#enfusion_model

1 messages · Page 25 of 1

tidal latch
#

it was some .ct file if I recall correctly

bold briar
tidal latch
# bold briar

it is configured as .ct file though and I would advise changing it over there

#

this way it will be propagated to all game modes

bold briar
#

, sweet so just override and update with all prefabs ye?

tidal latch
#

yes, I think that is the file you are looking for

bold briar
# bold briar

It's weird that the component here is clearly a whitelist already, but still blocks the prefabs included in the array.

class SCR_CampaignBuildingObstructionExceptionComponentClass : ScriptComponentClass
{
}

class SCR_CampaignBuildingObstructionExceptionComponent : ScriptComponent
{
    [Attribute("", UIWidgets.ResourceNamePicker, desc: "List of prefab that can colide with this entity on Free Roam building obstruction test.", params: "et")]
    protected ref array<ResourceName> m_aWhiteListPrefabs;
    
    //------------------------------------------------------------------------------------------------
    //! return true when there is no prefab set on the whitelist.
    bool IsWhitelistEmpty()
    {
        return m_aWhiteListPrefabs.IsEmpty();
    }
    
    //------------------------------------------------------------------------------------------------
    //! Check if the given ID is ont he list of whitelisted prefabs
    bool IsOnWhitelist(ResourceName resName)
    {
        return m_aWhiteListPrefabs.Contains(resName);
    }
}```
tidal latch
#

but still blocks the prefabs included in the array
what do you mean?

bold briar
#

They still can't build, despite the prefab being linked in the array of the component attached to the helipad.
Unless it's being overwritten somewhere

#

either way I think i'll update the .ct file like you mentioned

tidal latch
#

You can open script editor and put breakpoint on return of IsOnWhitelist to see if you prefab is being reported correctly

bold briar
#

they can place now, cheers.

tidal latch
#

splendid

bold briar
#

I actually think it was your rhs file overriding it

#

went and tested with the mi8mt that was listed in your .ct and it worked

tidal latch
#

I checked it and RHS is just extending that array

 m_aWhiteListPrefabs +{
  "{4A465E25A866520E}Prefabs/Vehicles/Helicopters/Mi8MT/Mi8MTT-A_Black.et"
  "{80C975F8482DEE97}Prefabs/Vehicles/Helicopters/Mi8MT/Mi8MT_armed_black.et"
 }
}``` - make sure it is +{ and not just {
bold briar
#

Yeah not sure why, maybe wrong path in resources on the prefab itself not overriding vanilla ct array

#

but overriding helipad.ct worked so, wonderful ty

tidal latch
#

or maybe you were overriding wrong prefab - I think there is more than one

stray bridge
#

yes, arma reforger has armored vests

idle talon
#

does anyone know where to find the armored vests ? only ones i found look like something youd take out fishing with your granddad

bold briar
idle talon
idle talon
#

given the nature of my mod i don't think id be able to do what i want to do without violating RHS's APL license

bold briar
#

doing some ukraine type war scenario?

idle talon
bold briar
#

that's not against their license

idle talon
idle talon
bold briar
#

In general, we choose to tolerate derivative mods based on our original content, as long as these mods do not negatively impact the image of RHS

idle talon
#

yeah thats fair enough. ill check them out. are you able to link me there discord in my dms ? cant find it on google unless im being "restarted"

#

the thing is id have to open there 3d models in blender to attach the tablet object

#

so i dont know if thats a no no with them

bold briar
#

I'm not certain on it cause I haven't worked with the models, but you could probably use baseloadoutclothcomponent and set an offset to where you want it placed

idle talon
bold briar
#

just open the prefab of a vest of theirs, and look at the components for attachments

idle talon
#

tho i cant seem to find rhs's discord. i guess they dont have one ?

bold briar
#

Nah, not for mod support or requests etc. You're best off probably asking in wcs discord or trying yourself and then asking here. watch the youtube workshops first

idle talon
#

this is pretty much the idea, obviously it looks stupid come i just practically slapped a rough modeling of it up but ya ima make the screen bigger but it'll fold and unfold etc

idle talon
bold briar
tropic kayak
#

when we create our own helmets how do make it to where we can put stuff on it like patches and stuff like that

lost jackal
#

Make sure to check boxes for skinning and hierarchy under “import settings” when you import the FBX files into Enfusion

fluid moat
#

Hello guys
does there is a good tutorial how to start modeling in reforger , I did a lot in arma 3 but I only did terrain in reforger and I want to create my own Rock

idle talon
tropic kayak
idle talon
tropic kayak
#

ill check it out thanks brother

tropic kayak
idle talon
#

use tpms rhs video on custom patches. hopefully that will help

idle talon
#

is someone able to answer a question of mine?

im wanting to make a prefab that locks to the middle of a player by connects with an vest that's on said player ?

for example im making a tactical tablet that displays the players map etc
however i dont have the budget to buy multiple plate carrier models so im at an impasse, can i make it so the tablet prefab locks to the players body without it looking like its floating if that makes sense ?

#

also is somone who knows blender be able to help with rigging ? im new to blender so it would be very helpful to have a set of eyes help me out 😄

steel hare
idle talon
#

yeah i mean as much as i would love to learn blender i dont think me spending the next months just for a few things would be useful in my case. however thanks for providing me with this course. ill look at it later tonight

#

so imported my model when i know it has textures ?

#

nvm im dumb i figured it out

lucid aspen
#

is there or does anyone have an "A pose" or "T pose" version of Arma Reforger skeleton and mesh?

lucid aspen
# faint viper sample on github

i have samples but i don't see anything other then the normal one, not really A or T pose. if your saying there is one in there could you link me to it?

faint viper
#

not sure for what you need the A/T pose, but they are rigged, and even the default pose is fine for everything

idle talon
#

any thoughts too big ?

devout dune
#

Or try and get the actual measures

lucid aspen
little kayak
# idle talon any thoughts too big ?

Should be roughly 50-60% of that in size, depending on what device it's based on of course.

Most systems use mobile phone sized devices, while others are small tablets.

shell hedge
faint viper
idle talon
#

im confused how i should go about rigging this to fold

#

im guessing it just one bone and then i select everything in this hierarchy to said bone and do the animation there ?

tidal latch
#

two bones: one for base and second one for screen. Bone for screen should be placed where axis of rotation is

nimble shell
#

How much LOD should a uniform have?

surreal ore
woeful hollow
idle talon
#

is anyone able to help me with rigging on blender ?/ this shit is so confusing

rotund pelican
# woeful hollow

Hi everyone, I started creating mods for arma, and I would like to learn all the details when adding a model to the game. The question concerns the geometry of the model, what kind of geomancy nodes should there be, like fire geometry or building view as in dayz, I would like to know which ones to add and which ones to do and what I should end up with in the hierarchy, because I have not found specific examples of such things, and I would like to do the mods correctly from the very beginning To begin with, I'm attaching screenshots, since based on the experience of Daze, there are certain rules for creating a model and the requirements for certain lodes for a particular game mechanic.

Sorry, I copied the wrong text from the translator, I hope for help.

noble ravine
idle talon
#

I’m doing everything the step by step is telling me on videos etc but when it goes to parent the armature it just breaks

noble ravine
#

be carfull to not mess/edit. You need to check if you are in Edit mode or Pose mode

noble ravine
#

rip

idle talon
#

Was wondering if you’re free to look over it to see if I’m doing something wrong ?

noble ravine
#

Pose will be used for animation. if you are setting up the bones you need to do that in edit mode.

#

Sure, dm me for a call

upbeat sinew
waxen current
#

Anyone have experience with BSP/Portals for buildings? Has anyone made structures without these, and if so how well did it work?

#

For context, my goal is a modular-buildings kit, but because it's 3.3m floor/wall/roof/etc pieces, building a BSP or portals wouldn't work as they require static rooms.

lost jackal
waxen current
#

I assume BSP/portals is important for navmesh calculation, just wondering how bad it is without them.

#

Do you use UTM for all of your collision mesh?

leaden trench
fluid moat
#

Does anyone get a guide to done mesh from blender to prefab ingame to add components I used Chat GPT but it look bug

compact scarab
#

Anybody give me a resource or quick rundown on breakable windows?

compact scarab
compact scarab
#

Whats max tri's for colliders?

next crown
#

ok so ive been in the bi wiki for 3 days now im trying to make a new helmet i followed to wiki up to the weight painting when i do it either way by weight transfer or the manual way it links the armature to the mesh how ever when finished all the other steps and import it , it unlinks the bones to the mesh and it doesn't pull over the bone only the red bones import over i feel like im missing something but i dont know what

compact scarab
idle talon
#

Would anyone be able to explain UV mapping for 3d models for Arma reforger mods

Im wanting to prepare the screen of my tablet model to display the map. However im a noob when it comes to blender.

Any help would be greatly appreciated 🙂

waxen current
urban cove
#

I decided to try to learn how to DL a few models I found for my terrain. I downloaded a simple tree from fab.com and when I drag the .fbx file into my project I get error and the Reimporting gets stuck @ 58%.

quiet ledge
next crown
urban cove
#

@quiet ledge Sorry man, where/how do I do that?

quiet ledge
urban cove
#

I'm totally new to adding objects...

compact scarab
#

Check statistics box

urban cove
quiet ledge
urban cove
#

Thanks @quiet ledge

#

That's why it looks good! hmmyes

#

but is my method ok? I should be able to simply drag an .fbx file over to my project folder. I assume I should follow the same path as default only in my project?

quiet ledge
compact scarab
#

Waaaay too many for a tree.

#

a main character is like 200-300k max

compact scarab
#

I'm not seeing any documentation for setting up the wheels on 3d model for new vehicle. Anybody know?

fallow pond
#

2.5 mil tris is like for battleship 😄

waxen current
urban cove
#

ha ok Thanks!

waxen current
# urban cove ha ok Thanks!

Additionally, there will be required steps in blender before you can take some asset into the engine- you’ll atleast need to setup collision, but should also setup LODs

spiral hedge
#

Question to our model guys: What could it be when 2 faces of a model where transparent after import? The face-orientation (normal) in blender is correct.

fathom bolt
#

Is the rig of character has changed recently ?

idle talon
#

notlikemeow notlikemeow
Who here uses blender ? Needing some help badly haha
notlikemeow notlikemeow

fathom bolt
#

Something brake my helmet

stray bridge
#

if it still persists I usually just flip the one face or whatever to the „wrong“ side and it fixes it

#

if it doesnt work at all I usually just redo the face or replace them with working ones

#

cant explain why this happens tho

neat ocean
#

Where to start if one wants to learn blender to make some simple models(no guns and complicated models like that).

I tried making some stuff but i dont know how to properly scale it for Reforger and what steps i need to take to even get model into game. I also want to know if one can use base game textures on your model.

I know there is thousands of tutorials but Im not sure where to start and if there is any good teachers on youtube

faint viper
#

to get the table into the game you simply drag it in the folder you want, import as model and not animation (if fbx) and then adjust

#

i'll make a fast video for you in a sec

neat ocean
#

Thanks

faint viper
faint viper
neat ocean
#

Yeah it's very confusing. But it got a bit clearer now. How do I scale it properly so it's not too big or to small? Is there any reference models which you can place in blender?

faint viper
#

use the sample character for scale ref

neat ocean
#

Thank you very much!

spiral hedge
fading mirage
#

Not exactly a ~model~ question, but it concerns models I suppose. Can you remove full auto, from vanilla weapons?

compact scarab
wary inlet
waxen current
#

I cannot for the life of me figure out sockets, I have empties in my FBX, and Export Skinning turned on in the import settings, but nothing.

rare topaz
#

have anyone a sample of building?

noble ravine
rare topaz
#

no works

autumn topaz
#

Hey everyone! Question so I’m trying to import a new character model that only GM/Admins will have access too. I have already loaded this new character into enfusion and since it has no extra movement or animation I was going to use the base character entity. But once I loaded the character mesh it just turns into a box and no character is visible. Any guides out there that help with custom character importing or any advise?

nimble shell
#

I am making a patch to attach to my clothes. I am following the RHS guide but I can't change the Class name as shown in the picture.

fluid moat
#

hello all! i am working on a new terrain ,but right now to make my terrain more realistic i need to make some 3d cliff i know to make example_LOD0 ,example_LOD01 , example_LOD2 , example_LOD3 , UTM_example , i know how to make it collider and its all work nice , but i need to UV wrap it in blender and honnestly i dont know how to do a proper work for a good cliff i need 2 texture ( 1 for side and front view and new one for top view) any help will be appreciated

spiral hedge
#

Vehicle Problem: If i place my vehicle, its starts bumping around and than glitching trough the world surface. Is this a collider or Suspension issue?

wicked dirge
nimble shell
steel hare
steel hare
#

I checked through BI's assets and they indeed have the glas and the windows as separate model files. Is there a way to add those elements to an own model if one has the cutouts in the model done?

sullen charm
fluid moat
#

@sullen charm @steel hare thanks very appreciate! i finnaly set 2 selection make a groupe for each selection to dont lose it then i assign the selection to material and it worked

#

i done many car in arma 3 , used buldozer to create lod and selection but on blender i was confuse to use like this

#

now i know how

fluid moat
#

and now i get a new problem my model ingame get a wrong shadow cast . i explain : when im really close of the model i get a weird shadow and if i go away the wrong shadow disapear but the real nice shadow is still here at any distance

fluid moat
#

problem solved it was Zbias of my .emat wrong Value

grizzled mural
steel hare
#

Hej guys, how can I create a new prefab which I can place in the world editor? I made modular parts and want to create an assembled version which is placeable on the map. How do I do that? The prop creation tutorial is not really of much help. Any help is appreciated!!! 😗

rotund pelican
#

Hi guys, can someone help me, I would like to understand better how to configure the model to send it to the game, could someone send me their blender model so that I can see how the model is configured before it is ready to go to the game, I would appreciate it If someone could help me with this, or could describe the pipeline for preparing a model of a static, non-destructible building to be sent to the game.

fluid moat
#

@steel hare I never do that on reforger , but as a first try by myself I will probably duplicate a prefab similar at this then mess with config

fluid moat
#

Or maybe place one by one alone for the first one then create a parent after parents created I think there a way to right click on hiarchy then create a prefab but honestly as I never try it I don’t know but I think that’s the way to start it

bitter grove
#

what do i need to enable or add to have this show light in the dark?

mighty steppe
waxen current
steel hare
hollow hornet
lost jackal
fluid moat
#

RigidBody ok but what that Hierarchy give?

fluid valve
#

Okay I'm losing my mind where do I find a character model to work off of I'm trying to make clothes

livid hull
dull tinsel
#

!verify

wet skyBOT
waxen current
#

When I set it like the above, the door is 90 degrees off, but when I increase each value by 90, there is no change...

silk glen
#

Any idea why my LOD1 model is rendering with my LOD0?

#

nevermind, forgot to underscore in the mesh names

idle talon
#

do you guys still use 4.2 LTS for modeling in blender or have you updated to blender 4.5 LTS ?

silk glen
#

im 4.2 right now

idle talon
#

exactly. and also is it me or does the ebt.zip not insall in the add ons folder for blender 4.4 lts?

#

or do i have to be in 4.2 lts for it to install

silk glen
#

probably 4.2 still

idle talon
steel hare
livid hull
#

you have to use 4.2 LTS

fluid moat
#

@livid hull what different with 4.2 to 4.2.11?

livid hull
#

bug fixes

#

its still 4.2 LTS

fluid moat
#

Ok!

#

Anyone have a good tutorial for UV mapping

stray bridge
#

im using 4.5 and its fine tbh

livid hull
#

using 4.2 is literally a requirement from Bohemia

idle talon
#

after importing i realised that the UV Mapping i did on the display screen failed to show up in the import when applying all textures to the BCR Map im left with this annoying white texture.

is there anyway to fix this or have i done something wrong ?

rotund pelican
waxen current
idle talon
#

Not even a .emat

#

What I’m meaning is display-screen.emat (this is just an example)

waxen current
#

So there’s no slot for Tablet_01_Screen material?

#

Based on your screenshot that’s what it would be called.

idle talon
#

Yeah, there’s no slot at all ?

tidal latch
#

can you post full screenshot of workbench

neat pulsar
#

Hi guys!

#

Can anyone help me how I can smooth my model? greetings

stray bridge
#

select model and right click, either use auto smooth and adjust the level or just smooth

#

make sure to check attributes if thats a bought model, sometime ull find custom normals ans sharp edges you maybe dont want

#

also apply transforms sometimes fixes problems

idle talon
lucid aspen
#

any advice on setting up steering wheel bones? i always keep running into an issue where the steering wheel loops around

tidal latch
#

so you fixed it? Tablet_01_Screen seems to be there

idle talon
#

actually im dumb. i must have been sleep deprived

#

sorry for wasting your time haha

idle talon
#

i want to find the X,Y,Z at this postion on my prefab ? iv animated it n blender to fold/close so the x,y,z postion would change

im adding an UIinfo to this prefab to create a "F" action to activate ?? anyone able to help?

#

or do i set the action context's position class to PointInfo and manually enter different x,y,z cords till i get the desired spot for it ?

waxen current
#

I just manually adjust the point info

fading temple
#

Sorry for the shitty video. But can anyone explain to me why the bottom of my backpack is doing this? I tried going in and messing with the weight painting stuff but that didn’t seem to help

worn plover
solar heron
#

Anyone knows if its possible to get the textures auto assigned to the Material? Is there a other naming convention needed?? i currently use material_BCR and material_NMO for my textures. It will make life a little easyer when its automaticly assigned

unkempt bobcat
trail hornet
#

how full can I make interiors? I want to make an apartment complex

#

super early but this is what i have so far

fast wagon
#

Does anyone know how to Name an item so when it show in GM while hovering the name? and does anyone know how to spawn it in through GM Resource Browser?

stray bridge
#

better to make the props separate and work with sockets

trail hornet
#

here's what i have now

fast wagon
fallow pond
#

the windows and doors aren't apart of the mesh / object of a building.

stray bridge
#

what is this building btw looks kinda random, many small rooms, no stairs

#

many rooms you cant access due to missing doors etc

lost jackal
# trail hornet

Depends on if you want the building to be modular or not. You can use your method and export the whole building (minus doors and windows) as one big collider or you can set up each wall as its own “prop” as @stray bridge mentioned

#

Messed around and modeled a damn subway car today. I’m very proud of the boot that connects the cars

#

☝🏻 first time modeling a unibody vehicle shell.. although I don’t plan to make this a vehicle

lost jackal
trail hornet
stray bridge
#

you want the windows and doors separate to make them work as intended

trail hornet
#

Oh okay

#

Do I need to have holes?

#

This is what I have so far (still super rough)

lost jackal
# trail hornet Do I need to have holes?

Yes, you’ll need to have rough openings in your apartment model. You can add sockets where the windows go and reference them later when you setup your prefab in Enfusion.

Also I recommend placing sockets at each door hinge location (just one socket per door). That way you can use DoorSlot Components on you building to easily setup your doors.

You’ll reference each socket via PivotID in Enfusion. It’ll be the same as you name it in Blender:
https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation

#

Pro tip: import your base structure to Enfusion and do a run through before setting up doors and windows. Make sure everything is sized appropriately

boreal cipher
#

Can someone tell me the scale im supposed to set my model to in Blender, i imported a pistol im working on and its absoluetely massive in enfusion

fluid moat
#

You can import a character into blender

hoary gazelle
placid sapphire
#

What's the default character model height? 1.8m?

rotund pelican
#

Hello everyone, could someone tell me what I'm doing wrong, or what I need to do, I have this problem with the texture of the model when illuminated by the sun. I have only 2 maps, normals and textures, maybe I need some more? If so, what is it, and how is it done, can you please give me an example so that I can figure it out thoroughly?

rotund pelican
#

I have these textures of different channels of the material and different maps for it, can I use any of these in the game besides the feed card and the texture itself?

#

I tried to insert them into different slots, but there were no changes, only if I changed the slots for the texture and the normal map, maybe I'm doing something wrong and need to adjust somewhere, I would be grateful if someone who understands this could prompt and explain. I like to do it, I would really like to learn how to do it right from the very beginning.

lost jackal
#

Piano_Man on YouTube has some videos on how to do that in Blender

hot viper
tulip flower
lost jackal
#

It’s a default material

tulip flower
#

So, you are saying I can just use Workbench and drop that green texture over the original prefabs?
Or do you mean it needs to be done through Blender?

lost jackal
tulip flower
neat ocean
#

Is there anything wrong if I install blender 4.5 instead of 4.2 version?

tacit eagle
#

hello how i add engine collider?

tawny shale
#

Anybody know of any good hedgerow/bocage style 3d assets that can be used in Enfusion?

neat ocean
#

I made a few very simple models like chairs, table and ashtray. Now I have no clue what steps to take next to get them as props into game.

I have only made models nothing else. I was wondering if its possible to use textures from base game or do you need to make custom ones.

Is there any video or anything that describe whole process from modelling to getting into game?

stray bridge
#

read the wiki and try and error it

boreal cipher
#

Can anyone tell me why when i export my file from blender into enfusion my memory points got all thrown out of place?

lucid moat
#

Anyone got any trucks or anything with sirens I can mess with?

steel hare
neat ocean
#

I noticed that last line in error has incorrect path and for some reason it switches from "/" to "" and some slashe are doubled

tacit eagle
#

this big building

faint viper
neat ocean
#

Now i need to figure out how to install 4.2 on linux🥲

#

Steam came in clutch 😄

#

Nah...still getting the same error

#

[Errno 2] No such file or directory: '/home/jaydee/.config/blender/4.2/scripts/addons\EnfusionBlenderTools\data\icons'

It's reversing slashes for 2nd part of path

#

they are also duplicated which i can't copy past in for some reason

tidal latch
#

thats on Linux, right?

pastel bluff
neat ocean
neat ocean
#

when trying to enable plugin

pastel bluff
#

sorry, just above that line do from pathlib import Path, we have different file versions 🙂

neat ocean
# neat ocean

Now when I do this I'm back to square one. Getting this error

pastel bluff
#

oh so slashes are not the problem

#

give me a sec

neat ocean
pastel bluff
#

try this

from pathlib import Path
icon_path = Path(sys.modules[__package__].__path__[0] + "/data/icons").as_posix()```
#

if its the same error. would need to look more into it

neat ocean
pastel bluff
#

you should be able just to copy this into the function

neat ocean
pastel bluff
#

awesome

neat ocean
#

Was affraid that I would need to go back to windows

#

Someone should pin this or something to save it

tacit eagle
#

i cant host what is this mod? i cant find in workshop and config dont have it inside in mod sector

neat ocean
tacit eagle
#

when i press bat file Startserver

#

why by hosting server local i get this error

#

this addon is only in enfusion tool

neat ocean
#

you don't have that addon downloaded on server probably

#

i don't have any exp with setting up servers with that bat file so i can't really help you

simple musk
#

Quick question for someone on the WCS team and for workshop content in general.
I want to add the AH-6M (along with several other vehicles) to the British Forces faction for use on my own server.

Assuming that this is okay to do via a mod?
Secondly, if it is, can I also amend the colouring from blue to green to differentiate between the USSR & UK variants of the helicopter?

lost jackal
#

New undergound subway station coming along nicely

gaunt apex
#

I'm trying to create a reforger weapon RP server. If anyone knows about the mods and features I need, please contact me.

silk glen
#

how do i get my ship lit like this

#

light passes straight through my mesh

quiet ledge
silk glen
#

thanks ill give it a look

#

@quiet ledge

silk glen
lucid moat
#

Anyone got any models with the bones attached?Ive tried and tried just need more practice but been wanting to mess with an actual working model.🤣

wide warren
#

I need a few models made, anyone want to help a brother out?

fluid moat
#

You can move to 5min10 you will see what I mean

fallow current
#

Does anyone know where I can find documentation on socket naming convention and locations for building portals?

rotund pelican
faint viper
#

Hi guys, i need a little tip, so basically i've been working for a few hours on this model, and now when i was checking the weights to transfer them to the horns i realized that they are missing and are not there anymore, do you have any solution to bring them back without single typing each one of them and weight it? (cuz honestly i have no clue how they are painted on the head template) normally to just attach things i would use the head weight and it would work, but i guess using just head weight for all the head wont work in reforger in terms of movement or looking around. Thanks for any advice

stray bridge
#

use reforger basemodel, transfer weights and go from there

faint viper
bitter grove
#

Does the engine render faces that aren’t shown?

fallow pond
#

afaik maybe... I know it does auto distance lods based on how big a model is. as for rending its either faces or its the entire object... I know the engine is pretty good about it.

spiral hedge
#

Does anyone know how to reduce the brightness on portals?

leaden trench
spiral hedge
#

if i walk trough the portal, its like a hard cut. i can also see the "plane lines" if i stay in center with the character

spiral hedge
rotund pelican
# spiral hedge Ahhh... created my own PRT, now its working 😄 TY

Hi friend, I see you've managed to make a portal, you know, I'm trying to learn this too, but I can't figure it out. Could you help me with that? How to create it correctly and what kind of geometry is needed, I couldn't really figure it out, I would be grateful for help.

rotund pelican
spiral hedge
#

On my model its just a simple box with 4 openings

#

So, i created a BOX -> BOXVOL with dummyVolume mat. Then i duplicated such box and modeled the outside walls with openings for Portals. This box will now renamed to BSP_room. in the openings of this BSP Mesh, i placed the portal planes with Face-Orientation inward. Each Plane called PRT_01 - PRT_02... as material i first used a default one.

rotund pelican
spiral hedge
#

i did not use the portal tool. for this you need to make sockets i think

rotund pelican
spiral hedge
#

i also had problems while importing.. Error with portal.. leaking or something. But the plane was just to big

#

oh, and make sure, the portals will onyl work with BuildingEntitys

#

And you need WorldSubsceneComp

spiral hedge
#

hmm i still have the issue with the hard portal cut:

thick wave
#

not sure if this is the right section, but im trying to import these pants into reforger, followed a tutorial on how to rig the bones and everything, yet when the model is ingame the pants dont appear to actually be rigged

wary inlet
thick wave
#

also how do i weight paint accurately that part kind of went over my head and i just did what looked like they did in the video

wary inlet
wary inlet
thick wave
wary inlet
thick wave
#

it doesnt bend either

calm rune
thick wave
#

inside blender its the right way round

calm rune
#

Just follow my quick tutorial and yo should be fine. Rotate inside of blender or Enfusion. Doesn’t matter tbh.

thick wave
#

@calm rune in your video you use arma_reforger_weigtref and armar_skeleton
any idea where to find these blend files?

wary inlet
calm rune
#

Everything you need will be in there.

#

In my video I use the old character sample but it’s the same exact concept. Just use the new.

thick wave
#

these ones?

thick wave
calm rune
# thick wave

Weights template would have the base body you need. Not sure if the skeleton is in that one or not. Open it up and show me

thick wave
#

i dont think it is

calm rune
#

No that’s not it

thick wave
#

ive deleted character_template.fbx down to all the LOD0s, should i delete them as well and use whats left as the skeleton?

#

which is what i did before turning to here for help

#

looks more like the one in your video

thick wave
faint viper
#

stupid thing that i forgot 1 time and ruined everything, didnt read all so maybe u checked it, you made sure to have the armature set right for the item right?

#

because 1 time i put the armature modifier without selecting it, and even if it had weights it wouldnt work without the armature

thick wave
#

mission succesfull

#

thanks for all the help

fallow current
#

Does anyone have a clue why my lighting is messed up? I'm expecting the room to be darker inside instead of just my character

The models have no MQA failures, BSP works, no errors when exporting except for materials not existing and dummyvolume materials are assigned to PRTVOL, BOXVOL and BSP

clever inlet
#

Does anyone have any good resources on making uniforms?

#

Not looking for anything in particular but for me wanting to create world war 2 uniforms it will most likely have to be from scratch

#

I would greatly appreciate any vids or wikis to be DMd to me!

humble sonnet
#

Is there something I need to do to a model to keep it from rendering in first person? I've set the texture for the frames up like the wiki says to but it's still rendering in 1PP. blobdoggoshruggoogly

spiral hedge
#

HeadClipping should work

#

And make sure you have Parametric setup correctly

humble sonnet
#

yeah thats enabled, but still renders

#

Ive set it up like other glasses have it set up, but its still rendering

#

the parametric material component or w/e its called

spiral hedge
#

This is also set in material?

humble sonnet
#

yep both those checked like the wiki says to

#

still renders

#

I even tried importing another model thinking something was wrong with the first one i tried

#

I even added a script to include my custom glasses slot to SetAlpha()

#

...still rendering

spiral hedge
#

Ok this is strange 😦 i also added some stuff to AlphaTest and they will be hide

humble sonnet
#

yeah I dont understand. Ive spent hours/days searching for others with this problem but it seems like everyone else has managed to fix their issues.

#

but a lot of people do have this same issue.

#

theres got to be something im missing

spiral hedge
#

How did you manage it in your Script?

humble sonnet
#

this is the last step keeping me from publishing too, everything else i figured out/set up in an hour or two.

#
modded class SCR_CharacterCameraHandlerComponent : CameraHandlerComponent
{
    override void OnAlphatestChange(int a)
    {
        super.OnAlphatestChange(a);
        
        if (m_LoadoutStorage)
        {
            IEntity glasses = m_LoadoutStorage.GetClothFromArea(LoadoutGlassesArea);
            if (glasses)
            {
                Print("[CA] Glasses found! "+glasses.ToString());
                BaseLoadoutClothComponent cloth = BaseLoadoutClothComponent.Cast(glasses.FindComponent(BaseLoadoutClothComponent));
                if (cloth)
                {
                    Print("[CA] Glasses component found and alpha set to "+a);
                    cloth.SetAlpha(a);
                }
            }
        }
    }
}
spiral hedge
#

correctly

humble sonnet
#

Alpha sets to 0 in 1PP but it still renders. Also renders at 255

spiral hedge
#

Can i send you a script on PM?

humble sonnet
#

sure

violet smelt
#

Can someone explain to me why my building goes flying when I run into it?

violet smelt
#

Solution was setting the model to static

faint viper
#

Hi i was checking some videos around but nothing rly helped me out, why when i add the scr_des component my model disappears, even if i gave it the right colliders and the hit zone? Not sure is the right channel

faint viper
# shell hedge check log?

Yeah i think 5 sec before you wrote i was like "why am i not checking the console" sometimes i just forget about the basics(rpl component was missing)

shell hedge
#

Relatable

steel hare
# solar heron Anyone knows if its possible to get the textures auto assigned to the Material? ...

I do not know if you found a solution already but you can assign your materials manually.
Double click on your white Baumschutz.emat file. It should open a new tab. On the right hand side you should see how the material is set up, per default the class is PBRBasic. There you should find one input field for your base material. Drag and drop your Baumschutz_BCR file there. And another input field for normal material. There you assign the Baumschutz_NMO file. And that should be it. Repeat this for you Baumschutz_MLOD.emat aswell

neat ocean
#

I really cant find this menu anywhere

lost jackal
#

Anyone ever run into this issue? I made a mesh to cover up the area of terrain that I excavated to fit an underground tunnel (beneath the road). When I look at the cover piece from certain angles, it disappears.

#

Here is a view of my mesh in Blender from the same angle as the clip. All normals are facing the correct direction and it seems dense enough to not have any holes in the mesh.

lost jackal
lost jackal
#

Working as expected now

waxen current
#

@lost jackal any video coming with what you’re learning with the tunnels?

fallow pond
#

maybe its problem with road besides it making it act like that

silk glen
#

how did bohemia manage to pull off double sided normals

fluid moat
#

If I remember correctly well it’s about CCR and opacity if it set to near then when you are near it’s get invisible

steel hare
# neat ocean I know I'm missing something very stupid here but how do I get to this setting? ...

There are no stupid questions! The settings to enable net API you find in Enfusion workbench directly. Workbench → Options → Workbench settings (secong tab on the menu which opens up then). There's a list of checkboxes below two input fields. The fifth checkbox that would be. Or check this page in the Wiki https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager:_Options
In Blender you then can open the Enfusion tools by e.g. clicking the "N" key, which opens the sidebar

neat ocean
steel hare
neat ocean
remote palm
#

Hey, a question to everyone that has already imported vehicles/tanks.
Does the tank really have to have an interior? Or is there also another way to make it work?

lost jackal
lost jackal
lost jackal
#

Using this material

fluid moat
clever inlet
#

when adding new boots to the game, it seems the feet will obviously clip through the bottom. do boots normally make players "taller"

#

or is the mesh under the boot deleted

#

it deletes the feet I have discovered

remote palm
#

Hello everyone!
Sadly i was not able to find a good tutorial on YouTube for importing shoes...
I tried to tinker around a bit and use the Vest and Headgear tutorial somewhat as a base for the shoes, but i just cant really wrap my head around it.. 😄
I have transferred weights from the "Body_LOD0" from the "Character_Weights_Template" blend file. But the weird thing is, that the Armature from this version has 224 bones. + 6 when you also count in the MemPoints.
Once i export my model with the bones, and i import it into enfusion i suddenly have "5 + 364" bones 😄

Would anyone have a clue for me what i am doing incorrectly? That would be much appreciated 🙂

Edit: I forgot to uncheck "Add Leaf Bones" hence why i had so many bones, but the main issue still remains. The boots are not attached to the rig :/

wide warren
#

anyone want to make some models for me? I dont think theyre complex at all

wide warren
#

LOL thanks

fathom elbow
#

anyone want to send me money? i dont think it's difficult at all

bitter grove
remote palm
bitter grove
#

I’d check and make sure you’re using the most up to date skeleton and then I would make sure when you’re importing you have the armature and the memory points selected

#

Maybe just try redoing the process, I’m not sure what else it could be. Sounds like you’ve done the weights right

#

Maybe the prefab setup is wrong but I really wouldn’t know

humble sonnet
remote palm
remote palm
#

I can now finally move them with the rig and they follow, so redoing the rig part worked. But they still will not stick to the feet 😄

fallow current
remote palm
#

Hello 🙂
Is there any kind of "Jacket_xxx_Item" sample that i can use to make my own uniform items? Right now i haven´t found a sample on the github :/

wary inlet
remote palm
#

There is only "Jacket_Deflated_Template" but this is not the "Jacket_xxx_item" and the SampleVest does not really help either

tidal latch
remote palm
#

Well, having the base mesh UV unwrapped would somewhat help to apply texutres to it

ornate walrus
#

any good guides on making buildings in blender?

#

well more of making the points to place doors ect.

stray bridge
steel hare
stray bridge
trail hornet
# ornate walrus any good guides on making buildings in blender?

Blender tutorial showing how to create an old post-apocalyptic, abandoned house. Modelling, shaders and texture painting.

Join Poliigon for Free: https://www.poliigon.com/?utm_campaign=abandoned-house&utm_source=youtube&utm_medium=video

Links:
PureRef Software: https://www.pureref.com/download.php
Human scale model (CC0):
https://drive.google....

▶ Play video

https://www.patreon.com/IanHubert
Lazy Tutorial #8! For lazy people by lazy people.

So, you can do it without, in the way shown in the video, but the BoolTool addon makes it just one hotkey, and it's fantastic.

▶ Play video
#

Does anyone have any good tutorials on how to make damaged houses?
I’m scared that I’m going to use way too many polygons

faint viper
trail hornet
dark geyser
#

Mby worng channel but
Anyone know how i can remove the huey stuff frome my heli xD

topaz willow
dark geyser
raven carbon
#

What is a good starter workflow to make buildings with? Blender then enfusion?

vague breach
#

How does one open an arma building p3d in dayz object builder without it throwing an error for missing includes.hpp?

topaz willow
vague breach
#

Its arma models...a3 i think they are from

#

SO asking in a channel labeled enfusion_model was my first guess

#

ill do more research

topaz willow
#

If looking for A3 modding, there's other channels for that I believe somewhere in this Discord. I'm not in them so I unfortunately can't link them 😅 But anything Enfusion related in this Discord is currently solely for ARMA Reforger Enfusion

vague breach
#

Word

tacit eagle
remote palm
stray bridge
north heart
#

hello, been wanting to make this thing for arma from gundam, but I was wondering as I do know it could possible work for a static background prop for arma 3 as it's too large, but is there a difference for reforger and the enfusion engine, I don't have it yet but been trying to do more models of late and thought to ask here before anything too big was made, if not to ask here am sorry my eyes are hurting from the weather and it's late all of this just popped into my head to ask before getting sleep

faint viper
fluid moat
#

When you did a random cliff ,then after finishing you see a face

rotund pelican
#

Hi guys, I have a question, does anyone know how to create ladders for their model correctly? Because I was trying to find some information on this, and anything related to it, but it turned out to be empty everywhere. All I found was just the assignment of the game material in blender to geometry, there was a ladder preset, but I'm not sure if that's what I need. I know that there are ready-made prefabs with different doors and stairs, but I would like to learn how to create them myself.

solar heron
#

Any idea what settings i have to choose that my models not fall straight trought the ground? i have a UTM Colider for the dst model Part.

Hope i got no GEMA Strike 🤣 Sorry forgot to turn of Radio

tidal latch
#

debris collision is bit simplified, so you need i.e. UCX, UCL, UBX etc - basically everything except UTM will work

cosmic solstice
#

Does anyone know what causes this? Is it the collider on the wood thats doing? All part of the same model export to enfusion. Any idea where I need to look? excuse the wood texture its a placeholder.

cosmic solstice
solar heron
tidal latch
#

debris are not using rigid body component

trail hornet
#

Does destruction currently work for large buildings?

solar heron
# tidal latch debris are not using rigid body component

Okay. Is there a sheet with some examples.? I dont got the logic behind this...there are a few different variants. Some were you Set up the dst meshes in scr_destructable Entity and others where the dst meshes are put in the multi phase destruction component. Not so easy to crack my head around

bold briar
#

Why can't I edit the overridden base prefab of these stumps? All options are grey'd out.

But I can edit the same named variant prefab. But it doesn't override the model in game.

There seems to be two of these model assets in game with the same name.

rotund pelican
#

Hi guys, as before, I continue to deal with PBR materials in arma, can someone tell me about this? https://github.com/KaiXOF/Substance-Enfusion-Texture-Map-Graphs does this method work now, and does it handle resources correctly by combining them for the arm? And do I understand correctly that I need 2 textures for my objects in order for my emat to work well, these are BCR and NMO maps, which consist of Base Color and Roughess and NMO from Normal Map, Metal, Ambient Occlusion, is that right?

GitHub

I&#39;ve created a number of Substance Designer graphs for those who wish to convert/merge their PBR Texture maps into their Enfusion Engine Compatible Counterparts. - KaiXOF/Substance-Enfusion...

mortal marsh
#

Evening all - attempting to duplicate a base game backpack prefab and change its position to display on the front of the character instead of the back

#

Is this possible through component editing only, or would it require animation changes?

bitter grove
#

I feel that would have to be done in blender and rigged up that way

#

With the mesh that we dont have access too so maybe its not possible

mortal marsh
#

Yeah I thought that might be the case, with rigging and animations etc.

#

Ah well, thanks anyway 🙂

lucid moat
#

I imported a building,I have added it to a Building_base.Will I need to go back to blender to rig the doors or can I just use reforger doors and change the material in workshop?also is there a article on what components I should add?I added it to an empty test map as I walked through the building.

bitter grove
#

whats invalid about my collider?

remote palm
#

Show it in edit mode. Is it triangulated?

steel hare
#

But @stray bridge wrote something on this channel on —29.06.25 regarding that topic. I cannot link to his message in here though. You'd need to run a search through this channel with "in:enfusion_model door" and it should pop up. He also attached an FBX file

faint viper
tidal latch
bitter grove
#

I thought I had applied all transforms and set origin to geometry but maybe that go messed up when I rigged it somehow? I end up deleting it and I will try again today.

#

Would smoothing normals have something to do with it?

quaint nacelle
#

Hello, does anyone know how to setup vehicles probe ? I've tried a lot of things but i failed a lot 😅

dark geyser
#

Hello.
Im trying to make a Heli right
I got the modell in to tools
But im kinda stupid so

(i have tried looking)
Dose anyone now of a site or something to help me out to put on the right stuff and other things for the heli?

Thank you for ur time reading this
And thanks to who evere kind person can help me out

woven thistle
#

Can anyone tell me what i would need to look at if i want to make a different vehicle into a MCU?

rotund pelican
#

Hi guys, I'm continuing with the creation of buildings for Armagh. I would be grateful if someone could save a few days spent on this, because I figured out a lot when creating the building, but my main problem remains the creation of portals. For example, I create the geometry of a building by assigning a trimesh collider to a copy of my main node, but how do I create a portal? Somewhere I heard that this is done by creating a cube and stretching it over the entire area of the room where the character will be located, after which it is required to squeeze out these rooms from the inside, taking into account the doorways and window frames, after which we should get a single cube with squeezed-out rooms for the correct display of light and sound.. Did I understand everything correctly, or can this portal be created from several different primitive shapes? Maybe someone can explain the sequence of my actions in the program in order for me to succeed, as I have spent more than a month on it.

rotund pelican
surreal ore
rotund pelican
# surreal ore The wiki explains what a portal is. I'm confused as to what you're actually conf...

For example, I create the geometry of a building by assigning a trimesh collider to a copy of my main node, but how do I create a portal? I heard somewhere that this is done by creating a cube and stretching it over the entire area of the room where the character will be located, after which it is required to squeeze these rooms from the inside, taking into account the doorways and window frames, after which we should have a single cube with compressed rooms for the correct display of light and sound.. Did I understand everything correctly, or can this portal be created from several different primitive forms? Maybe someone can explain the sequence of my actions in the program so that I can succeed, since I spent more than a month on this.

rotund pelican
surreal ore
rotund pelican
# surreal ore

I can't understand it literally, is there any physical example of the FBX model of what this mesh looks like in the program itself, so that I can understand it using an example like this

bitter grove
#

when setting up a harness using the slots my added prefabs to the belt get thrown up into the air. anyone know what im doing wrong

bitter grove
#

nevermind i got it, i needed to create new slots and then click import parent skeleton or something like that

faint viper
#

Anyone knows what this error could be? cant rly understand what could be the issue

neat canopy
rotund pelican
# neat canopy Where you able to figure it out? Otherwise feel free to contact me.

I would appreciate it if someone could send me an example of an FBX model, with ready-made geometry for portals, so that I could feel it with my own eyes in the program and understand how it works, based on the documentation and examples that are on the Internet, I could not understand anything, because there are explanations I Couldn't figure it out

rotund pelican
rotund pelican
# neat canopy Hope this helps

Damn it, I've just opened this model and am trying to figure out how it's done, I'm amazed that someone was really sure that I could understand how it works according to the documentation, if I'm already looking at the model inside, and my head is already like a boiling kettle.

rotund pelican
# neat canopy Hope this helps

Bro thank you, I opened it and didn't understand anything at first glance, but I think if I spend more time on it, I'll definitely figure it out, because I have a ready-made example of this, and I could ask how to create something like this for me from someone, thank you, now I can continue to look for some information and get off the ground, I hope that people will be as kind as you are, and treat people like me with understanding, because each of us is different and understands everything differently, I just want to learn how to make mods right from the very beginning, and help in the same way With this other one, by passing on the knowledge that I have received and I know that it is exactly correct. I think as soon as I figure out how to create portals, I'll definitely write down a detailed guide on this on YouTube, because no one does.

neat canopy
#

And also the WorldSubsceneComponent is mandatory.

rotund pelican
# neat canopy No problem, I also struggled back then to understand it. Keep in mind that you ...

Okay bro, listen, I've been thinking a little more and it seems like I'm starting to come to something, as I understood from your example, I need to create a cube, and squeeze out all the holes for doors and windows in it using the jewel modifier, and convert this cube into BSP geometry, while the cube should be a single mesh not divided, and not made of triangles, after which, as soon as I make a BSP geometry out of it, I'll just select this mesh and click generate portal, right?

neat canopy
neat canopy
rotund pelican
#

Okay, this really gives more information, as soon as I have the opportunity to test it on my model, I will do it and report the result.

stray ingot
#

I'd like to bring a car into Arma Reforger. Buildings are no problem, but I'm looking for help with cars. Does anyone know any good tutorials?

bitter grove
#

so i thought i understood what i was doing, but then when adding a item model to the prefab i have in the slot it makes this not rig right. for reference the stuff on the belts item model is the worn model. but its inconsistent because the gas canister has a item model and its rigged right but i see no difference between how those 2 are set up

fallow pond
#

not weight painted properly or maybe transform/ scale/ rotation is off

bitter grove
#

All the mesh’s that have items are just duplicates of the already rigged ones but just lowered to the ground. I applied all trannys and set origin to geometry for them and this was still the case. For example, as soon as I deleted the item mesh from the prefabs base load out and replaced the item slot with the same worn model it worked fine

ornate walrus
#

hey so I have a helmet im working on andd i followed the modeling bootcamp to a T and when rigging my helmet it doesnt move in game put it is weighted in blender when i use pose mode

#

I export skinning and i see the bones when importing my fbx but when my character moves the helmet doesnt follow

ornate walrus
#

Got it

#

forgot to export the memory points

tidal latch
#

cannot tell more because of missing context

#

more pics preferable unless you can describe current model really well

faint viper
# tidal latch wrong gamematerial assigned

So that’s the only thing I get from the console, maybe once I’m home I can try to show better. The model is a skin model based on the sample character(custom character. Is mostly either the neckhead identity prefab and then body/arms identity prefab.

tidal latch
faint viper
faint viper
tidal latch
#

wrong game material assigned

faint viper
#

They are all fire geo tho

tidal latch
#

there is no firegeo game material

faint viper
#

oh you mean the one above

#

the flesh thing

tidal latch
#

gamematerial, yes

#

not layer preset

#

game material is incorrect somewhere

#

check it in import settings

faint viper
#

Oh i found it i think, the UCX_Head had a different material for both my stalker and whisper model, it had the wrong flesh material for some reasons, even if i never touched it, i swapped to the default one

tidal latch
#

it could happen when you duplicate something

#

you cannot have material with same name in Blender

#

and if material ends with number, it will silently increase the number at the end by one

#

and since GUID is a suffix, changing some char in GUID results in reference to completely different asset (or to non existent one)

faint viper
tidal latch
#

or copy pasting from two instances of Blender

faint viper
#

Last thing before, since my creature tries to simulate the fact that its flying, do you think the error that obv doesnt find all the colliders, because i dont want people to shoot on the ground and kill him when obv its model is not there, could cause any issues? or i can just leave there because does no harm other than just telling me "hey your model is missing half of the body"

tidal latch
#

you would probably have to create a new ragdoll if you want to get rid of it?

#

I haven't tinkered with it but I can imagine it could cause some issues once ragdoll triggers in

faint viper
tidal latch
lost jackal
snow cedar
#

I am trying to make my first ever mod for reforger. It is a rucksack and i was able to implement it in the game but the model is not quite in the right position. In blender i used a reforger character to make sure the backpack fit well and when i put it in game it was a bit off set to one of the sides. And also when the character was doing the statick moving around the backpack was statick too. My question is when you guys make vests, backpacks and anything that goes on to the characters what templates do you use so that the equipment sits properly in the right position? https://media.discordapp.net/attachments/1344384445574152213/1402129064709591173/image.png?ex=6892c9f3&is=68917873&hm=ab928494350c02310f0ea51affbb2ddc9b7964a5f2bd3be58a3b040f43bee689&=&format=webp&quality=lossless&width=1536&height=864

stray ingot
#

Hey, is there anyone here who can show me how to get vehicles from Blender into Reforger? I'd appreciate it too 🙂

remote palm
snow cedar
normal raft
#

hey, i have a little problem, i want set the radio correctly in the pouch but i can't do it..

hot viper
#

Just for future me to understand, what are the main causes of UCL, UCX, UTM.. colliders failing on import?
Side note for the DEVS, I got past it by just making it a box, is what it issss

tidal latch
hot viper
tidal latch
hot viper
remote palm
#

Hello everyone 🙂
I am trying to make my own little patch system but i don´t seem to get it working.
My little patch always clips through my jacket mesh but it really should not?

I have tried it with and without bones, with and without weight paint, but i don´t seem to get it right..
Any tips for me on how i could solve this? The object origin is at the back of the patch and i have applied all transforms
Any help would be much appreciated 🙂

remote palm
#

I got this one fixed somehow. But now i am facing a new issue. I cannot seem to add a new memory point to the export of my jacket. If i exceed the 6 default mem points it just does not rig at all.
Is there any workaround for this?

wicked dirge
remote palm
#

So my best bet would be to make the parts part of the model i guess

sick crown
#

is there a way to weight paint over an specific animation? i'm having problems skinning a combat shirt while holding a rifle. it basically fucks up the mesh on the armpit and shoulder regions.

fallow pond
#

the shirt is not made properly and or not weight painted correctly

#

you can also try hiding parts of the body depending on how the clothes cover up parts of the body. the jumpsuits in game hide everything but the hands and feet of the body

brisk grotto
#

SIlly question, is there no video or written documentation similar to the other bootcamp videos that specifically covers buildings?

lament hare
#

I am not entirely sure why this is happening 😭

I transfer the weights from the body to my pants, and for some unknown reason the area around the hips just weight... really poorly.

#

It has gotten worse after removing Spine1-5, and Stomach1-3

lament hare
#

Its been fixed, thankfully(?)

Had to remove the hips weight. I have NO idea why

cunning void
#

Can you tell me what the problem might be? I created a Collider and pressed Transform. I imported it. But in Tools, it's outside the desired object.The collider is above and below where it should be.Test Collider

tidal latch
#

apply all transform instead of pressing (??) it?

tidal latch
#

can you reply in full sentence please?

cunning void
tidal latch
#

are you using object relations?

#

can you provide full screenshot from workbench?

#

on UCL you shouldn't apply transform

#

Use Origin to Geometry

cunning void
cunning void
tidal latch
#

try origin to geometry on UCL

cunning void
#

Ok,I'll try it now

cunning void
stray ingot
#

my first model in reforger :3

gray hinge
stray ingot
#

my last model in arma 3, its better ?

surreal ore
runic cave
#

hi, how can I add "land contact" to my model? (for example, as in this screenshot)

white plover
#

any one know how to make it so the collider isnt just a massive box but follows the model it self or would i need to make say 4 or 5 collorders for the outside walls

white plover
#

thats what iv been looking for could not find that page for the life of me lol

hazy tiger
remote palm
#

Hello everyone 🙂

I am currently trying to get a harness up and running identical to the vanilla harnesses.
Currently i am stuck at the belt since it does not seem to import correctly.. I have applied all transforms, i have the Armature to Armature modifier, i have transfered the weights and i have 8+222 bones in the workbench. The belt does not want to attach to the character and just floats on the ground. I have checked the setup of my prefabs and they seem to be correct. Any idea what my issue could be caused by?

hexed sandal
fervent temple
#

hi guys, is there anybody really good with blender ? I have an issue with sculpting properly that result in "broken" normals

remote palm
remote palm
remote palm
placid mason
#

Idk if this is the place but when working on a map, I've been having this issue occur with certain dependencies, any idea on how to fix this?

neat tangle
#

Does anyone know why every time I spawn in a moded building it becomes faze threw once I re open that word??

severe bolt
neat tangle
#

when i place down a zbk mod asset for a map im working on it wont let my character in gm mode touch the structure and insted they walk right through it

severe bolt
neat tangle
#

et

severe bolt
# neat tangle et

Okay so lets cross a few things out, check the .xob - double click open it and look at the bottom right do you see this

#

Colliders?

#

Is it 0 or 1 or more?

neat tangle
#

i cant see that window at sec vc?

severe bolt
#

Can't vc, look for the models .xob file in your resource browser, double click on it and it will open a new window displaying the model. At the bottom right you'll see those headings like I sent above.

neat tangle
#

bet

#

thats what i got

severe bolt
#

Look for colliders at the top because its been expanded, does it show a number beside colliders?

neat tangle
#

yes

#

1

severe bolt
#

Okay so the model has collision, now going back to the .et - check the object properties and make sure it has rigidbody as a component and make sure in rigidbody Model Geometry & Static are checked.

#

@neat tangle

neat tangle
#

1 sec

#

it didnt work

severe bolt
#

Is this your model or someone elses?

neat tangle
#

someone elses its under the zbk buildingd addon

severe bolt
neat tangle
#

thanks bans

hexed sandal
remote palm
white plover
remote palm
hexed sandal
remote palm
#

Copy, ill take a look

#

Thank you

white plover
#

is there a wiki page for adding doors to a building/makeing doors?

tacit shard
#

Hi Guys,

Working on a ATM Mod, I have the model in the game and I have setup the collider which is working in game but when I add interaction it always shows at the base of the object rather than where I set the offset too

#

I tried adjusting the collider so it didn’t exceed the dimensions of atm object but didn’t make a difference

severe bolt
placid mason
#

How do you fix this sort of error? At first I thought these were mucking up in my mod but then I tried loading these mods on their own and they have this same error occuring by themselves which means it can't be my mod, any fix?

ENGINE : GameProject load
INIT : GameProject load project data @"C:/Users/kayne/Documents/My Games/ArmaReforgerWorkbench/addons/BetterInventory_5DAC39D2C3D4C8CD/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{6F299DA08DA25951}Language/BetterInventory_localization.st" in property "StringTableSource"
INIT : GameProject load project data @"C:/Users/kayne/Documents/My Games/ArmaReforgerWorkbench/addons/ArmSTALKER2_616A808A84D554BB/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{756EB8A0F9E437C2}lokalizations/perevod_main.st" in property "StringTableSource"
RESOURCES (E): Wrong GUID/name for resource @"{FA5FFE6AADF9FCA6}localizations/perevod.st" in property "StringTableSource"
RESOURCES (E): Wrong GUID/name for resource @"{7DBCE3BBA820FF17}lokalizations/perevod_equipments.st" in property "StringTableSource"
RESOURCES (E): Wrong GUID/name for resource @"{A0BBD60B55D15D52}lokalizations/perevod_faction.st" in property "StringTableSource"
RESOURCES (E): Wrong GUID/name for resource @"{FA30054846655E40}lokalizations/names/names.st" in property "StringTableSource"
INIT : GameProject load project data @"C:/Users/kayne/Documents/My Games/ArmaReforgerWorkbench/addons/ArmSTALKER2-Mainmod_6596A5F2DF0FA816/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{8562862C3A9D90F8}UI/PDA/translate/pda_wiki2.st" in property "StringTableSource"
RESOURCES (E): Wrong GUID/name for resource @"{EA2FAB887877A395}Prefabs/QUESTS/localizations/quests.st" in property "StringTableSource"
RESOURCES (E): Wrong GUID/name for resource @"{D328C05268A0FDBF}UI/Trader/localization/trader.st" in property "StringTableSource"

placid mason
tidal latch
astral hull
tidal latch
tacit shard
#

How does one make a new prefab? Lets say we have a new XOB we imported from FBX and all is well, how to create a *.et prefab out of it?

faint viper
#

You drag it into the world, then drag it back to your folder, thats your prefab

tacit shard
#

thanks that worked i was trying to right-click and create a prefab instance which wasn't right

#

also trying to figuring out how interactions work

img 1 i have my offset where i want it to display
but when i test in img 2 it appears at the bottom

any help would be appreciated

faint viper
#

never used them but maybe

mighty steppe
#

what causes this issue when creating a "seat" it say its obstructed

what i done so far is added a "compartment slot" and a "door info " to SCR_BaseCompartmentManagerComponent also added "action contexts" to ActionManagerComponent

is there something I miss out to create a seat or what causes this?

mighty steppe
#

nvm i got it to work 🙃

gray hinge
# mighty steppe nvm i got it to work 🙃

For anyone searching for this in the future, OBSTRUCTED seats usually happen due to Doors configuration, in the same BaseCompartmentManager . Sometimes, one need just to change the class of the door reference and it will work right away.

mighty steppe
jade kayak
#

hi everyone) can someone suggest a normal guide on how to export a model from a ready mod on arma reforger, to use it in blender and then import it back, sorry, I don't speak English, so I may make some mistakes in translation, thanks in advance

solar heron
#

Hello. what do i wrong? i need to select the layer preset per hand at every single mesh that i import. i did the collider setup in Blender...but its not made it to enfusion

honest pine
jade kayak
honest pine
jade kayak
#

Ok, then I'll try to do my own thing, thanks to everyone who responded.

golden pagoda
#

hi all, hope you're doing great, may i ask is there a way to extract the meshes and textures from a reforger mod to use in Blender? sorry im very new to this, all i want is to take a single mesh and its texture from a mod to use in my kitbashing model

#

ah shit, i just read the previous message, so it's impossible to extract the mesh from mod meowsweats

olive shard
#

Hello, I have published my project with this image, it shows up for PC users but not in the console, does anyone know how to fix it?

gray hinge
mighty steppe
mighty steppe
steel hare
#

Hello everyone. I hope somebody can shine some light on it.
What is the difference between the "Slot autogeneration" in the class of a prefab (e.g. for class "SCR_DesctructibleBuildingEntity") and the SlotManagerComponent which I can add to that? When I add a prefab (vanilla Reforger *.et file) in the SlotManagerComponent it shows this respective model in the world editor at the place where I set my Empty in Blender.
When I do the same in the "Slot autogeneration" option though, nothing happens. I checked some of BI's model and they mostly have the "Slot autogeneration" used for prefabs which they combine. They do not use the SlotManagerComponent as it seems.

lucid moat
#

I have a police department model that if anyone would be willing to import into the game or send more links to show the way.You can pm me if interested.

lucid moat
lucid moat
#

This is the police department in question btw

sonic tree
#

where i can find setting to change/setup wreck on destroyed car

stray bridge
# lucid moat

looks like its from a pack "CityAssets" ?
Also looks like it needs some work, wont be easy as "just import"

lucid moat
#

The textures would be a easy fix also it comes with almost all the textures needed

stray bridge
# lucid moat The textures would be a easy fix also it comes with almost all the textures need...

Dont get me wrong I dont wanna hate on it too much but:

  • everything is grey (63 mats [way too many])

  • no shared materials are used so 2k textures 63x2 = mega file size

  • colliders would need to be created

  • bsp and volumes

  • occluders

  • glass has to be seperate and prepared so you can shoot it

  • same for doors, adding sockets etc

  • as fas as I know for a rolling gate you need a custom script (possible yes)

  • does the license of the asset pack even allow to share it online?

I appreciate the generous offer tho

lucid moat
#

License does allow for it.It does seem like alot now that you mentioned all of the details.I was just wondering on it,Thanks for the input.

stray bridge
lucid moat
hot viper
#

So I have only applied scale and rotation to my UCL collider/s, but when I imprt into workbench, the collider is rotated 90deg. Am I missing a step??

#

Do I parent it pepeSmirk

short marsh
#

never really posted any of my things in here so i thought id go ahead and show it off for once 🫡

#

PV2 Dentonator Unit (modified to use GPS instead of wires)

#

KPU-7 GPS Reciever loosely based on the TX-500 direct counterpart to the detonation unit

#

not fit to be out in showcase yet since i dont know if ill finish this mod or not lol

idle torrent
#

What “bones” could be used to create gravity effected clothing strands or pieces

leaden trench
#

https://www.cdrin.com/en/ai-assisted-costume-creation/ This is great, looks seriously useful.

The video game industry constantly seeks efficiency, especially in graphics quality. CDRIN contributes through initiatives like the R&D project "Unleashing Creativity Through Digital Intelligence," supported by CRNSG. One of the research areas aimed to generate sewing patterns from 3D models for faster costume adjustments. Using AI, this open-so...

white plover
#

any one know how to make doors on a building function

#

or if there is a wiki link somewhere for it

stray crater
#

The best thing to do is to export your door alone and add it then in reforger. In that way, you can config the door properly in reforger and then add it to your building, still in reforger.

tacit eagle
#

Hello, would anyone have a guide on how to create monsters? Similiar to how AlienBalien created his workshop projects?

mighty steppe
# tacit eagle Hello, would anyone have a guide on how to create monsters? Similiar to how Ali...

Just look how those mods done it in enfusion workbench. It's just sometimes a matter of where to find something. But there is also an example from bohemia:
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCharacter

GitHub

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

hot viper
#

Please would someone throw out some ideas as to why my collider imports incorrectly rotated 59918pepeangry

winged shale
hot viper
stray bridge
hot viper
#

what I had to do

#

I noticed the sample car does it...

hollow sierra
karmic merlin
#

So i created a custom Brirdge in blender, set the proper Colliders on it, UV mapping etc.. Everything works fine, AI uses the bridge aswell etc.. But when i generated my MAP this is how my Custom Bridge appears on the Paper Map, like a big grey Object.. How to fix it?

keen fossil
#

So i did a vide on explaining what I currently know about doing a basic box in Blender, setting up the LOD's, Collider, texturing in Subsance Painter, and importing in the Workbench. I FULLY understand i know very little about this stuff, and that is expressed in the video several times. But it hopefully gets the basic idea across of how to go from each program and into the Workbench. On the chance I have really bad information in the video, it is not listed and can only be viewed from this link. If im not made aware of anything aboslutely incorrect, i'll change it to public after couple days or so. If you find something wrong in this video, feel free to reply to this or DM me on here. (sorry for the mouth breathing in the video, I swear the mic wasn't that close). https://youtu.be/JRcm75FfYig

WILL BE ADDED SOON
https://github.com/BohemiaInteractive/Arma-Reforger-Misc/blob/main/Art/Substance Export Profiles/Arma Reforger PBR (MCR).spexp

00:00 Intro
3:38 Starting in Blender
3:56 Importing Enfusion Tools
7:52 How to move in Blender
8:45 Editing the Noobix Box
10:13 Adding extra face with "I" on keyboard, typing .1
11:45 U...

▶ Play video
gray hinge
keen fossil
keen fossil
# karmic merlin Bump

Are you knowledgeable in blender to have done the object properly? With the little (I’m talking less than probably 20 hours) I’ve been in blender, I’ve seen it where I’ve shaped an object, but it keeps a box outline around object. That’s what I’m picturing is there’s an invisible box workbench is seeing. Unless it just can’t render a bridge that isn’t rectangular.

karmic merlin
keen fossil
# karmic merlin Bump

Just my two cents, but could also worse case scenario, I think there’s an invisible road you could put on a spline that follows that shape and make the bridge not show on map.

karmic merlin
#

Thats why they have their bridges segmented 😄

#

my guess

keen fossil
flint ivy
fallow pond
#

how bridges work I dont know

surreal ore
#

What's the issue??

pliant apex
#

Really dumb question I know but how do you make a generic entity .et file in workbench?

#

or just an .et file in general cause the only way i know rn is duplicating something then deleting everything out of it?

#

So I can add componens like InventoryIem and MESH

keen fossil
keen fossil
gray hinge
# pliant apex my hero

Check at the time of 58:30 in the video bellow, straight from your new hero's channel. 😂
https://youtu.be/JRcm75FfYig?t=3510

WILL BE ADDED SOON
https://github.com/BohemiaInteractive/Arma-Reforger-Misc/blob/main/Art/Substance Export Profiles/Arma Reforger PBR (MCR).spexp

00:00 Intro
3:38 Starting in Blender
3:56 Importing Enfusion Tools
7:52 How to move in Blender
8:45 Editing the Noobix Box
10:13 Adding extra face with "I" on keyboard, typing .1
11:45 U...

▶ Play video
pliant apex
#

I had to learn how to UV wrap the damn thing because it wasn’t wrapped properly either

keen fossil
white plover
#

How do i fix this annoying issue im not sure as to what is causeing it

severe bolt
white plover
#

i have made the waight lighter and have also removed the wight for the arms and its the same issue

severe bolt
white plover
#

Right arm. Left arm

keen fossil
worn plover
stray ingot
pine stream
last hill
# white plover Right arm. Left arm

There are a heap of arm bones, shoulder etc. Check all of those for weights painted if you are weight transferring from the base skeleton samples.

short mountain
#

That’s why it’s tearing your vertex’s

#

Your shoulder straps should be lightly weighted to your should and only a little into the strap

urban cove
#

I know this is going to end up being embarrassing but I'm really stuck. A few weeks ago I bought (blindly) a bridge pack from fab. After figuring out a few things it come down to having an older version of UR. So when I go to fab.com and find my bridge pack, I can "view in Launcher (Epic) but now I don't know how to open it in UR. Thanks for helping

#

So my objective is to open it in UR and then convert it to Blender, which apparently can be done according to YT

kind cobalt
#

should appear there i think

urban cove
#

This is all I see. I don't get that little box you've highlighted

urban cove
#

Had to: Uninstall 5.6. Launch 5.4, create new project, then find my Bridge Collection from Fab and select "add to project". Now I just have to figure out the UR software....tbc

hot viper
#

I come with a question for yee, Is it possible to set the rotation limit on a bone in blender? or the bones are literally only there as a pivot, it doesnt transfer data?

Just want to set a visual rotation limit for my suspension (workbench is too much assing around)

shell hedge
#

No

hot viper
shell hedge
#

I mean the only limit is the one you might add into your animation graph, not a general one

hot viper
shell hedge
#

The what now

hot viper
shell hedge
#

That's for simulation not for bone angle limits

hot viper
#

So it doesnt use my armature for a pivot point? thonk

shell hedge
#

You asked for rotation limit for a joint, this isnt one

hot viper
urban cove
#

Is there a place to adjust whether a garage door is open or closed ?

#

hmm, maybe I see something...

urban cove
#

no maybe not.

keen fossil
surreal ore
#

No

keen fossil
# surreal ore No

Dang. It is brutal to figure out using that link. It’s like it assumes you know the other 80% of what to do with no direction on where to learn that other 80%.

surreal ore
#

Well like 80% of it is done with a press of a button

#

The Enfusion Blender Tools have qol buttons for "most" of it

keen fossil
#

The BSP and portals arent explained well on that site. I managed to get it to make a portal, but i cant get it to apply like what is in this example. I have the PRTs in blender, maybe theres a simple button im missing.

remote palm
#

Hello!
I am currently trying to import my belt model, but it always seems to import incorrectly.
In blender i have applied all transforms, have the Armature Modifier, have all the weight paints transfered and the naming correctly. Still ingame it will just not "attach" to the character. Its like a static object.... Have i missed something when importing the belt? the prefab is 1:1 setup identical to the "Vest_SovietHarness_assembled_base.et"

Any help would be much appreciated 🙂

faint viper
wicked dirge
faint viper
wicked dirge
worn plover
remote palm
#

Oh, i really need the scene hierachy for the belt? Ill try once im home again!! Thank you 🙂

worn plover
#

¯_(ツ)_/¯

remote palm
#

Do i also need it for all the other clothing items or what does it exactly do?

worn plover
remote palm
#

The belt still wont stick to the armature ingame and is just a static item. I triplechecked my prefabs and everything is setup correctly

worn plover
#

did you transfer weights?

remote palm
#

Yes

worn plover
#

and u made it a prefab?

#

its not just the .xob?>

#

is this your first clothing model import?

remote palm
#

Wow. The vanilla prefab is just broken. lol

worn plover
#

lmao u mightve just picked the wrong one

#

idk what slot you are trying to add the belt too

remote palm
#

No. I duplicated the "Vest_SovietHarness_assembled_base.et" and under "Mesh Object" that one has the "_item" selected. When i do the same with my "_item" it will show like my screenshot above. If i change it to either my ".xob" or "_inflated.xob" it is fixed.

solar heron
#

I made a mobile traffic light and want to animate the lights to automaticly cycle trought. Maybe someone knows hows to be done?

clever gyro
#

does anyone know where I can tweak vehicle "armor"? my vehicle seems indestructible

lament hare
#

Have you set the health setting in the armor component

clever gyro
gray hinge
clever gyro
#

I took the LAV as inspiration, it seems RPG's damages the vehicle, but a BTR/LAV can't damage it 🙂

kind cobalt
#

ive made a road flare by replacing the RDG2 but it doesnt seem to want to hide the cap/pin of my flare, would anyone know why?
also not sure if it has anything to do with it but the hide option in the objects import settings dont work either

could also be an animation issue i guess? but id have no idea where to even start with that, so im hoping its a model issue

#

wait

#

nvm ffs, i noticed a typo there but that isnt the issue, still doesnt hide the mesh of the cap

clever gyro
next crown
#

Asking this cuz i really am stumped ive read alot of the bi wiki on modding new items its ive got clothing and guns nailed down are there any samples out there from helicopters ive been messing around with the sample mod new car ive somewhat got an understanding of it ive made an armature for my heli from scratch but cant seem tk get things working , any help is appreciated

weary heart
#

i tried to make a 1,5 x scope

i added the pip in the scope

but i get this error
Class: 'SCR_2DOpticsDisplay'
Function: 'SetReticleOffset'
Stack trace:
Scripts/Game/UI/HUD/SCR_2DOpticsDisplay.c:487 Function SetReticleOffset
Scripts/Game/UI/HUD/SCR_2DOpticsDisplay.c:174 Function DisplayUpdate
Scripts/Game/UI/HUD/SCR_InfoDisplayExtended.c:551 Function UpdateValues

fervent temple
#

Hi Guys, I don't understand why I have a missmatch between blender rig and the rig in the editor

All the bones work in blender but once in the editor, some bones like the leg stop working

I followed this tutorial : https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear/Asset_Preparation#Importing_skeleton
*the count of bones seem broken because the editor show 55 + 313 for the xob and I've taken all from the "Character_Weights_Template.blend" and transfer skinning weight

worn plover
#

or exported technically

fervent temple
echo marsh
#

Hi, can someone help me with this, I've created patches but people on PS5 can't see them.

stray bridge
fervent temple
#

I will do it ! it is the first time I've done such thing in enfusion, I just wanted to learn how it work on enfusion and spend this day doing it ^^ it deffo can be improved, especially the texture

stray bridge
solar heron
next crown
#

Asking this cuz i really am stumped ive read alot of the bi wiki on modding new items its ive got clothing and guns nailed down are there any samples out there from helicopters ive been messing around with the sample mod new car ive somewhat got an understanding of it ive made an armature for my heli from scratch but cant seem tk get things working , any help is appreciated

solar heron
# next crown Asking this cuz i really am stumped ive read alot of the bi wiki on modding new ...

I think its a common Problem that there is not a good detailed documentation for all the stuff. It takes so much time for research and trial and error of all this things...i think if there were a realy good documentation we could have much more good mods out there. I mean bohemia spent a lot of time and effort to bring these Workbench for the community...they should do this 3 weeks amount of work for 2 persons to bring much more in detail documentations for Terrain, Cars, Weapons and Szenarios

next crown
leaden trench
fervent temple
upbeat sinew
#

I added LOD's to all my blender objects but some objects thumbnail/preview pics shows all the LOD's and warps the thumbnail and preview picture.

What have I done wrong ?

Do LOD's need their own material or does it use the original material in LOD_0 ?

remote palm
#

Hello everyone 🙂
I am having an issue with my one prefab item. It just wont attach to my character.
Im not sure what my issue is currently, but i just cannot get it working... When its closer to the body i equiped the rig when i had no clothing, and the one further away is when i had a vest equipped. Could anyone provide me guidence to fix my issue? This would be highly appreciated!
(Edit: found there is an option for inflated offset. Other issue with the attachment is still present sadly..)

remote palm
sick shard
#

Does anyone know how to make inside a building darker than normal say like the bunkers in vanilla game or a cave?

fallow pond
#

yes you can play with the portal volumes

upbeat sinew
upbeat sinew
#

Will do, just at work.

wicked dirge
#

You can set the preview image lod in its attributes

upbeat sinew
#

I did check LOD0 for the preview.

but It has nothing to do with LOD's I found the issue more of a texture issue than modelling issue.

the UV map of my suppressor (Cylinder) was unwrapped by section not one continuous section, this caused the join lines to show.

thanks for the interest to help !

#

the fault lies with me.

bitter grove
#

Anyone know why the UK-59 machine gun has 20+ colliders, while the PKM only has two? I’m just curious on the why behind it

fallow pond
#

pkm is a much older asset

bitter grove
#

Don’t most of the tutorials just call for a collider in the weapon layer and one in fire geo? I guess I’m confused on what all the extras are for

short marsh
#

does anyone know perchance if you can add your own building destruction animation?

surreal ore
#

I'm sure that's probably why there are so many.

remote palm
surreal ore
#

Look at the base file of any of the vanilla rigs

remote palm
#

Well i tried it with and without Armature, both did not work. And since the "Vest_SovietHarness_6Sh46.xob" has a memory point for a collider, and this was the vest i was referencing from, i thought i make it identical.

surreal ore
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Wdym, all "clothing" items use an identical armature.

#

The bone for the collider is used by the character and it's collider.

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Iirc the base prefab should just have a slot for the suspenders.

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The child prefabs should all add their own stuff

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Suspenders need to be weighted and to have "inherit parent skeleton" ticked.

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So create a slot for your item, name it, give it a pivot I'd (hips probably) then set its offset

south topaz
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any tutorials on how to animate a door to a building in enfusion using blender?

surreal ore
south topaz
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ok

surreal ore
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Search for DoorSet in the resource browser

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The only thing required for doors to work correct are 2 memory points

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The DoorSet will have one or 2 door prefabs as children.

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Look at any of the DoorSets and it's door prefab(s) and mimic exactly what it does. You should probably just find one close to what you're doing and duplicate it and it's child prefabs and make your own that way and just replace with your custom models

remote palm
# surreal ore Wdym, all "clothing" items use an identical armature.

This is what i mean. (Screenshot) Since i want a "modular" vest with quite a few options, i used this Soviet Harness as a base.
My suspender is rigged and weighted for inflated and default. It works great. For the suspender prefab there does not seem to be a "inherit parent skeleton" only a "inherit skeleton" which is unchecked.
For the "vest_assembled" i have the option to toggle the "inherit parent skeleton" for the suspender slot. If i check this for the suspender and my ammo pouch item which i´m having issues with, the issue is still present.

I don't have the ability to select any pivot ID´s for the character rig. And even if i could (i just tried) it would still just be floating.
And then i also don't have the ability to edit the position of my ammo pouch in its prefab. If i move it in my vest prefab i´m moving the _item preview.
In blender everything aligns properly. I´m guessing its just because of the weights that it is different ingame, correct?

What could i provide you to assist me more?

surreal ore
remote palm
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Totally understandable. Thank you very much!

surreal ore
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Until then, duplicate a default Russian rig and replace one of the pouches with yours and send a screenshot of how it looks when worn

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In Blender your "punch" should be facing forward with the origin being its "attach point"

remote palm
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Just leaving them here for now. I just replaced the models.
I saw that my origin point is off. That probably needs fixing as well.. its such a shame that we dont have a proper tutorial yet.. 🙁

surreal ore
remote palm
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I know. Still a bit harder to understand then to follow a proper tutorial 😄

surreal ore
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Figuring it out yourself plants it deep in your brain. Tutorials do the work for you.

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Some people might learn better that way but in 95% of cases they learn better by figuring it out themselves.

remote palm
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Totally right. But you can also do so much wrong and plant errors deep, where you will most likely not find them without the help of others.. 😄 like me right now

wicked dirge
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Also tutorials made by modders can teach you the wrong thing

reef moss
#

Hello everyone. Can anyone tell me how to make portals for rooms? I've spent a lot of time trying to understand their structure, but I haven't been successful. I've read a lot of documentation, but it hasn't yielded any results. I've also been provided with an example model with portals, but I don't understand what each part does or how to generate them.

fluid dragon
fluid dragon
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Am i wrong though ? The Car Tutorial as example seems totally outdated and is lacking a lot of stuff that people need to get a car totally functioning ingame

faint viper
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What could be the issue? the collider works perfectly, but for some reasons i cant import into the workbench, something that never happened to me. How would i fix that?

shell hedge
faint viper
faint viper
# faint viper 💀 HAHAHA

yes because at the end i always end up checking them and figure out the issue, but at first my brain just doesnt allow it to elaborate hey theres a log just check it 8)

stray ingot
#

WiP Police

slow latch
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Hello gents, just joined in. I have a question that might be silly but I cannot find a solution online.

I am trying to export a static mesh asset to Blender or export to FBX. The asset is in Read-Only mode as it is from the base game. Is it possible to duplicate it or unlock it somewhere in order to export it?

TilePavement_01_Wide_90.xob This is the model I would like to start working from.

How do you guys do it when you would like to just export or tweak an existing asset ?

bitter grove
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No, you can’t export items from the game

slow latch
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Ah damn, I was afraid of that... Thanks though

bitter grove
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Looks like a pretty easy make in blender tho if you wanna give that a try

slow latch
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It is not so much about complexity but to reuse some portion and adapt it to my needs. I thought that we were able to export base game models to Blender

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Was mostly to save time and effort

keen fossil
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is there somewhere that explains what these different game materials and layer presets do? Im making a concrete road barrier and im using the concrete material, with a rigid body and and model gemoetry and static. But you can shoot right through the object, but it has a collider can not walk through it. If i change the material to concrete 100cm or the other one, it doesn't have a collider on export anymore. Even redid the collider set up and still no luck.

keen fossil
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looks like choosing prop let it be shot through. chose propfireview and it fixed my issue and gave the concrete being shot splash effect

#

why would my object not render a bullet hole more than a few steps back? The vanilla object has a bullet hole at a much farther distance.

candid cave
tidal latch
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game material shouldn't affect visibility of the collider - I guess Layer Preset is incorrect

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Fire layer interact with bullets, so I guess you want PropFireView (View is for AI visibilisty)

keen fossil
tidal latch
keen fossil
tidal latch
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I don't know answer for that

keen fossil
# tidal latch I don't know answer for that

okay thank you for your help i do appreciate it. I try to look and research and troubleshoot before asking. once i think i got a small grip on doing the modeling stuff, some new curveball comes my way lol.

wicked dirge
keen fossil
slow latch
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Hello there, I am struggling a bit with an issue. I have read the documention on colliders quite a few times and I don't see what my issue is at all.
I have modeled in 3dsmax both mesh and UTM. I import them in workbench and I can see my collisions, but I am still walking straight through my mesh in the world.

I must be missing something super silly but I have been running in circle for the past 2 hours.

#

I have followed the logic with HarborCrane_01.et, seems to be using the Building profile

bitter grove
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Do you have rigid body component added?

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Look at a vanilla item similar to that and see how it’s set up

slow latch
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I am investigating. I see that there was no Rigid Body in my Prefab. Still not working but at least I have somewhere new to look at. Thanks

bitter grove
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I think there’s something you gotta tic in rigid body. I can’t remember what it is tho.

slow latch
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Yup. Finally got it to work. You saved me I would have never found it

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Too used to Unreal Engine... And this all Prefab is quite the mental gymnastic when you are not used to it

clever inlet
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Does anyone have any suggestions for uniform building? I see a lot of tutorials and guides for cloth simulations/sewing, is that most likely what modders and devs have been using to create these uniforms? Just wondering outside of just creating a mesh around the SampleMod character mesh template.

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Of course creating the topology directly off of the character model and doing solidify and sculpting may be better...

surreal ore
clever inlet
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Interesting, already learning Blender and Substance painter lets just throw in Marvelous Designer, Sketchup, and Solidworks while we are at it 😂

#

thank you

surreal ore
clever inlet
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Inflated vs deflated models is a whole conversation unto itself

marsh ermine
#

Hey, I’m busy working on a pilot helmet that I could like to be compatible with NVGs, IR strobes and patches, is there any tutorials on how to make it compatible with attachments that someone could link me to?

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I’m not sure if this is the right channel but I don’t know where it would go under

stoic zodiac
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Hello everyone! Who can I contact for help with rendertarget? I tried to analyze the VPAD mod, but I couldn't figure out how it works...

bitter grove
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Is the Y+ axis barrel to the left or right? The wiki has it going to the left but my to the left is Y-

dense thicket
#

Anyway to get my imported model to stop floating

lost jackal