#enfusion_model
1 messages · Page 25 of 1
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
, sweet so just override and update with all prefabs ye?
yes, I think that is the file you are looking for
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);
}
}```
but still blocks the prefabs included in the array
what do you mean?
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
You can open script editor and put breakpoint on return of IsOnWhitelist to see if you prefab is being reported correctly
overriding that file worked
they can place now, cheers.
splendid
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
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 {
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
or maybe you were overriding wrong prefab - I think there is more than one
yes, arma reforger has armored vests
does anyone know where to find the armored vests ? only ones i found look like something youd take out fishing with your granddad
everything vanilla will be in prefabs
yeah turns out arma doesnt have vanilla assets for plate carriers so im just having to learn how to import into blender and do it from there
not wanting to use rhs?
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

doing some ukraine type war scenario?
nah, attaching a tactical tablet onto a vest
that's not against their license
with the nature of my mod it will be
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
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
probably not
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
im a straight nood when it comes to modeling so ill have to check it out
just open the prefab of a vest of theirs, and look at the components for attachments
tho i cant seem to find rhs's discord. i guess they dont have one ?
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
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
where did you find info on this ?
Check any of their mod info in reforger workshop
when we create our own helmets how do make it to where we can put stuff on it like patches and stuff like that
Make sure to check boxes for skinning and hierarchy under “import settings” when you import the FBX files into Enfusion
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
Check out rhs they explain it quite well
do they have a Document or a Youtube Video??
i believe there is youtube videos somewhere on their website iirc
ill check it out thanks brother
nope no youtube video
A video showing you how to use RHS patches to create your own custom patch.
Mod: RHS Status Quo - https://reforger.armaplatform.com/workshop/595F2BF2F44836FB-RHS-StatusQuo
Interested in joining our Aussie Arma Community? Jump into our discord server and say hi. https://discord.gg/tpmtactical
Music from #Uppbeat
https://uppbeat.io/t/night-dri...
use tpms rhs video on custom patches. hopefully that will help
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 😄
you can purchase this Blender course bundle which should have you covered: https://superhivemarket.com/products/best-of-blender-education It is a good offer for new beginners
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
is there or does anyone have an "A pose" or "T pose" version of Arma Reforger skeleton and mesh?
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?
not sure for what you need the A/T pose, but they are rigged, and even the default pose is fine for everything
any thoughts too big ?
Way too big, scale it at 50%
Or try and get the actual measures
it's for a custom model all the models use T and A pose but reforger uses a custom A pose which doesn't line up with custom models and sculpting is to risky
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.
Align your model to match the reforger sample pose and then weight
I sculpted many things based on that, it’s not bad and you can add everything with weight painting
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 ?
two bones: one for base and second one for screen. Bone for screen should be placed where axis of rotation is
How much LOD should a uniform have?
Look at the vanilla uniforms as reference
is anyone able to help me with rigging on blender ?/ this shit is so confusing
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.
??
you can imagine that the base of the bone is a hinge point.
Place the Tail of the bone where will be this hinge/rotation center. Bones dont need to be like a snake (connected the base and end point). You can see that in vehicles and weapons riggs
Sadly I tried rigging before and it just breaks the model
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
be carfull to not mess/edit. You need to check if you are in Edit mode or Pose mode
Was in pose mode :/
rip
Was wondering if you’re free to look over it to see if I’m doing something wrong ?
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
I looked at how BI did it via the .xob, there is a window that tells you what what geometry they used.
If you using Blender Tools it is VERY easy to create the geometry!
The tutorial on BIwiki on geometry is also a huge help.
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.
I haven’t put portals on any of my structures. Everything works fine in Enfusion, but I’ve never run them on a server
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?
BSP/portals only used for light and sound
Does anyone get a guide to done mesh from blender to prefab ingame to add components I used Chat GPT but it look bug
Anybody give me a resource or quick rundown on breakable windows?
More for lighting I thought but not totally sure.
Whats max tri's for colliders?
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
Make sure you have export skinning checked on the import settings of the model.
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 🙂
65535, max size of a 16bit integer.
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%.
This product comprises a selection of top-notch 3D plant models, encompassing diverse variations in growth, age, and form. As a result, it enables you to encompass all developmental stages, thereby facilitating a comprehensive production solution. Compatibility with PBR materials ensures effortless utilization. Furthermore, we offer pre-configur...
Turn on statistics and look at the vert count, might be high
import skinning is checked what you mean inport settings on the model
@quiet ledge Sorry man, where/how do I do that?
Top right of your viewport in blender
Check statistics box
Yeah thats alot 😭
Thanks @quiet ledge
That's why it looks good! 
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?
I use this export button here and that auto sets up the quick export
I'm not seeing any documentation for setting up the wheels on 3d model for new vehicle. Anybody know?
2.5 mil tris is like for battleship 😄
Yeah, you're going to need to decimate that.
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
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.
Is the rig of character has changed recently ?
There was a recent update to the game and Arma tools so there may have been a chance ?

Who here uses blender ? Needing some help badly haha

Something brake my helmet
apllied all transforms and modifiers?
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
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
This guy is best that I found but i still have no clue how to get table into game. Is there any specific guides for that?
https://youtube.com/playlist?list=PLn3ukorJv4vuchEeJ3a6tIAVlWZZ_5fi0&si=dRa0QviwxfZEBD85
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
Brother sorry but i didnt understand any of that.
Could you maybe show me the steps on stream once or send a video related to it?
Thanks
for the future and anything else try always to check guide or video bootcamp they help a lot, i know at start everything is kinda confusing but after a certain point everything because normal
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?
use the sample character for scale ref
Thank you very much!
Hi Ben, thanks, i recreated the two faces. Now they are working
Not exactly a ~model~ question, but it concerns models I suppose. Can you remove full auto, from vanilla weapons?
Yes on MuzzleComponent I believe under fire modes. You prob will have to override the weapon_base prefab or similar
There is a sample character model created by BI you can use for scale, additionally it's good to note that one unit in blender is one meter in enfusion, making the transfer quite easy
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.
have anyone a sample of building?
no works
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?
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.
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
Change it in Notepad++
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?
are you using rhs as dependency?
Yep
You can either have two different materials for your cliff model. Assign the materials to the respective faces in edit mode and you should be fine. Then UV unwrap the model for material one and do the same and unwrap the other part of the mesh with material two. Lateron in Enfusion you can will have two material slots where you basically set the textures / materials.
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?
I would just create an ID map and that would allow you to apply as many textures as you want in substance or whatever you’re using and it would only be one material.
@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
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
problem solved it was Zbias of my .emat wrong Value
🙃
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!!! 😗
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.
@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
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
what do i need to enable or add to have this show light in the dark?
Just look how the vanilla street lamps are done it, then copy the function with your own light. Or simply add a light prefab as child to the chandelier.
Drag the root entity into your resource browser and name it, that creates a prefab.
Thanks a lot! I will give this a try!
🔥
Make sure to apply RigidBody and Hierarchy components to your new prefab
RigidBody ok but what that Hierarchy give?
Okay I'm losing my mind where do I find a character model to work off of I'm trying to make clothes
God I love you Matt
May I suggest following the gear tutorials on the wiki as all of this would have been explained in there 😛
https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation
!verify
Check your messages!
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...
Any idea why my LOD1 model is rendering with my LOD0?
nevermind, forgot to underscore in the mesh names
do you guys still use 4.2 LTS for modeling in blender or have you updated to blender 4.5 LTS ?
you still needing infomation ?
I'd also like to know if it'll be changing
im 4.2 right now
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
probably 4.2 still
I applied rigidbody to every object which I added to the prefab. Should I not do this? And what do you mean with Hierarchy exaclty if I may kindly ask? 🙂
you have to use 4.2 LTS
4.2.11 just came out, grab that https://ftp.halifax.rwth-aachen.de/blender/release/Blender4.2/blender-4.2.11-windows-x64.msi
@livid hull what different with 4.2 to 4.2.11?
im using 4.5 and its fine tbh
rwth aachen ist crazy
using 4.2 is literally a requirement from Bohemia
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 ?
yes
?
What does enfusion say your materials are for the .xob? Is the material not there at all?
It’s not there at all
Not even a .emat
What I’m meaning is display-screen.emat (this is just an example)
So there’s no slot for Tablet_01_Screen material?
Based on your screenshot that’s what it would be called.
Yeah, there’s no slot at all ?
can you post full screenshot of workbench
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
I’ll be able to later tonight once I get home 🙂
any advice on setting up steering wheel bones? i always keep running into an issue where the steering wheel loops around
so you fixed it? Tablet_01_Screen seems to be there
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 ?
I just manually adjust the point info
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
It's rigged to a different part of the character. Rig the whole back pack to a single bone and the straps to their respective shoulders
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
He left the training weights in his rucksack
how full can I make interiors? I want to make an apartment complex
super early but this is what i have so far
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?
look at base game
better to make the props separate and work with sockets
wdym?
here's what i have now
Thanks
Followed the instructions but still can't get it to show in Entity Browser?
the windows and doors aren't apart of the mesh / object of a building.
what is this building btw looks kinda random, many small rooms, no stairs
many rooms you cant access due to missing doors etc
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
RigidBody enables the colliders in your FBX, so the player can interact with it. Hierarchy is for nesting objects together. It allows one object to reference the position of another object
What do you mean minus the doors and windows??
you want the windows and doors separate to make them work as intended
Oh okay
Do I need to have holes?
This is what I have so far (still super rough)
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
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
You can import a character into blender
copy over the sampleweapon into your project and scale to around that size. then its just trial and error to you get the correct size
What's the default character model height? 1.8m?
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?
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.
Use Color and Roughness to create a BCR map. Then use Normals, Displacement, and AO to create NMHO map. You’ll import the BCR and NMHO as PNGs and use those to create your material in Enfusion
Piano_Man on YouTube has some videos on how to do that in Blender
Use the measure tool
Hey, guys, I am wondering, how do you create this green texture that moves terrain up above ground to stretch over it, like AirfieldBunker Prefab, here are some examples:
#enfusion_terrain message
#enfusion_terrain message
#enfusion_terrain message
Apply the same texture that the Bunker uses to your model
It’s a default material
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?
As long as a texture is assigned to the face in Blender, you can replace it with the default .emat in Enfusion
Blender, got it.
I know so little of Blender, I think I got miles ahead of me to learn it
Is there anything wrong if I install blender 4.5 instead of 4.2 version?
hello how i add engine collider?
Anybody know of any good hedgerow/bocage style 3d assets that can be used in Enfusion?
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?
you can use base game shared textures yes, just make sure ur texture density is correct on ur model
read the wiki and try and error it
Can anyone tell me why when i export my file from blender into enfusion my memory points got all thrown out of place?
Anyone got any trucks or anything with sirens I can mess with?
Thanks a lot! I will give it a try! I have not found a written documentation on this so I was not sure 🙂
When I'm trying to install Blender Enfuison Tools plugin I get error on picture. Is that a problem because i use linux? Or is it because on their site it says to use blender 4.2 but i have 4.5?
I followed these instructions
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools
I noticed that last line in error has incorrect path and for some reason it switches from "/" to "" and some slashe are doubled
thx Ben u has park garage on workshop now i can find it
this big building
is it because on their site it says to use blender 4.2 but i have 4.5? this
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
thats on Linux, right?
if you can edit the file yourself, go to EnfusionBlenderTools/utils.py and in load_icons() function replace the line starting with **icon_path = ** with this icon_path = Path(bpy.utils.user_resource('SCRIPTS', path="addons") + "\\" + __package__ + "\\data\\icons").as_posix()
yes
Will try. Thank you
now I get this error
name 'Path' is not defined
when trying to enable plugin
sorry, just above that line do from pathlib import Path, we have different file versions 🙂
Now when I do this I'm back to square one. Getting this error
Take any time you need and thank you a lot for even trying. I have no clue what it could be.
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
do i need to do "import" on top?
you should be able just to copy this into the function
brother it seems like it's working! Thank you!
awesome
Was affraid that I would need to go back to windows
Someone should pin this or something to save it
i cant host what is this mod? i cant find in workshop and config dont have it inside in mod sector
do you get this error while you are trying to join server?
i host with Arma Reforger Server
when i press bat file Startserver
why by hosting server local i get this error
this addon is only in enfusion tool
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
and btw @tacit eagle you should post this to #reforger_servers
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?
New undergound subway station coming along nicely
I'm trying to create a reforger weapon RP server. If anyone knows about the mods and features I need, please contact me.
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Portal_Tools This is all i can find on light portals, this one is for buildings but maybe somethings here transfer over to vehicles?
in the example photo is had the window metrics in the socket name ie. socket_win_150x71. Would that be milimeters?
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.🤣
I need a few models made, anyone want to help a brother out?
Hey guys I got a problem with my rock/cliff from blender the they all got same texture but the color look not same on all , I get different size so it’s hard to get the exact same UV mapping I think it’s maybe about that https://youtu.be/RPWpb_XV79I.
You can move to 5min10 you will see what I mean
Does anyone know where I can find documentation on socket naming convention and locations for building portals?
Hi bro, I'm also interested in this, I can tell you from the documentation where to look, here's the link. As far as I understand, the best way to create portals is to extrude a cube according to the interior of the building for lighting
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Portal_Tools?useskin=darkvector
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
use reforger basemodel, transfer weights and go from there
so for some reasons it didnt allow me to transfer them, the operation would just be blank, i tried by adding them manually and it worked, its like it remembered the paint where it was based on the weight name
Does the engine render faces that aren’t shown?
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.
Does anyone know how to reduce the brightness on portals?
I remeber portals have an .emat somewhere, you can change settings on the material
Yep, i tryed different PRT emats, like Garage or a size that fit. But does not change anything 😦
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
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.
Hey, i just follow the steps: https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
Yes, I read it, but it didn't work out for me, it just throws some kind of error and doesn't create portals. Can you tell me how to create geometry for portals correctly, or maybe you have examples of a ready-made model in a blender of how it should look?
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.
That is, you need to squeeze a cube inside the building along the contour of the rooms and that it would be a single trimesh? And then use the portal in the enfusion tools?
i did not use the portal tool. for this you need to make sockets i think
So it's not all as simple as it sounds, it would be great to see it from someone using a video to visually figure it out.
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
hmm i still have the issue with the hard portal cut:
Fix:
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
so it has been weight painted accurately? and you are using the most up to date sample character model?
i believe i am using the latest sample character, but is there a way to check that?
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
not entirely sure how, you could maybe inspect face rig which was the most changed part of the newest character mesh, if it lines up with what you see in workbench then you are green, otherwise you may need to re import the newer one
You will find the blender files for the weight reference and skeleton in the #enfusion_blender_tools channel of the official Arma Discord server.
FBX Import Documentation - https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
weight paint is essentially just setting rules for each vertex on how they move relation to bones within your model, eg you would select the thigh bone and pain the pant area around thigh as that bone will have influence over those vertices
the video i watched, essentially said red is bad and green/blue is good, but that was for a shirt model rather than pants
I havent done much weight painting personally, so idk what values are recommended, green is around halfway mark, does your model bend with character but not snap into place entirely? If so this could be the issue
it doesnt bend either
You’ll also need to rotate the pans model 180.
inside enfusion?
inside blender its the right way round
Just follow my quick tutorial and yo should be fine. Rotate inside of blender or Enfusion. Doesn’t matter tbh.
ill give it a go now
@calm rune in your video you use arma_reforger_weigtref and armar_skeleton
any idea where to find these blend files?
are they not in the character samples folder in BI samples zip?
Google Arma Reforger samples an Arma Reforger miscellaneous GitHub
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.
i was wondering, because the names are different
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
No that’s not it
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
im still stuck, followed all the steps in your video and it still ended up in-game looking like it did at the start
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
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
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!
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. 
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
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
Ok this is strange 😦 i also added some stuff to AlphaTest and they will be hide
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
How did you manage it in your Script?
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);
}
}
}
}
}
correctly
Alpha sets to 0 in 1PP but it still renders. Also renders at 255
Can i send you a script on PM?
sure
Can someone explain to me why my building goes flying when I run into it?
Solution was setting the model to static
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
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)
Relatable
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
I know I'm missing something very stupid here but how do I get to this setting? Enable net API (for communication with external applications)
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools
I really cant find this menu anywhere
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.
Collider dont match?
It matches. I decimated the collider a little, but it's the same geometry
I needed to use IndestructibleEnvironmmentalEntity instead of Generic 🤦♂️
Working as expected now
@lost jackal any video coming with what you’re learning with the tunnels?
maybe its problem with road besides it making it act like that
Hello the problem is your .emat I don’t remember the name of the config you have to modify but I see the exact same bug when I messed with a emat , try with a reforger official emat on it
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
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
And here I was looking for this setting in blender🤣🤣
did you find what you were looking for?
I did but not where I was originally looking for it. Thank you bro
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?
Yessir! Planning to put together a how-to video. Just busy working toward the deadline for MANW.
Here's a TLDR version: Make a tunnel sandwich - Above the tunnel is your ground cover (roads or some kind of mesh to fill in terrrain - shown in green and gray), then your actual tunnel beneath that (shown in red), then place a mesh to adjust terrain height map beneath the tunnel (shown in blue)
I'm using the default terrain emat (with shadows) on the ground cover. LMK if you remember the config you adjusted
Did u try with another one
Yes, I have tried both. I set the ground cover to IndestructibleEnvironmentalEntity instead of GenericEntity, and it seems to be working now.
Using this material
Im glad you find something to work
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
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 :/
anyone want to make some models for me? I dont think theyre complex at all
then that would be #creators_recruiting
LOL thanks
anyone want to send me money? i dont think it's difficult at all
Do you have the armature modifier set up in blender
Yeah, i did that, but it does not do anything 🫤
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
Finally figured out (thanks to Zelik) that it was all because my prefab was a Generic Entity and not a Game Entity... 🤦♂️
Copy. Would you happen to know which skeleton is most up to date? 😄
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 😄
Turns out BOXVOL is meant to consume the interior walls as well instead of just border them
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 :/
Check the character rig among the sample mods on BI GitHub
There is only "Jacket_Deflated_Template" but this is not the "Jacket_xxx_item" and the SampleVest does not really help either
how would sample help? There is nothing hard tech wise - its almost like a prop
Well, having the base mesh UV unwrapped would somewhat help to apply texutres to it
any good guides on making buildings in blender?
well more of making the points to place doors ect.
place emptys for sockets, origin of the door = coords of the socket
The trick how to add doors (or windows) to that empty in Enfusion is something which I have not yet figured out 😄
parent the prefab you wanna slot to the main prefab (building) go into hierachy comp and select the socket you wanna use
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....
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.
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
if im not mistaken i saw someone using the enfusion plugin to create fractures on a 3d model, not sure where i saw it but for sure if you look up you will find it
https://youtu.be/XaKWJwTuK_c?t=334 found it
This is not a full creation of how a proper house should be implemented in arma, this is more of a prop house. But its way faster to make then a full house model for arma. However i will make updates later on to the addons and video
Part 2: https://youtu.be/A9AywXyFfA0
Download addons: github.com/steffenbk/Arma-Reforger-Addons/tree/main
Model...
Thank you!!
Mby worng channel but
Anyone know how i can remove the huey stuff frome my heli xD
Look in your SlotComponentManager, but probably should be inheriting from Helicopter_Base.et where that wouldn't be an issue
Cheers manage to make it go away !
What is a good starter workflow to make buildings with? Blender then enfusion?
How does one open an arma building p3d in dayz object builder without it throwing an error for missing includes.hpp?
might wanna ask in the correct channel first, or the DayZ discord even. This is for ARMA Reforger Enfusion
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
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
Word
There's an option that does that but I can't remember.
These are not double sided normals. This is just extra geometry as you can see in your video once you see the wireframe
Thanks
yup blender, best to use addons in blender, at least enfusion tools, you may wanna use addons like simple colliders and texel-density
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
If you want it as a background prop, is kinda easly in refoger, you wanna keep it low poly and ispretty much textures work to make it look cool even if is low poly but yeah you can
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.
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
you cannot use UTM for debris
debris collision is bit simplified, so you need i.e. UCX, UCL, UBX etc - basically everything except UTM will work
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.
Set model to StaticModelEntity! Cheers Dusty
Ah okay. I will try this out. Are there other things to take a look at? Simulation: active or always active?
debris are not using rigid body component
Does destruction currently work for large buildings?
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
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.
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?
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?
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
Yeah I thought that might be the case, with rigging and animations etc.
Ah well, thanks anyway 🙂
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.
whats invalid about my collider?
Show it in edit mode. Is it triangulated?
There is no written tutorial how to do that I am afraid. I was also looking already 😄
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
not sure is the same guy, but check this video out, and they kinda say the same things, i do it for myself and works perfectly https://www.youtube.com/watch?v=K5IC4uIvZfA&t=525s
think you just need to reimport with the right function. check from the model preview in refoger
where is origin of collider?
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?
Now it works pretty fine.
Hello, does anyone know how to setup vehicles probe ? I've tried a lot of things but i failed a lot 😅
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
Can anyone tell me what i would need to look at if i want to make a different vehicle into a MCU?
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.
I didn't get an answer to the questions above, after reading all the documentation, maybe you could explain it to me easier based on the message above?
The wiki explains what a portal is. I'm confused as to what you're actually confused about
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.
I can't figure out and understand from the wiki what the geometry of the portal is, should it be a single mesh in the form of a cube squeezed out from the inside according to the rooms of the building, or can you just create these rooms using a few primitive geometry shapes?
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
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
nevermind i got it, i needed to create new slots and then click import parent skeleton or something like that
Anyone knows what this error could be? cant rly understand what could be the issue
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
Is there a problem with the bones or the scales? Did you transfer weights and tie the model to the bones?
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.
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.
No problem, I also struggled back then to understand it.
Keep in mind that you also have to add a "environment probe" to your entity (.et) in order to make it work.
And also the WorldSubsceneComponent is mandatory.
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?
The BSP can have triangles I think, if not it should convert it on import to the workbench. The Portals are not allowed to have triangles, thats important.
Yeah try to use the generate Portals option, this should work
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.
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?
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
not weight painted properly or maybe transform/ scale/ rotation is off
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
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
wrong gamematerial assigned
cannot tell more because of missing context
more pics preferable unless you can describe current model really well
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.
that I've realized. What I would need are some screenshots of model and WB setup. It could be collider, it could be LOD with gamemat assigned
Ok then in few hours I should be able to send them, so screenshot of the model, colliders/settings and the LOD, what you mean with WB
sure, I will wait
@tidal latch made a video, let me know if you need anyhthing else
probably something in colliders then
wrong game material assigned
They are all fire geo tho
gamematerial cannot be firegeo?
there is no firegeo game material
gamematerial, yes
not layer preset
game material is incorrect somewhere
check it in import settings
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
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)
Oh then yeah probably happened this, because i duplicated it many times, and reupload it many times too without adjusting the materials at first
appending can also cause it
or copy pasting from two instances of Blender
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"
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
So far had no issue with its radgoll, works perfectly with the colliders, i'll take a look into maybe creating a new ragdoll to optimize it
I guess it could have some problems with stability in some edge cases - I haven't played with ragdolls too much tbh though
@waxen current underground structure tutorial vid is live:
Taking a look at how to build "underground" structures in Arma Reforger using the sandwich method.
#armareforger #armamod
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
Hey, is there anyone here who can show me how to get vehicles from Blender into Reforger? I'd appreciate it too 🙂
Take a look at the Vest tutorial on the Biki. You are most likely missing the weights on the backpack and probably also have not „reset“ the transformations of your backpack
okay i will definitly take a look, thank you
hey, i have a little problem, i want set the radio correctly in the pouch but i can't do it..
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
you had to try really hard to fail importing UTM
😅 Had it working and then after a few more changes I made, WB was like... "Nah, it just doesnt work anymore :)"
I bet it was something silly yet unexpected
Sounds like you know all too well 
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 🙂
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?
Nope, only the full standard skeleton works and that's it.
So my best bet would be to make the parts part of the model i guess
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.
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
SIlly question, is there no video or written documentation similar to the other bootcamp videos that specifically covers buildings?
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
Its been fixed, thankfully(?)
Had to remove the hips weight. I have NO idea why
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
apply all transform instead of pressing (??) it?
yes
can you reply in full sentence please?
Yes, I applied all the transforms using the ctrl+a command.I also used the transform on the anti-personnel mine itself
are you using object relations?
can you provide full screenshot from workbench?
on UCL you shouldn't apply transform
Use Origin to Geometry
I don't quite understand what that means.
try origin to geometry on UCL
Ok,I'll try it now
It helped, thanks
my first model in reforger :3
I feel like I'm playing "Motor Town: Behind The Wheel". 👍 👍 👍
my last model in arma 3, its better ?
with portals and probes?
hi, how can I add "land contact" to my model? (for example, as in this screenshot)
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Land_Contacts
Perhaps read the wiki.
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
If you don't comprehend how it works take a look at base game xob files
thats what iv been looking for could not find that page for the life of me lol
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?
You must create an .ET and it will still show up on the ground. Only by dressing it to a soldier configuration in the vest box will you be able to see if it is properly animated.
Remember that when there are no content spaces inside the object, the soldier animation is not previewed, but it happens in the whole doll.
hi guys, is there anybody really good with blender ? I have an issue with sculpting properly that result in "broken" normals
Dont think this is the place for this, but you can give „Recalculate Normals“ a go under „Mesh -> Normals -> Recalculate Normals“
Yeah, i dressed it up. Dunno why i have not attached a screenshot of that here… my Harness is equipped properly, only the belt is „bugged“
It is super weird... It works now once i put it on, but if i drop a random clothing item it bugs out again. If i put any clothing on again, it might fix itself.
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?
Does anyone know why every time I spawn in a moded building it becomes faze threw once I re open that word??
Can you provide a better explanation please.
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
Are you using the .xob or the .et when placing down?
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?
i cant see that window at sec vc?
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.
Look for colliders at the top because its been expanded, does it show a number beside colliders?
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
Is this your model or someone elses?
someone elses its under the zbk buildingd addon
I'll jump in vc 1 sec.
thanks bans
Remember that there are versions of clothing that are narrower or wider depending on the clothes you wear underneath or on top...
It seems to be something like that.
I have a INFLATED model for when there is no jacket equipped, and i have a regular belt for when there is a uniform equipped
can anyone help me out with this vest it has all the bones and has weights
You have to add the „Armature“ modifier to your Vest in blender and then add „Armature“ to it under the modifier
Just tell you to check your BaseLoadoutClothComponent on the belt and on the suspenders, as the fault is in one of the two. I don't see the Inflated effect of either element.
A good example is the Vest_ALICE_officer.et.
is there a wiki page for adding doors to a building/makeing doors?
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
Actions manager component, you can change the offset of the interaction point.
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"
ignore those errors - in next version of AR they will be hidden
Hidden or fixed? Lol
Hidden. St files are removed from packed Addons on purpose
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?
You drag it into the world, then drag it back to your folder, thats your prefab
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
never used them but maybe
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?
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.
yh i watched your video lol, thx for that bc i thought i was looking at the wrong components bc i never done this before

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
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
you can't export 3D model from another mod
does this apply to any mods from the internal store?
Yes
only 3D model you have access to are the one given with samples_mods from bohemia, that are here to teach you modding
Ok, then I'll try to do my own thing, thanks to everyone who responded.
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 
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?
That's really nice! A properly working medical bench. Cool! ⛑️ 🍻
Even more (with skyhook mod)
Check the resolution of the texture map you're using, try to use a vanilla similar sign and use this resolution they use. Also sometimes lower the resolution does the trick. I'm not an expert but somehow this fixes this problem for me
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.
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.
Pretty good
This is the police department in question btw
where i can find setting to change/setup wreck on destroyed car
looks like its from a pack "CityAssets" ?
Also looks like it needs some work, wont be easy as "just import"
Oh yea,of course.Yea,you will have to move out all the assets and doors then upload the base then so on.Im sure rigging the doors would be easy besides the roll up door may just need to stay open.
The textures would be a easy fix also it comes with almost all the textures needed
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
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.
it can be done fast for sure, but not well optimized.
I guess depends on the purpose and how much time someone is willing spend.
As you said I just wanted to give you some input, not saying its bad or ur generosity was bad
Purpose is really to just use it for roleplay for now.Im sure somebody could tie it into a map they’re making.
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 
never really posted any of my things in here so i thought id go ahead and show it off for once 🫡
FAB-500
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
What “bones” could be used to create gravity effected clothing strands or pieces
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...
any one know how to make doors on a building function
or if there is a wiki link somewhere for it
The best thing to do is to watch the prefab of in game doors and see how they’ve done it.
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.
Hello, would anyone have a guide on how to create monsters? Similiar to how AlienBalien created his workshop projects?
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
Please would someone throw out some ideas as to why my collider imports incorrectly rotated 
the center of transformation need to stay in the center of ucl colider
Yes, I have done this. I have also tried parenting to Armature bone for the suspension. Just not sure anymore 
just go the lazy way and rotate it "wrong" in blender so its right on import


what I had to do
I noticed the sample car does it...
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?
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...
Bump
That is a great job!!!!
And I think that messing around with those options at the bottom of RigidBody , changing them from Simulation/Collider/etc. , might do the trick to kick and move stuff around. I think. 
Thank you! And okay good to know. It’s honestly been months since I PLAYED the game, I couldn’t tell if you props can even be kicked around lmao.
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.
Yes, this is not my first object i did in BLender. There is no invisible box. Faces are properrly setup, colldiers also just liek BIs on their bridges..
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.
Yea i can try that, was just asking if there is a way to fix this.. Maybe the long size of the Bridge is something Enfusion Tools dont liek and cant calculate its proper size and shape.
Thats why they have their bridges segmented 😄
my guess
Sorry I wasn’t much help, but wanted to give couple ideas in case no one else chimed in. Hope you get it figured out. I like the idea of the custom bridge. A map I’m working on I want curved bridges and a on ramp for roads, but I got a lot of learning to do.
A fantastic resource for those starting out mate!
I think the game auto generates the 2d icons by using the bounding box.
how bridges work I dont know
What's the issue??
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
On the left hand side, at bottom, there should be a create tab. Search genericentity.et and click and drag that into map. Then you can use that as the parent, and click and drag anything else into it. Then you can drag that entity into the resource browser in a folder of your project, and it becomes a prefab.
my hero
Haha. Is it a 3d model you made or are importing?
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...
Import! I have been doing some modeling (I was making a vest) but I stopped and turned back to the dark side (scripting) for a while
I had to learn how to UV wrap the damn thing because it wasn’t wrapped properly either
Ah I haven’t learned UV yet myself. I’m starting with small objects. If you are importing a custom object watch the 3d video and skip to the importing section. It shows importing and how to make it a prefab. You want to set up the Lod and collider in blender too in case you don’t know that.
Looks like a weight issue..
i have made the waight lighter and have also removed the wight for the arms and its the same issue
Could be you went to light on certain areas of the model? Also this may or may not help. When you set the weights in those areas did you move the camera to insure you had all the vertices selected in that area?
Some models having that gap in-between
Right arm. Left arm
Did a quick tutorial on importing from Polyhaven.com (likely can be applied from other sites too) https://youtu.be/QSXPbMuudIw?si=acVp2d0p3s6jH9v3
ARMA Reforger Workbench - How to import 3d FBX from Polyhaven to Workbench
PENDING DESCRIPTION
What does your topology look like?
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.
Your cummerbund shouldn’t be weighted to your arms at all
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
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
open epic games launcher
should appear there i think
This is all I see. I don't get that little box you've highlighted
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
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)
No
Always have to be the bearer of bad news.. ty blacon
I got you bro. Also you can't do it in workbench. Let me know if you need more bad news.
I mean the only limit is the one you might add into your animation graph, not a general one
i mean max travel up and down would work? no? or is that another reforger 'gotcha' feature..?
The what now
That's for simulation not for bone angle limits
So it doesnt use my armature for a pivot point? 
You asked for rotation limit for a joint, this isnt one
Alr, I guess i'll set it through workbench
Is there a place to adjust whether a garage door is open or closed ?
hmm, maybe I see something...
no maybe not.
Is there anything out there other than this about setting up a building? Anything official from BI Boot camp? https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import#Probes_and_Probe_Volumes
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%.
Well like 80% of it is done with a press of a button
The Enfusion Blender Tools have qol buttons for "most" of it
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.
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 🙂
Quick question why my prefab rotations doesnt save itself and everytime i place it down it ignores the save i did? or at least the rotation i gave it?
These are the transformations of the INSTANCE of this prefab in the world, they are not saved in the prefab, these transformations are saved in the world file per instance of that prefab.
i see, so i just have to tweak it inside the prefab editor? at the end i changed it in blender to have it working here
or even in the xob import settings
on the right hit import settings then tick export skinning and export scene hierarchy. then reimport button at the top
Oh, i really need the scene hierachy for the belt? Ill try once im home again!! Thank you 🙂
¯_(ツ)_/¯
Do i also need it for all the other clothing items or what does it exactly do?
idk y but after you import you gotta tick those and reimport.
Sadly this wasn´t it 🙁
The belt still wont stick to the armature ingame and is just a static item. I triplechecked my prefabs and everything is setup correctly
did you transfer weights?
Yes
and u made it a prefab?
its not just the .xob?>
is this your first clothing model import?
Wow. The vanilla prefab is just broken. lol
lmao u mightve just picked the wrong one
idk what slot you are trying to add the belt too
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.
I made a mobile traffic light and want to animate the lights to automaticly cycle trought. Maybe someone knows hows to be done?
does anyone know where I can tweak vehicle "armor"? my vehicle seems indestructible
Have you set the health setting in the armor component
I guess you mean this from the SCR_WheeledDamageManagerComponent? I'm sorry I have no clue if I did it correct 😄
Try to remove at least two zeros from it, and see whether is goes more in the direction you want.
You might have already read the wiki, but in case not, there are a few suggestions there, regarding the "Hull" specifically 😎
I didn't so thank you for the wiki, very helpfull information!
I took the LAV as inspiration, it seems RPG's damages the vehicle, but a BTR/LAV can't damage it 🙂
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
for those who wonder, it seemed that the kinetic multiplier was too low
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
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
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
you imported leaf bones
or exported technically
thanks you very much ! that worked like a charm and now it's in game ! thanks !
Hi, can someone help me with this, I've created patches but people on PS5 can't see them.
make sure to hide meshes like Torso or ArmUpper_L & ArmUpper_R
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
I understand, was just giving you a hint ^^
https://youtube.com/playlist?list=PLW_2sDEfasH1FfrJgHpyUviFuC15CP_Ih&si=naC6vis3Hbz-XlUq
Hey Guys...
There are these good Videos für Weapon modding in this Playlist. Is there anything similar for vehicles?
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
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
There are many good vehicle mods out but documentation on processes are scarce ive been told to read bi wiki on modding ive read it all 3 times over i get the basics but the more advanced things are just not there i get most of these modders come from old arma days i get people are busy but a simple step by step tutorial would do wonders for the modding community
This winter I was ski touring all classic routes around Chamonix so I got to know some of these guys IRL. Probably the best job in the world. What gets better than getting paid to fly helicopters, ski and save lives?
well, EC145 in progress, idk when it will be ready but it's in progress
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 ?
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..)
I dont fully understand. You want to add the suffix "_LOD0" "_LOD1" ect.. to the end if your item. They all have to be named the same, only the LOD suffix changes.
Once you import you will only see the LOD0 and can click through the LODs once you open the .xob
Materials are the same as LOD0
Does anyone know how to make inside a building darker than normal say like the bunkers in vanilla game or a cave?
yes you can play with the portal volumes
No the LOD's are done and working fine, but now the object preview picture and thumbnails look weird.
Could you show an example?
Will do, just at work.
You can set the preview image lod in its attributes
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.
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
pkm is a much older asset
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
does anyone know perchance if you can add your own building destruction animation?
Depends on how it was made. I'd suspect that if you look at the pkm it would have numerous meshes and each of those meshes would have their own collider.
I'm sure that's probably why there are so many.
Just wanted to bump this. Maybe someone has the answer for me 😄
Attached items don't need to be weighted to the armature.
Look at the base file of any of the vanilla rigs
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.
Wdym, all "clothing" items use an identical armature.
The bone for the collider is used by the character and it's collider.
Iirc the base prefab should just have a slot for the suspenders.
The child prefabs should all add their own stuff
Suspenders need to be weighted and to have "inherit parent skeleton" ticked.
So create a slot for your item, name it, give it a pivot I'd (hips probably) then set its offset
any tutorials on how to animate a door to a building in enfusion using blender?
You just need to look at one of the in game doors. They all just have their prefab rotated. You don't need to create an animation.
ok
Search for DoorSet in the resource browser
The only thing required for doors to work correct are 2 memory points
The DoorSet will have one or 2 door prefabs as children.
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
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?
I'm currently at work with no real way to assist. When I get home I'll toss together an example.
Totally understandable. Thank you very much!
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
In Blender your "punch" should be facing forward with the origin being its "attach point"
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.. 🙁
The game supplies everything you need to know about configuring prefabs and what is required of their models.
I know. Still a bit harder to understand then to follow a proper tutorial 😄
Figuring it out yourself plants it deep in your brain. Tutorials do the work for you.
Some people might learn better that way but in 95% of cases they learn better by figuring it out themselves.
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
Also tutorials made by modders can teach you the wrong thing
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.
Then BI should hurry up and update and improve their tutorials.
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
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?
If problem then logs, need to make that a habit.
💀 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)
WiP Police
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 ?
No, you can’t export items from the game
Ah damn, I was afraid of that... Thanks though
Looks like a pretty easy make in blender tho if you wanna give that a try
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
Was mostly to save time and effort
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.
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.
Do you have the fire geometry layer set up correctly?
game material shouldn't affect visibility of the collider - I guess Layer Preset is incorrect
Fire layer interact with bullets, so I guess you want PropFireView (View is for AI visibilisty)
thank you, not sure how i didnt find that. yeah the concrete 100mm and 100mm min made it not generate a collider.
I don't think it was caused by it - probably something else affected it
okay ill keep an eye out if/when i need to do it again or on something else. you by chance know the answer to my other question above with why my object will only show a bullet hole a few feet away when a vanilla object will show it alot further away?
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.
you look for what is different in your xob/prefab and one in vanilla that is closest to what you want to mod. You look VERY carefully and soon enough you will find whatever is causing it.
That’s actually how I found out to use propfire not just prop lol. I looked through couple times but maybe I’m missing something then. Was wondering if it’s a texture, LOD, or collider causing it. Thanks for reply.
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
Do you have rigid body component added?
Look at a vanilla item similar to that and see how it’s set up
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
I think there’s something you gotta tic in rigid body. I can’t remember what it is tho.
Yup. Finally got it to work. You saved me I would have never found it
Too used to Unreal Engine... And this all Prefab is quite the mental gymnastic when you are not used to it
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.
Of course creating the topology directly off of the character model and doing solidify and sculpting may be better...
Any software specifically for creating clothing, Marvelous Designer being the most well known/used.
Interesting, already learning Blender and Substance painter lets just throw in Marvelous Designer, Sketchup, and Solidworks while we are at it 😂
thank you
You can create them from scratch but, anything coming from specific softwares will look better and take a fraction of the time.
Sounds good I appreciate it, my fashion designer arc starts now
Inflated vs deflated models is a whole conversation unto itself
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?
I’m not sure if this is the right channel but I don’t know where it would go under
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...
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-
Then rotate it to Y+ 
Best way is to make sure your origin is set correctly prior to fbx export
