 and BTR, there is no water coming into the Model while driving into the ocean. What setting or collider is responsible for this?

magic bear
#

I'm hoping to find someone here that can help point me to the answer I'm looking for. I have some CAD design experience but thought my question was for textures but they said to come here. The question is how to create the entity that I need to make a decal just like the one on the helicopter. The one that says "United States Army" on the tail/boom of the helicopter. As well as to place it on the model where I would like it to be at. Thanks!

light sphinx
#

how do you add sandbags, camo net, etc to vanilla vehicles?

surreal ore
#

From what I've seen, you're using an unrigged model as the worn model and expecting to adjust it's offset. And that's not how that works.

compact scarab
surreal ore
#

Just rig the backpack ffs

compact scarab
#

I will that's my next thing to learn I've never done much rigging when I get home I'll figure it out

faint wyvern
#

does anyone know how to add a RegisteringSlot conponment in Slotmanger, it seems i cant change them no more

hybrid mountain
faint wyvern
hybrid mountain
#

go to folder where mod is stored, find the prefab file, open with notepad

#

find another file with the registering slot for comparison, ensure you are careful with modification

faint wyvern
#

is this the new wey, or just a work around for it being broken?

spiral hedge
#

Hi, is there a way to increase the view distance of a Model/Prefab? I have a door with 5 LODs, but if i walk away (20 - 25m) from this door, i can see how it disappears and the white Portal light filling the whole door frame.

civic holly
#

Anyone know how to rectify odd shadows on custom models? Ive tried ensuring Normals are outside etc.

wicked dirge
dim nimbus
#

Does vehicle firegeo has to be closed mesh?

tidal latch
#

it depends on type of colliders

dim nimbus
tidal latch
#

this one can be open but it depends on materials used

#

(game materials)

dim nimbus
#

armor 10mm

#

with the latest update, we send best regards to bob murphy who apparently was fired

#

hence why AK now pens 2 LAVs and KPVT does not pen visors whatsoever

#

lav hull collider is not closed

tidal latch
#

it will work

dim nimbus
#

Aight

#

the ONLY armored thing in LAV atm is appaarently glass

#

bc everything else is.. mae d out of paper now

#

thats default ak.

#

But glass? hell, even 14.5 mm KPVT does nothing

#

👌

tidal latch
#

there are feedback channels for bug reports

dim nimbus
#

i dont like these

#

i am old, fren, ill go uise old shity web 1.0 issue tracker instead 😄

tidal latch
#

ok

faint wyvern
#

does anyone know how to make a helicopter rotor blade Blur

shell hedge
#

radial blur in photoshop?

dark aspen
#

Can't figure this out: I got the issue you can see below, but when I take off the weight from the likely areas the rigging stop working. How do you do, i guess, "complex" weight painting and prevent unwanted areas from being rigged

elfin epoch
#

Hello everyone, I'm asking for your help.
I'm new to 3D modelling, and to do this I first want to import a pre-made model into Arma Reforger.
However, my model being imported, when I use it in-game, I notice that in first person it hides my visibility (photo attached).
I've tried looking in the settings, but I can't find the solution. Can anyone help me?

surreal ore
#

Duplicate one of the vanilla worn helmet materials

#

use the duplicated material for your worn item

#

Otherwise you'll have to create a material with the correct settings and create a prefab with the correct settings and add a ParametricMaterialInstanceComponent and give it the correct settings.

elfin epoch
#

Okay thx, I'm trying that

surreal ore
#

Also not sure why you didn't bother reading the wiki

elfin epoch
#

I've find I'it at the beginning, but as I'm not speaking so good english , I must have miss the information

hot gazelle
#

Any good tutorials out there on adding plate carriers to the game? Got a couple I’d like to get rigged up but I’ve never really dealt with the weight painting/importing with armature etc

drowsy crescent
#

can anyone rig some gloves I have? ill pay!?

surreal ore
quaint bloom
#

Is there a way to export vehicles from arma to blender? I’m trying to make the LAV-M variant of the LAV for a unit I’m in

quaint bloom
quaint bloom
#

no clue what I'm doing but i think I'm doing good? idk I've never used blender

fallow pond
#

1st time projects never end in success

stray bridge
drowsy crescent
#

Having issues!!!! I import my clothing item and it will not load the material. its kinda like the blender fbx file is black. wont let any material show

waxen current
#

I'm trying to import an .FBX and the "reimporting" is stuck at 58% everytime. I must be missing something.

waxen current
#

I'm not super experienced in modeling, just trying to get some paid assets in, I'm assuming this is a problem...

#

I dropped it to this, got it done.

wicked dirge
#

99.99999% dont even try, so YES you are doing good!

storm anvil
#

Is there a good source i can use for learning ins and outs of getting blender made models, into the world editor?... I exported as an FBX in blender and then imported into enfusion... but all it gave me was the base model, with no texture/painted.. just grey in color... Also need to learn more about adding buildings, stuff with animated/interactive parts.. one thing at a time but yeah

gleaming totem
#

hi anyone know if Character_Weights_Template.blend work if i export it into 3ds max and do the rigging there ?

wicked dirge
small apex
#

Whats the best way to do car rigging ?

#

I know rigacar dont work on the current version of blender so im learning how to do it manually

#

Anyone got any pointers ?

surreal ore
small apex
#

So them youtube tutorials are garbage

#

And i see more stuff for arma 3 rather den reforger

compact scarab
#

There is somebody on here who made a tool for car rigging

#

@small apex

small apex
#

Lol i said fuck it n moved on ill comeback to it later now im working on a phone

mighty bronze
#

new model on that right
god why do normal map baking have to be so painful

#

I'm using blender
Cage with setting at 0.1 meter, reset normal vectors, cleared custom data in vertex settings.
Trying to bake from subdivided down to low poly and I get two different results on these two rounds (the roughness and color of the base layer texture is the same in substance)

#

I'm also using 32 bit depth so artifacts shouldn't be happening(which doesn't seem to br the case just specular normal mapping being wonky)

wicked dirge
mighty bronze
#

Clarification I mean in the right
Those are two different models with different looking specular (from Nirmal maps)

#

I'm getting back on to look into it more

wicked dirge
#

Normal map does not do anything about specularity, that is handled by metalness and roughness, but indeed if the shading is incorrect, you might start seeing specular reflections where you shouldnt

mighty bronze
wicked dirge
#

yes

#

and everywhere you have a sharp edge you should have a UV border

mighty bronze
#

k attempt #69

mighty bronze
#

I might need to reduce those ridges, they're barely noticable in pictures of the real round
but holy shit

you don't know how much I want to cry right now because no guide or help forum I found mentioned making sure the sharps matched seams
I've been having trouble with this on and off for probably years now

#

oops I forgot to reimport the texture for the heat round guess that's why the band was so noticable

gleaming totem
wicked dirge
wicked dirge
# mighty bronze I might need to reduce those ridges, they're barely noticable in pictures of the...

yeah it rather strange that this is not point number one in every baking tutorial and basically produces the right result every time. In fact this is really the ONLY strict rule to follow! So much so that most 3D software alows you to auto unwrap your model by sharp edges. So my typical flow is: finish model, ensure the sharp edges are defined properly (a lot of time you can select edges by angle and do mark sharp and 80% is done, then just cleanup). then automatically unwrap (make seam first, then unwrap) by sharp edges, again for 80% this works fine. Come back and add seams where appropriate for things like cylinders (on smooth edges you can put a uv seam wherever you like!!!!) and then just pack everything nicely. You are ready to bake.

wicked dirge
# mighty bronze I might need to reduce those ridges, they're barely noticable in pictures of the...

Master 3D Modeling and Topology Today: https://www.onmars3d.com/

You will learn 5 tips on how to solve common texture baking issues. You will get perfect texture bakes every time using Blender and Substance Painter!

I and just finished the modeling, UV, texture baking wanted to make video as it was top of mind on how to create game-ready ass...

▶ Play video
vestal quarry
wary inlet
mighty bronze
mighty bronze
#

complete

fallow pond
#

you know the 502 has a hemispherical bottom

mighty bronze
# fallow pond

fake news!
that image doesn't show the flat rim that leads to that lower part

#

also now I can't unthink of it looking like a
Sus object
attached to a plunger

#

(also ignore the white part being incorrect on my final round I fixed that)

hardy egret
#

Will UDIMs ever be supported

signal yarrow
#

Hi guys! Are there those who can or have a desire to help our project? The point is, there is a 3d model of the drone, we need to make it all perform functions. For details write me in private messages. Thank you!

iron galleon
#

what was the fix for a LOD turning black cant seem to get it to render correct

shell hedge
cosmic solstice
#

Anyone know of anygood Airport terminal structures that are on workshop?

south topaz
#

what do you do to fix it?

stray bridge
#

you checked face orientation?

#

looks like flipped faces, make sure they are the right way around

fresh lion
#

I tried asking a couple times in textures, yesterday, which I thought was the right place. But I'm gonna try here too. Here's a copy and paste of my question there:
Hey, I'm new to this side of things, so be gentle 😉 is there a good tutorial for the export, import, and editing of the EDDS image files? my goal is I'm trying to put together a arsenal of modded weapons and I want to make a few green and yellow EDDS files for the overlay of battle use and damage. I'm not a huge fan that most modded weapons looks like some Chad just bought it at Cabela's 15 minutes ago. I want to Export a BI EDDS(probably the one for the M16 suppressor), for a reference start point and edit/resize it to match what I want. I Don't have the option to Duplicate to my folder so I know it's a different process, but I'm unclear on my next steps. Please and thank you

stray bridge
#

you cannot export base game textures

#

import is just drag and drop .tif or .png files into ur mod

fresh lion
# stray bridge you cannot export base game textures

So if I wanted to make an image that was like the green and yellow one they use for the nicks, marks, and wear, where would I learn to do that specifically. Im not a fan that a lot of modded weapons look like some Chad just bought it at Cabela's 15 minutes ago. These are supposed to be tools used by virtual "soldiers". I'd like my stuff to look battle tested rather than brand new

stray bridge
#

you can use eg substance painter to do ur texturing work.
But this is only possible for custom weapons, for proper texturing you need the mesh / the uv maps. Which you dont get from the base game weapons. You cant export those

fresh lion
# stray bridge you can use eg substance painter to do ur texturing work. But this is only poss...

These are modded weapons. I've been swapping the base image and playing with settings and I'm pretty happy with my results. Except they look brand new. The original modded weapons and my version look like they've seen little to no action. One of the images in the EMAT for the vanilla, 5.56, sand stripe suppressor is a green and yellow image that contains the knurled, diamond pattern, stamped writing, and nicks and wear. I could integrate this kind of image easily because the weapons mod I use doesn't use or have the camo section in their EMAT. If I make a EMAT with the section I can make a pretty decent asset skin. But I'm lacking knowledge of the making the image for damage and wear with transparent parts and wear to add to my assets. If you know of, or think of any resources to go pick this apart and learn, Id be appreciative, I'm a fairly quick learner

fresh lion
# stray bridge google and youtube <:hapyj:1349188088395726979>

I've tried. EDDS doesn't pertain to a specific file type. And as for the yellow and green image that hides certain parts of a background image, no idea what a proper name is for the image or if it's even yellow and green in other editors. Hard to use Google a lot when you're so new and know so little. Thanks though. I appreciate you, homie

shell hedge
#

Substance Painter

fresh lion
#

@shell hedge @stray bridge ahh, gotcha. I know that was said before. I'll look into it tonight. I appreciate you guys

fresh lion
quiet trench
#

Hi everyone, i need some help😭... I make some dev for 3D models and it's my first time on enfusion workbench . i want to upload a rules panel in my serv, so i make panel (3d model )with blender but when i go in the workbench i can't put my edds in my texture. The defaut is "creating new material to replace the place holder"
"Ressources : failed to retrieve relative path"
"Defaut : failed to create new material".
I'm french but i can speak in english.
if people can help me please 😭😭😭😭thank you

uneven vessel
#

what are these GEO_skin/noSkin bones used for on the UH1H Huey model?

fallow osprey
#

got the model done

#

but what do i do next?

#

whoops wrong game area

young wind
#

I imported fbx into the workbench now I have the .xob how can I make it into .et? didnt understand the wiki section about this one..

mortal marsh
#

Anybody having collider setup issues with the Blender tools for Enfusion today?

mortal marsh
#

Now I think about it, I wonder if there Blender addon has been updated and I havent updated it?

bitter grove
#

I think I remember someone saying there was an update for the blender addon. I would check that first

mortal marsh
#

Aye, im praying to god its that haha

#

Pulling my hair out today!

mortal marsh
#

How big is the size limit for objects? Ive created this HQ building in Blender but the colliders dont work if I import it all in one

#

By size limit, I mean specifically distance wise, not vertices or faces - Thats already way beneath the required limit

compact scarab
#

Can anybody give me an overview basic workflow of how to rig a new piece of clothing in blender with auto rig Pro for enfusion?

stray bridge
#

also if we talking about colliders, would be good you show them

mortal marsh
#

@stray bridge Yeah fair enough, my bad!

Nothing in the log 😦

Heres the collider and its associated stats in Blender

last parcel
#

Split that building up and then reattach it with diffrent Prefabs in the editor instead, as having that many Colliders + that high of a polycount with just Colliders is only going to lead to performance issues, + you are going to have alot of more problems when creating the BSP for the building, with the Lightportals and Portal Volumes.

mortal marsh
#

Thanks for the advice mate 🙂 How did you manage it with your School Building? Seems thats a single xob?

last parcel
#

it had alot of less colliders then you have currently + lower in polygon LOD 0 is like 28k polygons, and the highest counted on my collider is 11k in total all around.as i think the max polycount for colliders is at 25k

#

also i took a hot min to import it when adding the BSP stuff.

mortal marsh
#

Good to know! Thanks for taking the time, much appreciated 🙏

mortal marsh
#

Hundreds of hours in Blender over the past few months and Ive only just learned you can 'walk' through your model 😐

shell hedge
#

The what

hexed sandal
mighty bronze
mortal marsh
mortal marsh
stray bridge
mortal marsh
# mortal marsh <@393508675047784448> Yeah fair enough, my bad! Nothing in the log 😦 Heres ...

I eventually found the problem with this - Thought I'd post incase anybody ever searches for something similar.

So I was able to import the collider eventually as a single UTM (however inadvisable this might be)

The issue, it turns out, was that in using boolean modifiers to create doors & windows it had created a small amount of non-manifold areas, these were causing the collider to fail upon import (although the log wasnt stating this)

I fixed the issue by creating a new, very simple collider, comprised entirely of cubes with no knife projects or booleans used 🙂

ornate walrus
#

Hey so im trying to add a custom fire hydrant model and i can walk right through it , I have a collider I've tried UBX and UTM with no success any tips?

turbid moss
#

Add rigidbody component?

ornate walrus
#

I have these so far

#

so if i select static it works but my bullets go right through it

turbid moss
#

What collider layer u used in model?

ornate walrus
#

you mean type ?

turbid moss
#

y

chilly dragon
#

Like the collider preset. Eg propfireview

turbid moss
#

Both static and geometry enabled?

ornate walrus
#

oh i used firegeo

#

lemme double check

ornate walrus
turbid moss
#

propfireview should be ok

shell hedge
#

You could save a lot of time by simply comparing your thing to a vanilla thing... check what colliders vanilla props use, what layers they use, and do your props like vanilla...

tidal latch
ornate walrus
#

@turbid moss @chilly dragon Thanks boys got it to work!

compact scarab
#

Anybody willing to remote into my PC and rig one piece of clothing in blender for me to show me how to do it.

#

I should be doing it on the Character_Weights_Template yes?

tidal latch
#

youtube also have quite a lot tutorials about transfering weights and rigging by hand

compact scarab
#

Thanks I had seen the helmet one but missed the vest one somehow

compact scarab
#

Yay breakthrough.

compact scarab
#

Is there a list of submeshes / body parts to hide somewhere?

#

Whats torso called? I tried torso and chest and not hiding it

shell hedge
#

Yeah in the vanilla character model

#

And in the identity config of the... faction or character I forget

compact scarab
#

nice ty

#

I looked on the import settings of the base character mesh but not on the prefab

shell hedge
#

Why import settings? Look at the mesh list

compact scarab
#

Thats what I meant. I didnt see submeshes on it but its early maybe i overlooked it

shell hedge
#

All meshes of all mesh assets should be listed there

compact scarab
#

Oh its in the LOD section thats why

#

ty

#

Is this where reference pose comes into play? Do I need to match it to the clothing?

shell hedge
#

I always rig in the default A pose

compact scarab
#

Ah yes im dumb

#

ty

halcyon dew
#

I am trying to import a new car model. Unfortunately all textures seem to be one sided? Exported the model from Blender.

compact scarab
#

Its called culling or something and you have to disable it for it to be double-sided

halcyon dew
#

Got it, thanks!

young wind
#

I have collider but no colision when player steps on nor hits

young wind
#

hm wtf in diag it dosnt have any collision PepeGamer

shell hedge
#

gm_flatgrass

last parcel
#

becuse you haven't clicked on Model Geometry in the rigidbody.

young wind
#

Yep that was the issue, thought it was for using the mesh geometry itself, weird naming frogthinking

last parcel
#

well there is a wiki for a reason to help with this sort of stuff.

young wind
#

Anyone knows if there option to import fbx that have vertex paint without it effecting the model textures?

compact scarab
#

Anybody know how this happens so I can fix it?

#

exported from blender 4.2

#

gotta be some kind of record

tidal latch
#

you can open txo in txt file and see what is generating so much data

shell hedge
#

to be fair

#

what is txo for?

#

and wat is xob for

tidal latch
#

xob is binary form of txo

shell hedge
#

okie

#

so why do you need both

tidal latch
#

I'm not at work today but I remember this question being asked on Slack few times. I might check it in 2 weeks

cold rune
#

Might be a dumb question but how do i set my custom LODs?

stray bridge
wicked dirge
dim nimbus
#

i would like to know how mine ingame gets triggered.

#

Attaching MT colliders (car wheel collision for example)to something onto character does not trigger mine when "smaking" mine with the thing.

#

Are these particular checks excluded with playable cahracters and only computed when vehicle goes over mines?

rancid cape
#

Is there a way to adjust how a plate carrier sits on a character in enfusion or does that need to be done in blender?

compact scarab
#

What bone to use for pivot id for a tshirt?

faint viper
dark aspen
#

From my understanding it’s completely automatic depending on one’s graphics settings. Though you can change it manually according to the wiki

paper mantle
#

Could you elaborate on how to use the decal entity?

bitter grove
#

what have i done wrong. i feel like i followed the wiki pretty well. i re did it and got the same result

bitter grove
#

my collider one should be set up correct and you mean in relations set my LOD0 one to parent armature?

#

@livid hull

#

i do that and it scales up and floats far away

livid hull
#

ill send you some instructions on DM

spiral hedge
#

Hi guys. i have a small question to LODs. If i place Vanilla Characters, they get rendered up to 700m. On 800m i can only see the arms, but no more cloth items. If i now place a character with my cloth, the pants will not be rendered on 600m, so it looks like the char does not have legs 😄 The pants have 4 LODs. Do i need to add more LODs or is there a setting for this? Thanks and have a nice weekend

shell hedge
#

Do they have same amount of LODs as characters?

#

It might be switching LOD based on parent

sand pagoda
#

can be pixel size

spiral hedge
sand pagoda
spiral hedge
#

Thanks, will check this

buoyant depot
#

Hello, good day. I’m having an issue with a vehicle when importing the skeleton. When I import it, the vehicle in the prefab gets lifted (the wheels don't make contact with the ground). I’ve tried several things in Blender but haven’t been able to fix it. Does anyone know what the problem could be?

leaden chasm
#

What may cause the objects to wobble and not settle down for a long time? These are vanilla with "static" unchecked, but i've also tried just making simple box model and it wobbles too. Tried some different layer presets, different rigid body settings, only thing which helps a little bit is setting linear and angular threshold to max, but that is unwanted and object still wobbles before becoming inactive. While say tree debris seem to not wobble at all.

shell hedge
#

does this happen on arland or everon or only on mptest?

wary inlet
leaden chasm
leaden chasm
shell hedge
#

I have the same issue with my tonk

#

No clue

leaden chasm
#

Maybe it has something to do with default terrain surface material in mptest, or idk

leaden chasm
shell hedge
#

yippee

#

NO WAIT

leaden chasm
#

i'm almost sure that it was not fine before but wtf really

shell hedge
#

it still wobbles but less

#

I have to get in close to see it

leaden chasm
shell hedge
#

No because the wreck model I based mine on was set to static

leaden chasm
#

what's your layerpreset on the wreck?

shell hedge
#

its exactly the same as BTR70_wreck prefab with swapped mesh

leaden chasm
#

i believe so, because otherwise it wouldn't be able to wobble

#

so what layerpreset is on your wreck collider?

shell hedge
#

Yeah idk I tried matching it to btr

#

I'll go over it in a few hours again

leaden chasm
#

Ok, i'll go through world and terrain entities for arland and mptest and see if they have any different settings

#

HMMMMM, maybe that's the freaking issue?

#

Created simple terrain with 0 0 0 -- still wobble
Replaced default surface with Grass_02 -- still wobble

shell hedge
#

Mine wobbles on arland so its an issue in my mesh probably

leaden chasm
#

This is ridiculous how inconsistent it is

#

It is definitely has something to do with terrain, or combination of something in terrain and collider

shell hedge
#

BTR70 vanilla xob doesnt have this issue so I think I will just redo my collider later, dedicated wreck model maybe

valid pendant
#

does anyone know how to fix the error that the crosshair is no longer displayed in the sight? i have followed the modding instructions but somehow it doesn't work

leaden chasm
shell hedge
#

Strange that the BTR70 wreck doesnt wobble tho

leaden chasm
#

But on arland i did test on the airstrip and it also doesn't wobble. Maybe it has something to do with terrain grid/tile/size/whatever

leaden chasm
shell hedge
#

Airfield, flat

leaden chasm
remote palm
sleek forum
#

Anyone knows why are my fractured pieces not falling once I destroy a prop?

#

I inherited vanilla asset and just replaced spawned objects and main object mesh

remote palm
#

do you have proper geometries added? And did you reimport them once you have imported your asset?

sleek forum
#

what do u mean? my main object has collider if u mean that

remote palm
#

Yeah, mb 🙂

sleek forum
#

but when I destroy a prop, then spawned broken parts just stay in the air

sleek forum
#

nwm... I figured it out

untold meadow
#

is there a size limit of objects to have geo lods?, asking since switching from arma 3 and objects cant be beyond ~70m and still have collision

mint hollow
livid hull
spiral hedge
#

Hey, is it possible to have two separated $rendertargets on the same model?

rancid cape
#

Just curious is it possible to make plate carriers that shape to the body or clothes? dosent the vanilla chest rigs stretch at certain points when wearing armor under?

midnight path
#

i even tested a 800 x 800m one and it worked fine

bitter grove
#

inventory item not popping up after added it to inventoryitemcomponent, what am i missing?

#

also colliders are set up the same on these two( fire geo and metal 5mm) but the one on the left doesnt sound or look the same after shooting it

#

also no marks on these guys after headshots

granite marsh
#

I'm current working on this building, I'm trying to set up everything similar to the buildings in-game can anyone explain to me how the UV set work, both UV set 1 and 2 are different.

fading wren
#

Heey heey, I kinda need some expert 😄 I am very new with blender and the Enfusion engine, but I managed to create my first object, HOWEVER, it is a POSTER, but the borders arent transparent what did I miss to make it work properly?

#

To extra clarify I am talking about the blue ish windowish thing arounmd the poster

#

Original poster

wary inlet
fading wren
wary inlet
#

if weird things continue to show up it could be a matter of your material textures, ensure you have opacity map and alpha in BCR is approximate roughnes value

fading wren
#

Not sure what you ment with that last thing

#

Do you mean this?

fading wren
#

In blender it works fine, in Arma reforger it keeps filling in the transparant gaps. Did I miss something?

fading wren
#

Oke I have 0 clue how to fix this.
If anyone knows a solution that I am missing, please let me know! 🙂

red sinew
midnight path
#

put that into the opacity area in the material

fading wren
# midnight path opacity map

O thanks man! 😄 How do I make such an Opacity map for other posters and graffity I am porting? 🙂 Because I plan to export custom graffity and posters to increase the overal quality of my terrain

fading wren
midnight path
#

so just bring in your bcr to photoshop and edit it to make a opacity map

#

the value of white in each pixel 0-255 equals the amount of opacity

dusty ember
#

Hello what is the problem, can someone help me

stray crater
fading wren
midnight path
fading wren
midnight path
fading wren
fading wren
#

I think I did it! 😄 I think I remade it!

#

@midnight path , why does your Opacity have those extra details in it? (the scratches) mine looks way to clean compared to yours

keen canyon
#

Where is this found? Is it important to do when placing Signs?
Reason I’m asking is I just made my own sign from Blender and once I publish to Workshop, they are no longer found in the map.

keen canyon
mighty bronze
#

Okay
Who the hell keeps using that funny polish name for all the AI

fallow pond
#

its standard polish name

#

nothing funny about it

amber totem
#

Hello everyone, I am currently working on getting custom player models into my mod. But the new model doesn't exactly align with the provided bones from the Reforger Armature.
When I (using Blender) adjust the position (in Edit Mode) of the armature bones that need changing, they get snapped back at the very end in the Enfusion Tools when I have my prefab ready. (I already guessed this would probably happen)
Does anyone know how to adjust the default bone positions, without screwing over animations etc.?
I have a feeling I need to override an animation skeleton defined somewhere in the files, but I have no clue as to where.

calm karma
#

How does the WaterErase material work. Is there some extra step I need to do besides making a sealed box where water shouldn't go and applying the material to it?

amber totem
#

Usually works like that in games yeah. Can't confirm though. But game engines check which area the volume fills, and creates a mask based on it

calm karma
#

Never mind. Just tried flipping the normals and it works now

granite marsh
stray crater
last parcel
#

You do need it for buildings that uses the maskmap system...

stray crater
deep dagger
dawn cargo
#

Hello just wondering how do you make it where you can place a custom sign in game master

dawn cargo
midnight ore
#

If anyone could point me in the right direction for sorting this, it’d be appreciated.

amber totem
# midnight ore If anyone could point me in the right direction for sorting this, it’d be apprec...

There could be a few things wrong here, but it's difficult to determine without seeing all details:

  • Did you move one of the bones from the Armature? (You are not allowed to, this breaks things 😦 )
  • Did you make sure to Apply the transforms of your object BEFORE adding the modifier link to the Armature?
  • Are the weights painted to right bones? Judging the type of mask, I think you could easily get away by Weight painting/assigning it all to the Head bone
midnight ore
amber totem
#

I haven't done weight transfers myself yet, but only manual skinning. Could you try that?
I am also happy to hop into a call with you to try and figure things out with you sharing your screen

compact scarab
#

And just curious why is the sample character template not in A pose by default?

compact scarab
#

And if I put the character in A pose and then parent the shirt to the armature it does this.

#

Where am I screwing up

rancid cape
#

How many polys is to many polys when it comes to vehicles in arma reforger, what range should i be in to where it still looks good and not dated?

midnight path
#

the sample car is like 40k

#

high detail vehicle usually 250-350k

rancid cape
#

So my origin in blender is set to center-ish mass of my object, why is it that in the workbench moving and rotating it is way offset? How do i fix it?

last parcel
#

But the object in blender is not.

stray bridge
glossy prairie
#

How do I open an empty map in Infusion?

dawn cargo
#

Does anyone know how to make it where you can move your sign bc when i place it its just stuck can't move it or delete it

quiet ledge
errant girder
#

can somebody help me with this? as soon as i add a amature to this, its going crazy in enfusion engine, i tryed everything i could think off
every other part on this gun works perfectly

surreal ore
#

Apply transforms

mighty bronze
#

In object mode you effectively wanna make sure everything shows up as 0 location, 0 rotation, and 1 scale

compact scarab
errant girder
rancid cape
#

How do i hide the names on the bones?

errant girder
rancid cape
errant girder
rancid cape
#

Where the hell did i go wrong? It as if its not connected to the skeleton, i have armature set up like it showed on the biki and i weight painted using the samples from the biki, i exported and imported also following the biki and the prefab was made duplicating the RHS JPC swapping out the needed .xobs

sage zodiac
#

Did you ever fix this?

lucid aspen
#

any reason why my lvl 9000 material isn't working with helmets? all my colliders are set up right and configs just lost here ant ideas?

lucid aspen
#

here is the config with the OP material applied to the helmet importing body armour is easy so helmets should be the same thing, i even have a opscore manable and ess crossbow glasses working with the op material but the helmet is the only thing that doesn't work for some reason

#

so 100mm concrete stops everything on the helmet so fixed i guess

bitter grove
surreal ore
#

You'll have floating impact particles

bitter grove
#

So you’d want to use a trimesh?

lucid aspen
#

yes

#

it's alot better and faster that way

bitter grove
#

Do you make your trimeshes by duplicating and decimating?

lucid aspen
#

i'll do a fast video

#

it's pretty easy you can do that for body armour and any addition armour for helmets

surreal ore
bitter grove
bitter grove
lucid aspen
#

if you use a sphere you'd not be able to head eyes someone

#

yes

#

just follow them steps there all under 150 faces so you'll be fine

bitter grove
#

Not able to delete the bottom have of sphere and add a face to it? Or would that ruin the integrity of the collider

#

Half

lucid aspen
#

i mean you could do it like that but i'm not sure tbh

surreal ore
#

UCX is the best bet

#

You wanna use the simplest collider possible

#

I had it backwards actually. Apparently sphere is the best performance wise

lucid aspen
bitter grove
#

Where in enfusion can I enable the collider view like that

compact scarab
# surreal ore https://vimeo.com/1080682263?share=copy

Does doing multiple clothes in the same blender project work do you know? I got one setup working but trying a 2nd garment in the same blender project can't seem to get working. Just curious if you know if that causes issues.

surreal ore
compact scarab
#

Cool ty

surreal ore
#

The only thing that matters is the exported fbx

bitter grove
#

why would this be doing this on game? seems low enough poly and everything's even

#

seems like its only at the front too. happens on another helm model too

rocky sedge
# bitter grove

Check the weights, Parts of it might be tied to the face bones

gusty hatch
#

yes. I use a single file with a single soldier dummy and armateur for a entire factions kit

#

to clarify, it's fine. You don't need to duplicate the armateur for each item you export. You only need the basebody to copy weights and shouldn't be exporting it anyway, unless I'm misunderstanding what you are doing.

sick shard
#

Hello I was wondering if anyone knows how find this #AR-Backpack_IIFS_FieldPack_Name I would like to create own

olive fern
#

Hi, I have a problem with collision on my custom props.
I followed the tutorial from piano man about creating a foxhole, everything worked well but everytime I close and reopen my project, my foxhole looses its collision and idk why.
foxholes which are placed whilst the workbench was running are working fine in the playtest mode but as soon as I close the project and reopen it again and then try to playtest it, they have no collision no more.
and yes I turned them into a prefab with rigid body component and I added the layers like shown in the video

bitter grove
rocky sedge
bitter grove
#

I did and then deleted everything and reimported/ created a new prefab and it fixed it. thankyoui for your help!

flint smelt
#

Im really new to blender I need help on adding collisions is there anybody that wants to give me a step-by-step guide on how to add collisions to a model

olive fern
flint smelt
#

I dont know if I did the mesh right but I did the collider setup and I got this error is there any way I can shoot this model out to someone to add Collision on to it

faint viper
#

as ulup said thats the best and easiest way to do it. You dont need the addon to export it, even if u do it normally it will recognize it and work

shell hedge
#

But decimate it properly. I've seen mods that add static props that have UTM colliders with 10000 faces and walking over them/touching them reduces my FPS every time.

#

I think more colliders that are simple is better than fewer that are more expensive The other way around. Fewer complex is better than more simple

#

Will double check

olive fern
#

Hi, I have a problem with the consistency of my custom model.
I decided to follow pianoman's foxhole tutorial and everything went fine but when restarting my workbench and going back into playtest mode my custom props have lost their collision.
Interestingly, prefabs placed in the same instance the workbench was started, HAVE COLLISION, like .. WHAT?!
https://prnt.sc/_O0Qazg-8xoq

Lightshot

Captured with Lightshot

#

the same problem applies to a few more models I made after this one aswell.

next crown
#

can anyone help me out with vehicles i have 2 models i've made but not sure where to go from there when modding in a new vehicle do i have to have a duplicate bone rig like base arma vehicle or can i duplicate and replace the xob and make it work like that as of now i duplicated a humv and and replaced the xob with my vehicle and got the truck to turn on but it will not drive

midnight path
#

and build the vehicle with a vehicle_base, swapping the .xob has never worked correctly for me and is a headache

next crown
#

Roger so better to build my own bone rig to the names of armas bone rig

loud mist
#

made a backpack but it has no physics at all wondering how do i add bones to it so it can get physics is there like a certain file i can download and apply it in blender or is it something else

burnt temple
#

How to turn off this wind animation preview when editing this asset?

stray bridge
sick shard
strong burrow
#

Is there a way to export a texture map from an XOB?

#

so i have a template?

stray bridge
#

no

young wolf
#

When I drop my model weapon it goes through the map but it doesn't do that in my test map? I have 2 colliders a weapon and a fire geometry

remote palm
glossy prairie
quiet ledge
stray bridge
compact scarab
#

How are LOD's handled when rigging / skinning ? Do I need to parent each lod to skeleton in blender? And copy weights?

glossy prairie
glossy prairie
glossy prairie
#

Why is this happening?

remote palm
young wolf
#

@remote palm found what it was, one of the colliders was registered as a fire geometry instead of fire view

compact scarab
cold rune
loud mist
loud mist
cold rune
loud mist
#

like the model itself on blender

cold rune
#

Yea

loud mist
#

wait how just drag it under armature

cold rune
#

There should be a layer called armature, find you bag in the layers tab and left shift click and drag the bag layer into the armature layer in blender

#

I'm at work rn so could include screenshots later

loud mist
cold rune
loud mist
#

cant even get back into my mod now

#

keeps crashing

#

went and deleted the model fbx through my actual files on file explorer but its still doing it

glossy prairie
remote palm
glossy prairie
#

Yes, I made the magazine positions zero and it fixed it

#

Thank you so much

cold rune
#

idk why you tools would be crashing

loud mist
#

its weird

loud mist
summer sierra
#

hey is there any sample weapon to show where mags on Guns and pistol are suppose to align in blender?

wooden wolf
#

Anyone know how I can fix these invisible arms?

stray bridge
#

*baseclothcomponent

calm rune
burnt temple
#

can you check the tris count for trees that come with the game?

#

I'm making custom trees but wonder what would be good tris number

solar heron
#

I have a problem with my destructible model ... i used the original mailbox prefab for this and switched the models witch mine. but when the mailbox gets destructed only the pole is spawned... the other 2 elements are not laying around. whats the problem here? i used trymeshes for the collision

stuck kraken
solar heron
#

I tried with a grenade and via lightning strike.... no parts to see. i also changed the lifetime to 10 seconds minimum. Its a little weird because i have a verge post model wich i working more or less correct.

stuck kraken
solar heron
calm rune