#enfusion_model
1 messages · Page 23 of 1
Yeah, no idea, its black magic 😄
is there a way to make a rgba file without using substance? It doesnt seem like photoshop is able to do an alpha channel
well, i think i got it now
It can, just save as something that isnt PNG
Got to crounch a little updated on addons today, with now the ability to add a custom bone on weapon and vehicle addon, as well as some bug fix with socket creation. Now you can just click on Edit , click on a face and add a socket to that point as in the video(on both addons ofc). Also added everyone to one place on github: https://github.com/steffenbk/Arma-Reforger-Addons/tree/main
Awesome work!
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
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...
glb import into blender, export as fbx, imlort fbx into reforger tools
Mint, gotcha, thank you!
Alright, noted.
RQ
The preview sphere is supposed to show the material right?
And not just a white/grey sphere?
Oh wait, if I preview the material it shows, just not on the sphere in the editor.
FYI, I am a huge newbie to Blender and modeling 

Oh
Material preview Wasn't on
HAHAHA
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
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 🥲
Yes, that is normal. You have to import the texture files into your “Data” folder and assign the corresponding texture files to your material.
You have to create a “BCR” and “NMO” texture.
BC = Base Color
R = Roughness
NM = Normal
O = Occlusion?
But the Arma DC has a specific channel for texture help - #enfusion_texture
Ohh, okay. I'll go on over there then
Hej guys quick question
Would you prefer going for trim sheets when texturing larger assets (buidlings) or go for unique uv mapped textures?
I prefer doing like vanilla buildings
Yes it's occlusion
Can you maybe elaborate? 🙂
Open vanilla building in workbench and check how the model and textures are setup
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
The multi material is super fun
indeed
@sonic violet NMO => Normal, Metalness and Occlusion. (RG, B, A respectively).
Oh, sorry! I thought it was like Normal Map and Occlusion
the info is available on wiki, the direct link is pinned to #enfusion_texture channel
Ik - i was just pulling it from my head - but after not touching stuff for about a month, some stuff gets lost.
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?
😄
Thank you.
Nice 🙂
why mesh's can be so darknest
resolve:
export like obj,
import in new scene, export to enfusion like fbx
Thanks for @tall swift (hell of the dayz is helping us future)
what category does the farmhouse prefab fall into? It's in a prefab>structures but is it an object, composition, item, system?
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
You need to create them yourself. The engine handles the switch between the lods
ahh ok thanks
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?
Figured it out. Create it first as UCS_thing, then rename to USP_thing and it imported fine.
completed my other addon for blender today. So now its very easy to make destructible parts for buildings https://www.youtube.com/watch?v=_GqnsPzh5H8
Now you can make destructible parts for buildings like this
wonder how performant this is at scale, since each client would have to sync each buildings individual wall/room state.
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
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 😄
yes its just to change the destruction prefab, i have it in the tutorial on how to change it
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...
Check your face orientation in blender - thats probably your issue
It should still be visible based on camera angle, it's almost like the game is culling the entire mesh based on camera position. It's a lot to ask if someone can replicate this or just take a look at my fbx haha, it's a simple mesh plane probably 5inx5in in size
just, bloop
anyone knows how to enable backface culling?
In the material settings there is this to change
thanks!!
Do you have LOD´s in place?
what's problem can be? Thank's in advance
RESOURCES (E): BSP mesh is not valid 'BSP_mdl'
Have you done all of these things like in the wiki?
not triangulated, non planar faces, not closed geo, internal faces, non manifolds
why is the model not overriding the material here?
Yep, still the same thing, not that LODs matter because it is literally a 2 polygon model
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.
Turning off cull fixes it but I would have to guess that there is something seriously wrong with the render pipeline post update
Damn that's a fine lookin model.
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!
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
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Portals
Take a look here
So maybe you are missing a BSP?
if some portals are working, and some are not, this is probably bsp problem, or maybe lack of other portals
Nope, i have... But mb really bsp problem's, i will testing. Thanks
Thank yo too
There should be some BSP error messages in the console that help. When you reimport the mesh
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 😉
As i understand my problem is that vertical's (in screen)... But i can't optimize some more...
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
Nobody had this problem?
The thing in the video is sometimes a Bug in the workbench preview, so try to check it out in the Worldeditor with a spawned player.
The Warnings are important and you should try to fix them to have proper portals in the end. Have you added Portals to the interrior doorways as well?
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
it's video in world editor, when im character, it's working similar
Okay, but still try to remove the warnings first, maybe this fixes the problem in the end 🙂
I‘ll go to sleep now. Wish you the best. Hope you get it fixed. 👍
Thank you very much, you safe my time, but i have just one last problem
If you know some about that ) So sorry for concern
And good night, pleasant dreams 😅
Do you mean the shadow on the joint of the walls?
yeah
Could be a problem with a the portal volume in that room.
If it ends directly flat with the wall it can maybe cause such issues. But not 100% sure
Try to let it overlap a bit more if not allready
Already,, but im will test ) Thank u very much
really cool stuff you got there! Do you have a documentation for your tool somewhere?
https://www.youtube.com/watch?v=_GqnsPzh5H8&feature=youtu.be
This is the basics, but making another video soon on how to do it as i did in the video above
what class are your windows?
GenericEntity?
StaticModelEntity is ignored by the system for instance
Its vanilla Windows
These Windows are in a prefab in generic entity my_building_furniture
why do you have windows in furniture prefab?
Because I've grouped everything together, would you advise me to put them directly in the building's prefab instead?
yes, like in vanilla assets
there is a tool which would snap windows to sockets based on their name
Oh, I didn't know that.
Wait are you handplacing them ? 
Euhhhh yes 😅 What's the magic tool?
you place one of these where the windows axis point is and then do it like the vanilla buildings do.
Oh yes, all my buildings have sockets, and when I import the fbx they're clearly visible, but on enfusion I don't know the tool that automatically places windows and doors.
Hummmmmmmm okay, I'll have to go over all my prefab s again, but thanks for the info I didn't know.
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 😄
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.
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
Its work fine now, thanks you
Is there any way to adjust things like this while in game mode so I can see where it's being positioned?
Should i make a Sig P320 or an HK P30L?
I really don't know bud, i usually do it while in blender
The origin of the pistol should be where the hand is gonna be
I just had a stooped idea
What if you took the animation rig, used the asset library animation, copy transforms and then edit there so if fits the hands.
Then transfer it back, everything should be normal just without copy transforms.
@grand imp sent me a blender template to line it up with that worked awesome.
Need to learn animation workflow now so I can make him hold it with 1 hand and new reload animation pulling back the hammer.
And I moved the origin per zeliks suggestion
Fine tuned the workflow for destruction of walls etc now. Can easy setup this now
Sweet. Care to share your workflow for it? I haven't touched the destruction yet.
I got my weapon creation workflow down though.
Arma4Life | Colt Walker WIP
yes working on a video
Nice!
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?
Do you have the scaling right?
Idk it's a bought model. The handle fits right but the rest looks a bit big. I'll measure it some time and see.
its 15.5" in real life
Did someone were i can find the wiki where its writen how i setup buildings in Blender? Cant find this anymore...was somewhere in the bitstudio site i think. But this website is totaly weird to me.
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Asset_Preparation
There was something like this.. But for buildings
Not sure if this is what you saw previously, I don't do buildings but I know a few things regarding them are mentioned in here https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
Thanks man. Thats it 👍🏻
Anyone know why my guy doesn't seem to be holding the L85A3 I'm so thoughtfully modding in for him? Lol
I've been using the weapon creation tutorial on the wiki
damn that's quite rude of him. What did you use as your base prefab?
Rifle_Base.et
I think the issue is I'm testing too early? Maybe?
I haven't done animations yet
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?
It's probably that. The WeaponAnimationComponent is empty by default https://i.imgur.com/gA5Uj3r.png but you can plug in some vanilla stuff temporarily if you want to. https://i.imgur.com/6OHAfiA.png
It doesn't seem to like me much
although...
is the tutorial outdated?
^ the tutorial shows the gun being off to the side
once added to the rig
Hey there bud, make sure your weight are where they're supposed to be
And you gotta check if your EntityPosition object is parented to the Armature as a bone
Are you looking to make an idle pose for the rifle?
If so:
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Basic_Tutorial
Take a look at "Adding Weapon to Scene"
Pretty much explains the basics of the animations, and btw make sure to parent absolutely everything to the Armature on the "Object" properties.
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?
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.
Not possible since the engine doesnt simulate light realistically
You need probe volume with fake darkness like vanilla buildings
even, when i turn down all sliders, its much to bright
#enfusion_model message check this and message above it could help
ctrl+shift+E to export your textre, choose arma reforger profile (BCR+NMO) if you don't have it download the profile from here https://github.com/BohemiaInteractive/Arma-Reforger-Misc/tree/main/Art/Substance Export Profiles(drag and drop the files into resource window in painter)
next you import your png texture into workbench and you assign them to a new material
can you show all bones that you have in game?
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
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?
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.
btw. i also tryed to give the Material and also the "BaseLoadoutClothComponent" a new GUID and reimport. But this also does not change anything
Install the new Version from your Steam directory
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.
I thought I seen a plugin for that somewhere.
There is a "Bake MLod" plugin in the worldEditor, but it does nothing on it's own. It's just a tool window with text. No Button to do something. 🤔
You probably have to have a prefab opened. Not a world
in your MeshComponent do you have a .xob or a .et? There was a bug related to this when using xobs, while you can also make a very simple prefab and put that in. See vanilla cloth
Mesh:
Its exactly like the 8 other shirts
But this will always spawn in default Blue
check vanilla
its random
it will work on some, then randomly be bad on others
but basically in the object field you dont have to link a xob, you link another simple prefab instead
.et works 100% of the time, .xob/material overrides work depending on the weather
indeed, but inspect whats in vanilla, as the target .et is not a full fledged one, just some simple dummy
that one is actually pointing to the xob
Original also using XOB
Dont ask me, but after 4 restarts of workbench its now working...
Lets move to the next problem 😄
Is this a problem of BSP ? PORTALS or BOXVOL ? I use the regular EnvProbe from Airfield_Bunker
How’re you guys modeling your clothes in blender? Using shrink wrap or cloth sewing… what’s the best way do you think
<@&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?
what kind of sources?
There's a market on FAB called vigilante as well as the usuals, like sketchfab and cgtrader
well there is frankly a lot of ripped models on those sites
so if you buy ripped stuff and it ends up being found out
you bear the consequences
But there's no way for me to find that out so as long as I prove I didn't know and had no mal intentions then it wouldn't be right, legally that's on the seller/poster for stealing the model?
no you are repsonsible
Legally or just from your guys' perspective/ bi
legally
when you upload stuff to workshop you agree you have rights to what you upload
so you have to be sure you have rights to it
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
but if it ends up being ripped the license you have bought is void
you might avoid being banned.
but it will get removed
and you lose your money
and all the work that went into the mod
you dont get to keep stolen car you buy either
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
you can always ask around here for opinions on stuff you want to buy and what kind of reputation sellers have
cheap game ready models are very often taken from somewhere
the scam relies on sale volume
and that even if people find out they dont talk about it or care because it was not much money
vigilante studios provides the assets for unreal only. Their license prohibits extraction of files
from the provided packages
Oof
Hi all, is mesh reimport not working for anyone else? When I reimport it's not importing the updated mesh.
having to delete a mesh and import fresh isn't great. It was working before the last update.
Same for me
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
im sorry for such basic question
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
aww :( well i needed ural since im making one of its ussr modifications
can i see mesh somewhere at least?
but thank you!
The workbench does give you to view all models in game
including things like rocket pods in the first exp 1.2 branch
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
Out of curiosity what kind of ural?
Ural 5920
Diet object 279
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.?
Why would you need separate blend files?
You can export selected objects as fbx instead of transporting selected object to separate blend and only then export it
I have like hundred of objects in same blend file
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
aha thank you all, very useful 🙏
Lol I never viewed this tutorial before glad I'm somewhat on point tho
great minds think alike
Nah i consider it more of sharing the one braincell
like currently im working on interior and i would like to compare proportions to arma ural to know if im making it correctly
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?
Change emat class to matpbrtreecrown?
Do you have opacity map
nope
I haven't figured that part out yet
😭
what is opacity map look like? R,G,B channel all the same and Alpha nothing?
Anyone?
Only red channel black/white mask
https://community.bistudio.com/wiki/Arma_Reforger:Textures
OK. thanks
could be the Boxvol not importing correctly any errors/warnings in the log ?
No nothing, also Portals look fine
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
my BOXVOL is just a simple box 😄 Does it need any special setup?
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
Made sure that the magazine wells match?
Yeah, like the game recognizes I have more magazines in my inventory (i.e. it shows "4" next to the mag icon), it just does nothing when I go to reload
Hmmmmm
Ngl I just got in bed after a 3rd shift and I'm tired af
Idk if I can help rn
I wonder if it's because of missing player anims... I thought I did them all, but
This gun is a bullpup, so actually that would make sense
You set up all the animations in rhe animation editor right?
Yeah, I may be missing a player reload anim though
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)
player or weapon animations?
Player animations
Weapon animations only sync with player
alright
there's an animation but it does nothing seemingly
Ye child models will not play animations
Select the l85 model and if should play
(Under preview models)
Another issue I have is that when I go to lean side to side, I seem to rock back and forth?
well it needs the dummyvolume material. that should be all just make sure there is not any rotation on it and that it covers the entire room/building completly + abit more into it.
Here's a video of the issue. When the mag just disappears that's when I hit R
You should like send. Picture of you'd weaponanimatipn component
Okay after skill issuing my way out of not getting out of bed
Check always active and try again
And follow up if that don't work
Are you able to see the player animations in the animation editor?
It didn't work sadly
Damn I'm a failure ;(
Also here's the player animation set
chuck it in image processor and extract opacity form albedo alpha
Do binsingname to wwapib
Still broken 😦
So I know why
You ain't got no player animations
Fun
Grey circle = no anim assigned
This'll be a great one to try and do then
Where can I adjust the distances for the various LODS for a model?
Given there's no tutorial for these
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Setup#Assigning_animation_workspace_to_prefab
https://youtu.be/ko0CZacVUZg?si=plO1dM2LB3RRvdYX
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...
Yeah but specifically for the player reload animations
There's only a tutorial for the IK offset
The video actually goes over nla editor to make bullpulp anims for the grommet
Oh useful, okay
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
I'll go through the tutorial and hopefully it fixes my issues 🙂
Thanks Star, appreciate it
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
Idk what voodoo magic causes but sometimes the m16 uses the bolt slide (instead of bolt release button) animation is why I mention it
Than i did all correctly.
have you tried a diffrent ENV probe ? like the base one,
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
Yeah, but all settings i try will not change the overbright. It looks like the inside of the room is fully under control of the sun.
have you checked to see if the boxvol is inversed
Problem solved. Turned out to be a SpeedTree bug.😅
Yes. if i select the probe, the box will be selected and also the size locks fine
No i mean, if it not accidently like this that the normals are going to the inside instead of out
an other problem could be there is a giant hole somewhere that you havent spotted yet 😛
Uhh normals need to inside?
No the picture shows if it looked like that its setup wrong.
ok, normals are on the outside.
Could it be a problem, that i do not have outside walls?
So, my walls are just plains
Oh yes that be the issue 
just tried on a quick example and yes that is most likely going to be the issue you are having,
i now created some outside walls, but still the same 😦
hmm, then I don't know what could be the issue.
Ignore that ping I just woke up
What is your problem
DM?
DM?
The model looks a bit blown out than in the prefab editor. How to make them match?
Model viewer is a Grey world with no specular map
So either the sun is making your mesh brighter or your material is very shiny
example
Thank you!
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"
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?
Anyone know why my model would come out black like this? Looks fine in Blender and Substance
Vertex colors?
Where'd that be at
Idk blender 😦
I think somewhere inside the green triangle thing on ur right or inside the material
if not google will most likely tell you where to find it
Oh shit so yea i think this has got to be it
So how do i erase it
Oh never mind it was the opposite, I had to add the Vertex Paint to that piece. It worked! Thanks
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
I added a "MatTerrianObject" around my building and now grass grows on the side of the building (way above the plane). Any ideas?
@tidal latch Hi, who can i ask about this problem? Because no one here seems to know a solution. Thanks
From what you can see you have badly cast the meshes that collide the light to generate shadows.
The problem seems to be more in the building than in the soldier.
The BSP is as simple as i can make it. And if i check the Debug ingame, also the Volumes are created correctly
For building i would say is the easiest thing, you just build them inside blender or whatever you want, make colliders and thats it, you make the doors separate since they will have an animation and a different prefab with components
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.
is a rather complex model for generating the collisions of light rays.
Its a prison with cells. And i dont think i can split the BSP into different meshes. Normals are fine and all is 90°
i already removed 50 verts, but did not changed anything
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)
Maybe you do not have well closed entrances with gates and some of the outside environment enters and it is not an airtight place.
Note that the portal is slightly larger than the BSP and passes through it (I assume to ensure that it is completely closed).
Portal:
i was on that page the last 4 days
It is difficult without seeing your model, understand...
i can send you a scetch if you like to help
send me the XOB that is binarized to preserve the original.
You cannot see BSP/BOXVOL in XOB
There is better documentation coming for BOXVOL and portal but I don't know the ETA when it will be available on Wiki
In some upcoming version of Workbench, there should be also tools to debug boxvol inside of workbench (like, see it in xob)
visible using Diag_Menu*(Win+Alt)*->Render->Light_portals->BSP diag enabled
https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu#BSP_diag
yes it is possible...
Alright sweet thank you
go into top ortho view and paint default terrain mat underneath your structure
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...
i will try.. im so bored from this
i now added a Portal for each cell, but on import i get the following message:
RESOURCES : r_BuildBspTree(): Found 58 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: 1005.132000 ms
If i debug, each cell have a different color box.
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.
So i need the colliders also as a FireGeo? 👍🏻
This are the original colliders from a bridge. make sure to use the same layers (also Static, Navmesh...)
Two Colliders: 1x Building 1x FireView
How i can add these interaction layers?
You can set the layers in Blender Material Tools or on the import settings of your model
Hmm i will try tomorrow. So i can choose multiple things for one collider?
Nope you need two colliders
Yes.. But in the picture is in one collider: static, navmesh, navmesh vehicle
And in the other one is: FireGeometry and ViewGeometry
If you use "Building" it will be used for "Static, Navmesh and NavmeshVehicle"... FireView will be use "ViewGeo and FireGeo"
Aaahh..now the little switch in my brain is switched on. 👍🏻
Viel Spaß
Danke dir... Werd es morgen mal testen
Why not buildingfireview?
I have very simple bridge and it work ok.
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...
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
Okay. So for this Road thing its okay...i dont have a huge amount of polygons...max 200 or so for the straight
I use them for a lot of things and my performance is fine still. Right now most of my colliders are UTM still getting 60 FPS
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.
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
@compact scarab cool that plugin looks nice. i will put this on my list for tomorrow 👍🏻
I had one that used the same library for unity I used it all the time.
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. 😦
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
what zeliks
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
oh boy cant wait to do the low poly 😦
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
No, make everyone's game into a hardware stress test with 0 lods
Also good luck baking the normals, that shiz never work well for me :/
Well, I posted a link to a YouTube video on how to do it, but it was removed. “Lookup Arma reforger Import” and use one of those videos
THIS STEP DOESN'T CAUSE A PROBLEM, YOU HAVE NOT UNDERSTOOD THE MEANING OF MY CALL TO THE IDE I am building a mod with additional panel assets I am stuck in the rest of the procedure when generating with a plugin the files in the UI folder
Well, best of luck then
So your intervention is of no use to me, thank you.
baking easy
Is that so? Make me a souffle
Jokes aside I always had pains baking maybe just need to revisit a tutorial
is something like this @ 25k poly count fine for LOD0? (3d modeling newbie)
That’s a bit much for a rifle, a lot of that count is coming from fine details which can be baked onto a lower poly model
dually noted, thanks
that is not much. even the ak74 is 41k in polycount so you are more then fine with 25k.
if you open a vasnilla rifle xob in Workbench you can inspect how many poligons it has, this shuold give you a good idea. Forxample we saw in BIS models after 1.2 with addition of new weapons, the polycount doubled from the ones that cae with the game from the start
great, thanks a lot wolf and assassin!
anyone knows where is the problem? I cant find a solution...
in MatLightPortals isnt a specularMul
is this your emat file? If you open it with a text editor and remove the line and the error will go away
okay thx. i have recreate the emat and delete old file. worked too 🙂
or just use the Portals materials that BI uses, saves alot of hazzle and space
Anybody know where to adjust offset for worn model of a backpack?
If you need to do it for that backpack in general you can do it via offset in the models import options
That is great to know also, but I think it might not work because I only need it for the model when it is being worn.
That might mess with the pickup version of it I'm thinking.
I guess I could just duplicate the model huh
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
@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
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?
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!
how do you add sandbags, camo net, etc to vanilla vehicles?
All clothing items need a "ground model" and a "worn model" the worn model must be rigged and share the same skeleton as the character.
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.
Okay yeah I know they need to be rigged but I didn't know that the offset was related I was just learning the other part of setup until they get rigged. I just ended up adjusting it in blender and got it kind of where I wanted it on worn variant. I'll wait till it's rigged to do it right
It takes 2 seconds in Blender lol
Just rig the backpack ffs
I will that's my next thing to learn I've never done much rigging when I get home I'll figure it out
does anyone know how to add a RegisteringSlot conponment in Slotmanger, it seems i cant change them no more
either duplicate existing one, or manually add via text editor
thanks man, how do i go into text editor on my prefab
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
is this the new wey, or just a work around for it being broken?
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.
Anyone know how to rectify odd shadows on custom models? Ive tried ensuring Normals are outside etc.
yeah something is very worng with your normal map. can you show the NMO screenshot?
Does vehicle firegeo has to be closed mesh?
it depends on type of colliders
UTM FG body
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
it will work
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
👌
there are feedback channels for bug reports
i dont like these
i am old, fren, ill go uise old shity web 1.0 issue tracker instead 😄
ok
does anyone know how to make a helicopter rotor blade Blur
radial blur in photoshop?
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
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?
Inherit from the helmet base prefab
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.
Okay thx, I'm trying that
I've find I'it at the beginning, but as I'm not speaking so good english , I must have miss the information
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
can anyone rig some gloves I have? ill pay!?
Watch Blender tutorials on rigging. That part is the same regardless of the game or software the model is going to be used in.
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
no
So I’m assuming I’m left with modelling the LAV myself
no clue what I'm doing but i think I'm doing good? idk I've never used blender
1st time projects never end in success
real problems will occur very fast but thats the challenge, if ur motivated and patient enough eventually you will get there
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
I'm trying to import an .FBX and the "reimporting" is stuck at 58% everytime. I must be missing something.
million polys?
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.
you are doing good, by trying! keep going, dont give up even if you dont get it right straight away! It takes years of practice, but you will see improvements with every model you make.
99.99999% dont even try, so YES you are doing good!
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
hi anyone know if Character_Weights_Template.blend work if i export it into 3ds max and do the rigging there ?
in my experience putting 3dsmax in the mix for all character weighing and rigging business for Reforger has been a nightmare. Better stick with Blender
rgr
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 ?
Watch Blender tutorials on rigging.
Not gonna lie majority of the videos i see everyone is using a rigging addon i havent seen somebody manually build anything
So them youtube tutorials are garbage
And i see more stuff for arma 3 rather den reforger
Lol i said fuck it n moved on ill comeback to it later now im working on a phone
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)
you need to respect the rules of shading to improve the results. First make sure you introduce sharp edges correctly on the Low poly. Then make sure that the UV island borders correspond to the sharp edges. This is a fundamental rule of baking correctly.
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
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
when you state sharp edges you mean the mark sharp like this right? (I know the seam is off)
k attempt #69
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
isn't that what it does ? change the angle of the specular reflections
angle yes, strength no
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.
https://youtu.be/C_RqdNbYOjE watch this
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...
could try making a post in #creators_recruiting
looks really good man! sharp edge normals for the win!
Thanks I'm working in the next phallic shaped object rn
complete
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)
Will UDIMs ever be supported
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!
what was the fix for a LOD turning black cant seem to get it to render correct
Just create a separate mesh with individual materials and use the udim exports as textures for them
Anyone know of anygood Airport terminal structures that are on workshop?
theres none
When importing model from blender to workbench i keep getting missing parts of the model.
https://imgur.com/a/Zv5Ybt2
what do you do to fix it?
you checked face orientation?
looks like flipped faces, make sure they are the right way around
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
you cannot export base game textures
import is just drag and drop .tif or .png files into ur mod
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
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
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
google and youtube 
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
Substance Painter
@shell hedge @stray bridge ahh, gotcha. I know that was said before. I'll look into it tonight. I appreciate you guys
Rog, taking someone out to dinner in 20 minutes. Later tonight I'll do a pretty good deep dive and try to make some progress. I use the Biki for SF stuff more than anything, I should've looked there, my bad. I appreciate you guys
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
what are these GEO_skin/noSkin bones used for on the UH1H Huey model?
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..
Anybody having collider setup issues with the Blender tools for Enfusion today?
I also had this issue yesterday and after checking my face orientation about 300 times I still had issues
Now I think about it, I wonder if there Blender addon has been updated and I havent updated it?
I think I remember someone saying there was an update for the blender addon. I would check that first
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
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?
nothing the console tells you on import?
also if we talking about colliders, would be good you show them
@stray bridge Yeah fair enough, my bad!
Nothing in the log 😦
Heres the collider and its associated stats in Blender
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.
Thanks for the advice mate 🙂 How did you manage it with your School Building? Seems thats a single xob?
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.
Good to know! Thanks for taking the time, much appreciated 🙏
Hundreds of hours in Blender over the past few months and Ive only just learned you can 'walk' through your model 😐
The what
Sorry if I get confused @mortal marsh, wouldn't it be easier since the buildings are repeated, make them separate and at the end create a composition?
Are you talking fpv camera mode?
Probably, sort of wish I had began with that in mind!
Yeah, I didnt realise you can use the camera like you might a freecam to get the 'first person' effect without having to scroll in to zoom
press tab and you can actually „walk“ too
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 🙂
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?
Add rigidbody component?
I have these so far
so if i select static it works but my bullets go right through it
What collider layer u used in model?
y
Like the collider preset. Eg propfireview
Both static and geometry enabled?
what should i use in this case?
propfireview should be ok
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...
https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Creating_prefab also here is more info
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?
youtube also have quite a lot tutorials about transfering weights and rigging by hand
Thanks I had seen the helmet one but missed the vest one somehow
Yay breakthrough.
Is there a list of submeshes / body parts to hide somewhere?
Whats torso called? I tried torso and chest and not hiding it
Yeah in the vanilla character model
And in the identity config of the... faction or character I forget
nice ty
I looked on the import settings of the base character mesh but not on the prefab
Why import settings? Look at the mesh list
Thats what I meant. I didnt see submeshes on it but its early maybe i overlooked it
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?
I always rig in the default A pose
I am trying to import a new car model. Unfortunately all textures seem to be one sided? Exported the model from Blender.
There's an option for it on the material
Its called culling or something and you have to disable it for it to be double-sided
Got it, thanks!
I have collider but no colision when player steps on nor hits
hm wtf in diag it dosnt have any collision 
gm_flatgrass
becuse you haven't clicked on Model Geometry in the rigidbody.
Yep that was the issue, thought it was for using the mesh geometry itself, weird naming 
well there is a wiki for a reason to help with this sort of stuff.
Anyone knows if there option to import fbx that have vertex paint without it effecting the model textures?
Anybody know how this happens so I can fix it?
exported from blender 4.2
gotta be some kind of record
you can open txo in txt file and see what is generating so much data
xob is binary form of txo
I'm not at work today but I remember this question being asked on Slack few times. I might check it in 2 weeks
Might be a dumb question but how do i set my custom LODs?
look how base game did it, always a good idea to check that first
check the wiki
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?
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?
What bone to use for pivot id for a tshirt?
Blender when you link it to the armature
From my understanding it’s completely automatic depending on one’s graphics settings. Though you can change it manually according to the wiki
Could you elaborate on how to use the decal entity?
what have i done wrong. i feel like i followed the wiki pretty well. i re did it and got the same result
set the parent to the armature
this is for the collider but you get the general idea from here
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
ill send you some instructions on DM
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
Do they have same amount of LODs as characters?
It might be switching LOD based on parent
can be pixel size
is there any info to this?
basically, treat it as multiplier of asset size in viewport, bigger pixel size, lower (LOD0 instead of LOD1, etc) LOD is loaded, also changes culling
Thanks, will check this
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?
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.
does this happen on arland or everon or only on mptest?
tree debris has a damping I think, so that may be reason
Tried parameter within rigidbody, tried as a separate component, same effect
Tried on mptest and arland
dayum
Actually just rechecked Arland and now it's fine, no wobble
Maybe it has something to do with default terrain surface material in mptest, or idk
your tank also does that on arland and everon?
omg ur right it's fine on arland
yippee
NO WAIT
i'm almost sure that it was not fine before but wtf really
have you tried messing up with these? on arland it feels like it respects these settings more than on mptest
No because the wreck model I based mine on was set to static
how is that even possible
what's your layerpreset on the wreck?
its exactly the same as BTR70_wreck prefab with swapped mesh
do you have colliders in your swapped mesh?
i believe so, because otherwise it wouldn't be able to wobble
so what layerpreset is on your wreck collider?
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
Mine wobbles on arland so its an issue in my mesh probably
This is ridiculous how inconsistent it is
It is definitely has something to do with terrain, or combination of something in terrain and collider
BTR70 vanilla xob doesnt have this issue so I think I will just redo my collider later, dedicated wreck model maybe
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
Ok, i think i've found a pattern. At least for my case. So basically it wobbles when heightmap is perfectly flat (or unedited, or combination of both), if i make a hill even next to the area where tvs are falling they seem to stop wobbling
Strange that the BTR70 wreck doesnt wobble tho
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
So your wreck wobbles on both MPTest and Arland/Everon? If so where exactly did you test, in which area? I'll go drop some TVs in there.
Airfield, flat
ok, before you redo your wreck, can i get the model, just the collider part, i'll test it
"no longer"? or is it just not displaying?
I think i had a similar issue once
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
do you have proper geometries added? And did you reimport them once you have imported your asset?
what do u mean? my main object has collider if u mean that
Yeah, mb 🙂
but when I destroy a prop, then spawned broken parts just stay in the air
nwm... I figured it out
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
Yes MPTest terrain surface and very small flat terrain is not the best for physics test
iirc for this in your clothes you can enable inherit visibility on the meshobject and that will use the same sizing distance as the character model
Hey, is it possible to have two separated $rendertargets on the same model?
why?
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?
i have a few 200m X 200m terrain objects and they work fine with collision
i even tested a 800 x 800m one and it worked fine
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
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.
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
is that done on plane mesh? if it is poster your better off running decal
Yeah I used a plane mesh. Oo, so I need to place a decal instead of a plane mesh? 😄
yeah, I think there is a decal specific material, when you are in world editor just throw in a generic decal entity
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
In blender it works fine, in Arma reforger it keeps filling in the transparant gaps. Did I miss something?
Oke I have 0 clue how to fix this.
If anyone knows a solution that I am missing, please let me know! 🙂
Kick me if I’m wrong, but your plane has a UV map, and part of that UV map is untextured. You can try remeshing your plane to the outline of the poster in orthographic view, UV > UV project > Smart unwrap, export and try again
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
I will see if that also works, thank you for the tip! 🙂 I am very new in porting objects and working in blender so every bit of help is much appreaciated! 🙂
in the opacity map, white is visible, black is transparent
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
What exactly do you want to know about UV sets ?
Thanks for the tip, the poster works now (almost) as intended!
From a distance it looks good, but when you get closer you can see some greenish lines around it.
So I am almost there :D. I never used photoshop, I will instal photoshop tomorrow! 🙂
cool 🙂 almost any modern image editing program will work, it doesnt have to be photoshop
Man man, I am learning so much the last few days and since I want to expand on that.
But holy moly there are a lot of bumps in the learning cycle.
the learning curve is steep but once you memorize a few things it gets alot easier
Good to know! Was already affraid that is like a lifelong uphill battle xD.
Cheers for the help tho, I am now trying to recreate the Opacity map of the poster (like you did).
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
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.
I tried adding some components to make it act like metal but bullets go right through it.
Okay
Who the hell keeps using that funny polish name for all the AI
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.
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?
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
Does the mesh have to be inside out?
Never mind. Just tried flipping the normals and it works now
Is this something I set up in blender when I'm UV unwrapping, do I even need to have 2 UV set?
You must have made the mistake and set two UV sets I guess. On the paper, you don’t NEED it, but it’s a real plus if you learn how to use it on Reforger
You do need it for buildings that uses the maskmap system...
That’s the real plus I was talking about 🙂
Hii, could you please point me into the direction of importing buildings to reforger? Thanks!
Hello just wondering how do you make it where you can place a custom sign in game master
Ok when i place it i can't move it do you know how to fix that?
If anyone could point me in the right direction for sorting this, it’d be appreciated.
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
Not touched armature , Selected mask & armature - applied transforms too , transfered weights from sample to new mesh model
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
I popped you a dm
I've got the clothing rigging figured out in blender, but trying to figure out how to get it working in enfusion properly. If anybody can point me in the right direction would be awesome.
And just curious why is the sample character template not in A pose by default?
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
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?
i keep mine under 300k
the sample car is like 40k
high detail vehicle usually 250-350k
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?
But the object in blender is not.
Think of the virtual "floor" in blender (0,0,0) as of the floor in reforger, so place it just on 0
Aaaaha thanks!!
How do I open an empty map in Infusion?
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
MP_TESt is a good flat testing map
"Leather Jacket" (https://skfb.ly/6TxTA) by zacharykozak is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
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
Apply transforms
In object mode you effectively wanna make sure everything shows up as 0 location, 0 rotation, and 1 scale
Thank you very much man appreciate it.
thats actually the case, also for all other parts
How do i hide the names on the bones?
go to object mode first
Hmm that tab aint there for me
select a bone in object mode, then this tab should be visible
Aaah thanks!
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
Did you ever fix this?
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?
Your colliders can't be set up right if they aren't working correctly.
here's the colliders wroking
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
In theory, if you but a box over a helmet and scale it down to the rough size, label it UBX_whatever… would that have issues with collision?
You don't wanna use a box for an organic shaped object
You'll have floating impact particles
So you’d want to use a trimesh?
Do you make your trimeshes by duplicating and decimating?
i'll do a fast video
it's pretty easy you can do that for body armour and any addition armour for helmets
So a sphere would be best? For a helmet at least
Is that a free addon? Simple colliders?
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
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
i mean you could do it like that but i'm not sure tbh
UCX is the best bet
You wanna use the simplest collider possible
I had it backwards actually. Apparently sphere is the best performance wise
it's really up to him the default helmet collider has more faces then the one i just did
Where in enfusion can I enable the collider view like that
alt numpad 6
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.
As long as you're doing everything correctly it doesn't matter.
Cool ty
The only thing that matters is the exported fbx
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
Check the weights, Parts of it might be tied to the face bones
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.
Nice thanks appreciate it.
Hello I was wondering if anyone knows how find this #AR-Backpack_IIFS_FieldPack_Name I would like to create own
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
yeah im not sure why this is happening
Go trough all the weights and see if anything else but head has weight on the main part of the helmet.
I did and then deleted everything and reimported/ created a new prefab and it fixed it. thankyoui for your help!
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
copy mesh -> decimate it a bit -> rename it with UTM_ infront and export everything together
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
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
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
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
the same problem applies to a few more models I made after this one aswell.
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
best way is to make your own rig but with the same names vanilla vehicles use
and build the vehicle with a vehicle_base, swapping the .xob has never worked correctly for me and is a headache
Roger so better to build my own bone rig to the names of armas bone rig
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
How to turn off this wind animation preview when editing this asset?
set the material to this basetree material or whatever, top right a bit the the left change class button.
If thats done scroll alsmost all the way down there is settings like stiffness
I'd follow BI examples as there a lot better also I'd get two addons for blender called simple collider and LOD generator very good and simple tools that's makes it easy and faster to import less messing around todo only thing with simple collider you need todo is in it's settings under trimesh add UTM and that's about it
no
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
Have you reimported your model so that your colliders are actually registered?
How the download this?
no need to download it
How are LOD's handled when rigging / skinning ? Do I need to parent each lod to skeleton in blender? And copy weights?
Thx
Thx
Why is this happening?
Yes
Is your magazine at 0,0,0? show it pls
@remote palm found what it was, one of the colliders was registered as a fire geometry instead of fire view
Ty
Yes the bones can be downloaded off the wiki page, use the model to transfer weights.
I done that added the bones and transferred the weight but I am still getting no physics on the bag
Most likely where ur magazine is positioned u can tweak it to fit how u like
Have you tried to shift drag the bag into the armature layer? That worked for me.
like the model itself on blender
Yea
wait how just drag it under armature
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
done that exported it to arma went to reimport so i could get the bones working now my arma tools crashes everytime i boot it
That's odd, never had that problem
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
Thx
Was it the fix? 😄
is the way i got it to work in game as you see my vest is in the same layer as armature after it was painted then i exported it and ticked export skinning befor reimporting
idk why you tools would be crashing
its weird
as soon as i clicked re import for skinning
hey is there any sample weapon to show where mags on Guns and pistol are suppose to align in blender?
Anyone know how I can fix these invisible arms?
thats most likely the setting of „meshes to hide“ here „arms“ or whatever its called. Probably L_Arm and R_Arm. Somewhere in a component, begin with the clothcomponent
*baseclothcomponent
I wouldn’t work on those clothing items. RHS will soon put out an update and none of the clothing I created will be in it.
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
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
Have you seen the destruction? For example on traffice signs if you shoot on them they fall off and then disapear after a few seconds.
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.
You want a destruction more like a warning sign where the part on the pole is falling off. on the original postofficebox the model is changed against a destructed one. In opposite to that look for example on a warning sign (SignAheadOnly_01_pole.et). Here the et consists of a pole and a dedicated sign (SignAheadOnly_01.et)
i found out what was wrong... i need to put the models inside the red SCR_Destructible Entity and not in SCR_DestructionMultiphaseComponent
If you are making trees for the game then I assume you own it. If you own it just load up the work bench and look for the tree model lol