#enfusion_model

1 messages · Page 26 of 1

dense thicket
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Unfortunately that did not help

lost jackal
dense thicket
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None, it works perfectly fine when placed in the workbench

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It's a radio replacement idk if that would effect it

thick cloak
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I need help - can someone tell me where I am making a mistake? While transferring the car, when I want to adjust the steering axis, I move the bone to one side and the steering wheel moves in a completely different direction, I don't know why 😅 . Similarly, when I move the handbrake bone forward, the handbrake goes backwards instead of forwards. For example, the driver’s door bone I moved to the correct place and it's fine, but with some others, I don't know why there's a problem. All elements are assigned correctly, I must have done something wrong in Blender, but I don't know where 🙂 I tried to first move the bones and then assign them to the elements... the same... some work and some move the entire element like the steering wheel to another direction, for example.

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🤷‍♂️

hot viper
thick cloak
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the steering wheel turns normally when I set it in the middle. then the center is set correctly and the steering wheel turns good on the axis. however, it is then 20cm lower... or if I move the bone forward - the steering wheel goes back (still rotating correctly on the axis) When I want to lift her, I have to move the bone LOWER, but then the steering wheel no longer has a center axis 🤣

rotund pelican
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Literally speaking, this tool is used to assign materials for geometry, here you can choose the material that you need, personally I am only familiar with this from the BuildingFireView preset, as I use it to create buildings, after you have assigned the preset, export the model to FBX and import it to the workbench, then in the import settings For the xob model, set the preset you need. I noticed that when exporting, for some reason, the geometry preset crashes and needs to be reset, but its material remains the same, I hope this information will help you somehow, just as your videos once helped me.

thick cloak
# hot viper Maybe bone roll? Not sure if this would affect inverted movement

no, I tried rolling, I tried mirroring bone, I tried disconnecting the steering wheel from the bone, moving bone, reconnecting it, and moving .... nothing, when i move it up, steering wheel is going down xD, when the bone is positioned so that the proper steering wheel rotation works, steeringwheel in game is at the legs 🤷‍♂️ 😄

keen fossil
bitter grove
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Is this not the right way for memory points/snaps/slots? when imported into the game they are backwards

remote palm
kind cobalt
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transformations apply automatically if you do them in edit mode right?
think thats true, neat little tip if im remembering correctly

bitter grove
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But I’ll give that a shot. I see that it is rotated 180 in rotation

languid mesa
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how to import a model in xob format into blend?
pleas help

karmic adder
thick cloak
last hill
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If nobody answered this, point the weapon forward to the Y+ due to the way it orients in engine

rotund pelican
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Hi guys, I wanted to ask you a question. I'm studying building creation for the reforger arma, and I'm currently creating portals, and as I understand it, they should also change the sounds of the environment, that is, there should be a sound of you being indoors, but for some reason the sound doesn't change for me, I decided to add a few prefabs from the vanilla game, but I noticed that There are also no changes in the sounds when entering and exiting the building. Could this mean that there is no sound change in arma reforger when you are indoors and outdoors? In dayz, for example, as far as I know, special roadway materials were assigned for this purpose, which were responsible for what sound would be produced on a particular surface when the player moves on it, int and ext textures, but how is this done in arma reforger does anyone know?

surreal ore
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If shooting sounds don't sound different in your building, then they aren't properly setup.

rotund pelican
surreal ore
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So shooting in a vanilla building sounds the same as shooting outside the building?

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Because I can clearly hear a difference.

last hill
rotund pelican
last hill
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If your map is having issues, I would recommend asking over on the terrain section on the discord, rather than here. Sort that side out first, then move back to the model stuff.

hasty palm
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I'm new to blender so pardon my ignorance but no matter what guide I follow I can't seem to get the bones to show within Workbench after exporting it from blender. I've used youtube videos and the bohemia wiki. Not sure what I'm doing wrong

hasty palm
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Found my issue. Here's the fix for anyone else who has issues with bones not appearing after import. After importing your FBX, on the bottom right, next to the Details tab click Import Settings. Scroll down to Export Skinning and make sure that is ENABLED. After that hit Reimport Resource and the bones should show

rotund pelican
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Yes, I figured it out, I needed to add a config to the SoundWorld Base, now there is a sound change in vanilla rooms, but still not in mine, what can I do wrong?

worn plover
keen fossil
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should opening with NET API enabled happen automatically?

lucid moat
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You should make sure you have it checked off but should be automatically or you won’t be able to export too enfusion anyway

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Are you porting everything over at once?Im curious because I have so many doors on this building and scaling the arma reforger to fit has been hell

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I think all my doors has animations to open and close but no sockets.Do I need to put the sockets on my self or just rename,

neon badge
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Hello guys 👋

I asking for some help, because of a random-looking problem with interior probe.

I created a ship-hold ( with BSP, BOXVOL, PRT ), which is contained inside a Prefab with premade House_Probe ( default setting ).
Depending on where i'm looking, the Probe is turned ON or OFF. Its pretty confusing then.. No lerp is set during the import.

Does someone already had this case, or solved it ?

( both screenshots were taken at the same time, with 1° delta angle )

neon badge
lucid moat
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Is that available without redmount city haha

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May not be able to finish though 🤣 A bunch of doors I have no clue on what to do about.

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If all my doors have memory points and animations,how do I get them to register to be exported to enfusion?Do I need to bring in every door separate?

toxic stone
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Hi guys! Does anyone know a mod with a really long external staircase? I'm taking a custom tall building with no interior textures and trying to make it more playable at least on the top floor

stray crater
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What do you mean about animation ?

lucid moat
# stray crater Hi ! Yes, you need to make a prefab out of the door and define it as a door (wat...

Have you got the link for that video?I may have it saved but I got a lot saved now.If I can figure out how to get the door off the frame which seems to not what to do.Its a model through Urbanic so the doors have the sockets and animations.as I think the Urbanic addon can open the doors.Im assuming that don’t matter for me,I could send you a screenshot after work to show you what I’m working with door wise if that’s okay.

stray crater
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Watch how the doors are made in enfusion by the devs. Just put a prefab on a map and watch how the config it

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And do the exact same

lucid moat
stray crater
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I don’t think you can do that from Blender

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Unless I’m wrong

lucid moat
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Well you can do the lod in blender but I don’t think that’s what I need after just looking.I’ll keep working at it.

stray bridge
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if its not the same model everytime you would need to seperate every door one by one and slot them with the sockets and hierachy

livid apex
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Does anyone have any idea what might cause this?

lucid moat
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Okay,My fault.They have drivers and not sockets.

lucid moat
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How do I get the doors separated from the frame?

keen fossil
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what programs/addons for blender anyone using for making houses models?

plush torrent
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the shadows?

livid apex
plush torrent
livid apex
plush torrent
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Are all the normals properly facing?

livid apex
plush torrent
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I believe ccw to none

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Or vice versa

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I forgot

livid apex
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Will look thank you

stray bridge
stray ingot
dull phoenix
hybrid mountain
dull phoenix
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i need Huey

hybrid mountain
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Most of what you need can be found via inspecting the models in workbench. There is a rotor sample there, but you won’t be able to look at the Huey in blender

dull phoenix
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kk, thank u!

solar heron
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I want to make some things for ballistic tests. i have a 10mm Woodboard. For the right behave should i use the 10mm wood game Material or is it calced per face? so i would end up with 20 if it calcs the front and backface.

olive fern
solar heron
lucid moat
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Does anyone got a link to a good door rigging tutorial?

faint viper
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There was guy a made a video, can’t remember the name but for sure was something about procedural animation

lucid moat
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Yea,They either go to fast or years old seems like.I get the gist of it but don’t want to put in the work just for it to be wrong.

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I do wonder,do I set memory points on the frame and bring it in with the base building?I know reforger has the door sets so not sure.

steel hare
dark geyser
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Hello dose anyone know of a some vidoes thats good to use and look at when im gonna do a modell?

I have modell done but need to add some other enfusen stuff to it. and get in in ( Backpack)

faint viper
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check the wiki for the equipment of the vest, if pretty much the same for weights and rigging, just make it so you have it for your backpack

tidal latch
shell hedge
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Make sure you include "(or something like that)"

loud mist
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have an issue when i export a collider to reforger tools it never has any faces or vertices anyone know how to fix

lucid moat
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Question,Do you need colliders on clothing and why is the object turned the other way then intended?

lucid moat
lucid moat
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Also I have the material for the object in blender.You can’t export the material?

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I flipped it so it ain’t backwards but having this issue

torn pollen
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Hi!
I created a bridge and added collision to it in Blender.
It was my first time.
So far, the character crashes into it and climbs, so great.
But!
The grenades and shots don't have collision with those cubes I added.
I used "UBX_" and "UCX_"

Do you have any idea why this happens?

keen fossil
torn pollen
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this?

loud mist
loud mist
lucid moat
loud mist
keen fossil
# torn pollen

Yeah the layer preset needs to have FireView in it to best of my knowledge. Try whichever prefix you feel is best. It’s a lot of trial and error.

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So hours would be BuildingFireView. That fixed my bullets not colliding. But bullet holes would disappear after being a few feet away from object. Still not sure what causes that. Vanilla objects them disappear after a much larger distance.

loud mist
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no idea what im doing wrong anyone know how to fix

onyx lodge
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Especially the hierarchy on the right hand side

loud mist
surreal ore
fluid moat
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Quick question

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I want my 3d object ( rock ) stop shore map pas through

heady gust
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Request for Help – Importing Pants/Uniform into Arma Reforger (French Modder)

Hello everyone,

I’m a French modder (a very noob one, totally “éclaté au sol” 😅) and I’m trying to import a pair of pants (or a full uniform) into Arma Reforger using the Enfusion tools. I’ve watched several YouTube tutorials, but I still can’t manage to make it work.

Could anyone explain the right steps, or share a simple guide/example? It would really help me figure out what I’m doing wrong.

Thanks a lot in advance for your patience and help!

lucid moat
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Anyone know why my imported model material can’t be duplicated and why in the workshop it’s got the right material but in game it’s a whole different color?

surreal ore
surreal ore
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If you don't understand what all of that means, then I'd suggest watching Blender tutorials.

lucid moat
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I created the model,I know I created a whole material and color and all that but not sure how to even bring that over as I exported it out as FBX to import it back into weight sample blender file.

surreal ore
lucid moat
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Left is in game right is workshop lol

surreal ore
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Workbench != Workshop

lucid moat
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Work bench oops

surreal ore
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Regardless, the red checkered texture is what is showed when the texture that its supposed to be doesn't exist.

lucid moat
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Maybe,I isolated the material ?

surreal ore
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I don't even know what you mean by that.

lucid moat
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All the material for my model says is Material.emat and I can change it but not able to duplicate it or anything.

surreal ore
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That's because the material you gave them in Blender is named "Material"

lucid moat
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Well I’ll see but I don’t recall.I’ll figure it out.I know I created a bunch of nodes and what not for the color and texture in blender but it got cut out somewhere along the line.

surreal ore
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The material in blender has nothing to do with the material in reforger

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the only correlation is the name

edgy cedar
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Hi, could someone help me out? On Bohemia’s website it says I should have 230 bones, but in Blender I only see 224. Any idea how to fix this?

wicked dirge
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224 bones and 6 memory points that need to be part of the export

edgy cedar
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no, i have 44+180 :/

clever gyro
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Does anyone know how I get the sights zoom to work from a vehicle? I've configured the 2DSightsComponent but that doesn't seem to work

clever gyro
honest pine
edgy cedar
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Does anyone have the correct template so I can get the full 230 bones? :/

worn plover
edgy cedar
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a char template for helmet ?

worn plover
clever gyro
edgy cedar
honest pine
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I think you need to use a file called character_weight_template.blend, open it copy the 6 meomry point and paste them into your gear blender to add the 6 memomry point + the armature linked to it containing 224 bones

edgy cedar
edgy cedar
worn plover
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Open char weights template. Import your fbx. Click character model then shift click helmet model then go to weight mode, weights, transfer weights (nearest face interpolated, 5m, assign by name) then go back to object mode. Modifiers add armature set object armature. Do your LODs export without leaf bones.

sullen sable
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Not sure if this is the right place or not but Im trying to rig a harness similar to the vanilla alice harness. I have 16 bones assigned in blender but when I import into workbench its ranging anywhere from 4 to 9. Any ideas what Im doing wrong?

normal raft
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Hi everyone,

I’m trying to figure out how to make an object invisible only when the player is in first-person view, but still visible in third-person. For example, something like sunglasses that should be hidden in FPS but shown in TPS.

Is there a recommended way to do this in Arma Reforger / Enfusion? Should I use a scripted component to check the active camera, or is there a built-in property/setting for attachments like this?

Thanks in advance for any guidance!

stray bridge
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alpha bias inside the material

normal raft
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@wicked dirge Thanks to you and your assets, I'm having a bit of fun 🙂

wicked dirge
normal raft
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little by little with*

lucid moat
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Why is in game regular gm mode it’s showing up like this when workbench it’s showing up correct?

coral wasp
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Anyone know how I can prevent the doors from teleporting to 0, 0 when opened on my prefab? Works fine in Tools but when live on the server the doors teleport.

keen fossil
coral wasp
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Tried with both custom and vanilla

coral wasp
worn plover
coral wasp
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Issue only happens on a dedicated server, in reforger tools and local host the doors work fine.

sand pollen
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I made a custom map using the Arma reforger tools and it works fine in the tools app. I uploaded it to the workshop, put it on my server and when a player hits "m" to view the map the dude holds it up but the map does not open on the screen. Anyone know how to fix this? Ive been searching for days for why this is happening. any help would be much appreciated.

idle drift
edgy cedar
idle drift
idle drift
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Here you go

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I can send you the file for the weight transfer and the bone files if you need

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In that case I’ll do it when I come home

edgy cedar
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Thank you so much, oh, yes 🙂 that would be nice

keen fossil
keen fossil
idle drift
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@edgy cedar Sent you the Files

keen fossil
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Is anyone willing to share a Blender file they have with proper BSP, BOXVOL, and Portals set up for a building? I'd like to "reverse engineer" it, and see what I am doing wrong. If there is a way to suggest BI to upload that type of file like they do weapon and vehicle, that'd be great too.

worn plover
coral wasp
rotund pelican
floral ember
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Is there an character model I can use from base game to make sure things fit on correctly? E.g putting glasses on, so it doesnt float

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Nvm got it

keen fossil
floral ember
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Nvm they are hidden on Github

keen fossil
ornate walrus
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Anyone have any videos or wikis i can go through on adding portals , sockets and whatever else goes into rigging up buildings in enfusion?

shell hedge
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Its not a tutorial but you can extrapolate from the provided terms

keen fossil
grizzled mural
keen fossil
visual breach
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does anyone do porting in here that can do a project for me, blender ain't my forte plus near enough every video I watch the binds/keys they all use are complete opposite from me just finding it a nightmare, my bad if this sort of question ain't allowed just a super pain I can do everything on tools except blender😂

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just needs rigged, fit to character, weighted essentially just ready and setup so no problems when I go on tools

keen fossil
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When it comes to texturing a building is it more appropriate to do texturing in blender, then exporting the textures (bcr,non) to workbench? Or is it more appropriate to do it in substance painter if you have it?

solar heron
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Hello Guys. I build a crane for my Map. i want to have the ladder working to climb up. The most things are working but i cant climb down the ladder. the is no "climb ladder" shown when i stand at the top. At the bottom it works fine. Anyone knows what i forgot to setup?

thick cloak
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is it possible for somebody to send me armature with bones (to blender) for the reforger 6wheel truck ?

keen fossil
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This video ended up being ALOT longer than I anticipated, but there was alot of information I wanted to go over. For how basic this item is, it took me a while to learn these functions. I give a great big thank you to everyone that helped me get to even this very basic point. Most of my knowledge is in this video, so please don't expect me to be able to answer most questions. Hopefully someone elese is able to, as I still have several questions myself. https://youtu.be/G50Pk-D_Liw

ARMA Reforger Workbench - How to make basic cube building in Bldner and import into Workbench

UPDATES
9/11/25 (video timestamp ***) You need to make sure you have done UV and material's before you apply the LOD's, I forgot to mention this.

My GitHub uploaded examples:
https://github.com/swampfoxgaming42424/SFGaming_ARMA_Building_Exampl...

▶ Play video
ornate walrus
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Thank you for your dedication 🫡

solar heron
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Anyone knows how i set up the memory lod for my model? Is there any documentation beside of this?

I mean...how i setup this points...are they emptys or vertex groups in a mesh?

turbid moss
keen fossil
# ornate walrus 2 hours 🤯

Hahaha I know. I guess I rambled a lot more than I realized. I broke down time line pretty good, so hopefully people can really choose what they get out of it.

turbid moss
keen fossil
lucid moat
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Any tutorials on how to bring a car model in?

keen fossil
# turbid moss

Thank you! As i get more into the modeling process, I will look back to this message. My next goal is to learn the proper texturing process.

lilac stag
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Ey, so i made an occluder object - but I want it to occlude only when far away (like an reverse LOD) only appear when at a specific distance but Occluder (the OCC_ prefix) only appears when "close" and disappears when semi far away - is this somehow durable?

surreal ore
lilac stag
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Fixable was a strong word yea

normal raft
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Hi everyone, I can't get the skeleton to be recognized in Enfusion, does anyone have an idea?

normal raft
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I followed these steps, but the weight transfer doesn't work...

normal raft
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thx you for help bro ^^

solar heron
turbid moss
solar heron
# turbid moss Check how bi ladders are configured.

Yes. i checked this. i also used the deer stand entity for my mesh... changed the mesh and tweaked the ladder lenght and sockets for my model. I think it has someone to do with the actions manager...and i dont know how to change the positions of the ui action triggers "climb ladder" for the Bottom one i just placed my mesh in this position. but the top is much hihger then the deer stand.

turbid moss
solar heron
turbid moss
solar heron
hollow creek
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Can you take existing Arma 3 models and import/convert them for Reforger?

devout dune
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@tidal latch hello kind sir, I am working again on the flyby mod, would you be willing to explain this to me ?

stiff reef
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I get this info when I import my model in Workbench, but the BSP geometry is verified without errors and the BOXVOL don't have any splitting plane. Any idea? Thanks! RESOURCES : r_BuildBspTree(): Found 2 faces that were incident with selected split plane!
Check model, it possibly has many almost coplanar faces producing too many similar split planes.
RESOURCES : Build successful

dusky dagger
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Hi guys, i have a question , is there any tutorial, or web pages about the creation of a new prefabs caracter in enfusion?

I mean I would like to replace the base Character like an FIA on for exemple , by a monster or a zombie .

I import my fbx from blender , and the rigging is ok . I've imported skinne and rigged correctly.

My .xob recognize bones , materials , LODS and colliders.

Then I try to get an .et from my .xob so I've loaded the caracter basic, generic entity , duplicate it . And change the xob by my one.

For me that's part have worked.

Buy after that I try to load and duplicate any character , and change in the identity the body of the caracter by my fresh created .et and then I ve got always a crash of enfusion.

Is my idea not possible ?
The files of arma reforger even duplicated have some protection to prevent us to make any change on the visual of a character ?

Thanks a lot for ppl who will taking some time to light my may 😀

keen fossil
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This may not seem like much, but after about 16 hours of grinding this project, this is what i've achieved. From nothing, to making walls, roof, ceiling, floors, materials, masks (using multi PBR) however they aren't fully used and manipulated. It doesn't look like much, but I've learned alot past couple days. Shoutout to Realzx for helping me out. Learning how to not only build, but mask, UV unwrap, set up BSP, but still having issues with BOXVOL and probes.

turbid moss
remote palm
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It looks amazing! I would be happy to be able to create such a house…

keen fossil
turbid moss
# keen fossil

How it look ingame, maybe env probe settings are wrong? Look settings from bi house.

keen fossil
turbid moss
keen fossil
keen fossil
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I’m looking at BI building with its probe, it looks like one BOXVOL is used to cover whole building. I was under impression each room was its own vol. my current test is only one room, but another test I’m doing is multi rooms. Does each room, or even each floor need its own vol? What about BSP? Is each floor its own BSP?

turbid moss
keen fossil
turbid moss
keen fossil
# turbid moss One BSP, adjust it to fill all rooms.

I hope im not bothering you too much with all the questions. The last image (yellow item) is my BSP for this house. The inside of the BSP walls sits just inside the farthest interior walls, and the outside the BSP goes to just outside the exterior walls.

turbid moss
keen fossil
fallow pond
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how would you make bsp portal volume for non square rooms? arched and n gon.

hoary gazelle
thick cloak
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i did it again from 0, better fit to original

hoary gazelle
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yeah i dont get whats happening or where i cant change the wheel offset poistion, ive got the same bone setup and belive correct skinning and parenting with meshes since the wheel is also turning but in a wrong direction and i cant seem to move the wheel from here

honest pine
keen fossil
sonic tree
keen fossil
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Bohemia, can you please, i beg you, upload a couple sample buildings that show how a building is properly set up in Blender. Like how there is samples of other objects like vehicles, weapons, etc.

fallow pond
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if it failed it probably means your portals are not placed properly. meaning too far, or incorrect normals or even wrong geometry

keen fossil
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sorry not sure why those videos did not post properly

fallow pond
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cause its not mp4

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mkv doesnt work with discord

keen fossil
# fallow pond mkv doesnt work with discord

yeah unfortunately i have issues with audio going into a video editor so i leave it at MKV. You know how to get an item from blender into workbench with a probe properly by chance? if so, mind if i screenshare to show blender and workbench?

turbid moss
sonic tree
keen fossil
keen fossil
fluid dragon
eternal jewel
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how is it possible that a collider can have 2 layer presets at once??

sonic tree
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weaponfire = firegeo and weapon

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u can also select buildingfire and it will be building + firegeo

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or buildingfireview

eternal jewel
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i see, thanks!

uneven fern
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Hi all! Please help me. I cant add *.xob file to my project. How I can do this? 🙏

upbeat sinew
uneven fern
upbeat sinew
solar heron
solar heron
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Any ideas why this is happen with my door? if the door prefab alone is placed it doesnt happen. But nested in my windmill prefab the door snaps to zero at use.. Why is this?

sonic tree
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looks like u are using root socket for axis

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make custom socket for door on frame and make door origin in same spot

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in blender ofc

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.

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then select for door hierrarchy socket that u created and should work

solar heron
sonic tree
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noo

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take door .et

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go to hierrarchy

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component

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and select socket

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u need to place socket in perfect cords

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cuz door component use socket for rotating

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and axis must be in good rotation

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look at some vanila assets

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how door socket are placed

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most off them are in left corner

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and doors uses hierrarchy as axis

solar heron
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yes. iam in the door ent but dont know where i put the socket in. cant find anything like door angle pivot id or so

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ah okay. in the hierrarchy okay... but cant select my empty there. nothing is shown.

sonic tree
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yes, place windmill entity

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make door as parent

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just drag door on windmill et on list to the left

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and shouldnt be empty anymore

solar heron
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ah okay not in the door ent...?

sonic tree
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yup

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in door et in hierrarchy should be windmill sockets

solar heron
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i dont get it with the rotation. the door is always turned horizontaly

sonic tree
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look in xob of windmill how socket are rotated

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green axis should be rotated to inside

sonic tree
solar heron
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if i make the door frame a sepperate ent and make the door the child i can place the socket in the frame? and put the doorframe with the door child in the windmill ent?

solar heron
# sonic tree in bones

Thanks for your patience. so it looks for me. i will now try to make the socket in the windwill xob and export

keen fossil
solar heron
keen fossil
solar heron
sonic tree
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when i will be back in house i will show u how to setup door

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correct

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tommorow earliest

solar heron
# sonic tree when i will be back in house i will show u how to setup door

Thanks man. For now i let it outside the Windmill ent...there it works. But it will be much cleaner when everything is sitting inside it.
I also will study some vanilla xob files. When the doors work i will start a easy little shed to learn about the Boxvol, Portal, BSP stuff like SwampFox. If its work somehow i try to get this also for the Windmill...because now the lighting inside is realy flat.

white lichen
#

if I want to put trees and sticks on vehicles. what do I need to search or where do I need to ask that cause idek what catregory modding that fits in. Im trying to reverse engineer this BTR70 covered in bushes and Im not seeing an option to add more anything.

lilac stag
#

So here is a weird issue: my snow weather system works as intended for Binoculars but if using an M14 with scope this happens (rain-like drops appear).

  • I tried removing the "Rain" section under the SCR_2DPIPSightsComponent But to no luck - also tried adding in another emat but still no luck.
  • I also tried making an script to make all scopes with the SCR_2DPIPSightsComponent direct it to another place but still not working..

Anyone have any idea how to remove this weird "Rain" in the distance when scoping?

shell hedge
#

Anti-camp system

lilac stag
#

lol yea

shell hedge
#

Rain PP effect has distance etc, does changing those apply to the scopes?

lilac stag
#

Already tried that - turned everything off meowsweats

sonic tree
#

its not a bug its a feature

lilac stag
#

lol fixed it kinda - I found a way to override textures (.edds files) and just "replaced" the distance rain edds. with a blank one

  • Didnt know you could just edit the meta file (paste the original path and name and then it just overrides stuff)
lilac stag
grizzled mural
#

Hello, can anyone tell me what the problem is? I made light portals on the turret, but now the shadow covers the outside of the turret. How can I make it work only on the inside?

sonic tree
#

ngl but this ss says nothin

white lichen
fallow pond
#

new katamari game

stone verge
#

How can I use the FIM-92 Stinger to lock onto a helicopter? My AI is currently using the FIM-92 Stinger, but it cannot lock onto a helicopter.

surreal ore
solar heron
#

i end up with the result that its nearly impossible to cover up the inner of my wind turbine with boxvols to get proper lighting. Maybe someone has ideas for round objects like this? a utmvol would be nice 😄

austere jewel
solar heron
austere jewel
sullen sable
#

Whats causing the velcro to turn black on import in Enfusion?

sullen sable
fossil crater
lilac stag
remote palm
spiral hedge
#

Hello, question: A friend is working on a new Vehicle (Big truck). We created 5 LODs as usual. Now we have the Problem, that the LOD is switching to 5 if we are 15m away from the Vehicle and this looks verry bad. We now tryed to increase the LOD on MeshObject, but whatever we set there does not care on Dedicated. Any Tips? Thanks

cold flume
#

how do i setup a intraction with a plant

fossil crater
#

It's all set on the meta file

lilac stag
#

Gotcha thanks Mario🙏

clever gyro
#

I've ran into the issue that my models don't have textures on PS5, does anyone know what could be the culprit?

stray bridge
#

not sure if it fixes ur problem but let alone the colors are different because they getting imported/processed differently with correct namings

clever gyro
#

It's very odd but after a server restart it started working...

stone verge
#

How to replace zombies in a group?

white garden
#

Top right of your screen, you need to find the icon with a green square with a darker circle in it

#

I think

hearty creek
#

anyone knows which component moves base body?

wicked dirge
hearty creek
wicked dirge
#

you dont move it, you create your assets to fit the body and then skin them on the same skeleton

hearty creek
#

any other variants? cuse i found this mode on workshop to use it and its quite buggy i thoght i could move it somehow

wicked dirge
#

you cant edit the models of some other mod you did not create

hearty creek
#

welp thanks

wicked dirge
#

most likely its using the old skeleton and the original author would need to update it

austere jewel
#

Hey im not sure if this is the right channel, but can somebody tell me what this Asset is? Or what its used for? Its from the nem Map.

white garden
torn pollen
#

Once the .edds is created, can I delete the .png I used?

wary crest
#

Hi everyone I am planning to make the my stalker server sci-fi, so if anyone has suggestions where I should look for assets for clothing, weapons, and vehicles , along with enemies let me know please. It would be really awesome if you can help!!! Hope you guys have awesome day.!!

delicate condor
#

this channel is about making 3d models and putting them into mods

delicate condor
stray bridge
#

and you might need the .png later on again

surreal ore
delicate condor
surreal ore
#

Like the picture of some girl that exits in one of the new buildings

#

It's a real life photo used as a texture in a picture frame model.

delicate condor
surreal ore
#

Yes, that is just the example i'm using.

delicate condor
#

or are you talking about that specific image?

surreal ore
#

No, I'm just wondering if "we" can.

delicate condor
#

then no

#

generally speaking no

surreal ore
#

wow

#

Is that updated to the TOS and EULA?

delicate condor
#

no

#

if you can bring up compelling case where you have the rights to the picture and person/people in the picture agree that you can post them online we can talk about it

#

but generally no

#

since generally covers the use of random peoples photos of random people (or specific people)

surreal ore
#

I understand the thoughts on the "not allowed" portion because, images do belong to someone.

shell hedge
#

just say its ai generated

delicate condor
shell hedge
#

just use ai generated images?

delicate condor
#

I will be taking that under scrutiny at some point as well. As "generative AI" usually is using source material it has no rights to either

shell hedge
#

just give up then idk

midnight verge
#

So basically so many mods will be getting warnings for AI?

shell hedge
#

Will you use AI to detect if it's AI generated

midnight verge
#

Correct me if I’m wrong nearly half of all mods use AI for the pics of them

shell hedge
#

Those are funny, picture of a dude with a gun with bent barrel and a mag that splits into two

midnight verge
#

Yeah lol

delicate condor
#

However everyone is responsible for what they upload into the workshop

#

AI generated images included

midnight verge
#

I just truly don’t see the problem with AI generated

delicate condor
#

that is part of the problem

#

as people dont know the issues

midnight verge
#

So what’s the problem with AI images

delicate condor
#

which revolve around the AI using source material it has no rights to

#

it does not draw anything

#

it does not invent anything

#

it combined pictures

#

pictures made by people

midnight verge
#

Ok?

delicate condor
#

often scrubbed from internet without permission

#

if you did the same your image would be removed

#

since you have no right to the material you used

tepid cloak
#

@rich dew let me know if you have any ideas why he stands their with weird arms happy to send weights eg 🙂 when in game he runs and arms move etc. can melee with his arms etc. just stands their like a odd fella

rich dew
#

Sen a video when you move with the character in game lets see

tepid cloak
#

ive got him weighted right but i think i should be modifying my rig to match the scale and size of the default character before i transfer weights maybe and have it in a closer resting pose to default;

shell hedge
#

IF you want to do it fast use the rig the model came with to position the arms to match vanilla skeleton then weight it to vanilla skeleton

tepid cloak
#

thanks chief

#

ive got him rigged already I can use that to position him and try again 🙂

shell hedge
#

Yeah just apply/bake that into the mesh once positioned properly

#

Try using as little joints as possible to achieve it

#

You can do one side then copy paste and invert the values for the other side to make sure there's symmetry

tepid cloak
#

my rig is pretty similar

surreal ore
mighty steppe
#

i did all the weights but somehow it still doesn't move with the body, do i need specific blender version bc bones, collision all works but somehow the weighting gets ignored, are there some tips i miss out on exporting from blender to enfusion? kinda new to this but i followed step by step the documentationpepehmmm

#

(blender log)

stray bridge
stray bridge
#

you did smth wrong then, it must be a total of 230 after import

#

I made a quick text tutorial on clothing, this does not include everything but basic steps:

#

short text tutorial on how to import custom clothing, maybe it helps someone out:

**Setup in Blender: **
Rigged Basebody of Arma reforger + your clothing mesh (you can get the basebody by the samples (eg. vest sample) from the ArmaReforger official GIT)

  • make the clothing fit the character (proportional editing, sculpting mode)

  • select AR-Body and then select you Clothing-Mesh

  • go into weight paint mode

  • transfer weights from AR-Body to Clothing-Mesh

bottom left of ur screen when after clicked transfer weight's:

  • put "source layers se..." to "By Name" (vertex groups should pop up on the mesh)

  • make sure armature modifier is on the Clothing-Mesh and the armature is selected

  • export the Clothing-Mesh + the Armature (and the Ik-targets, as well as the EntitiyPosition)

  • in tools, tick the export skinning box and reimport it

weight paint:

  • find the probably right vertex group to modify
  • blue = less influenced by the movement of the player
  • red = more influenced

**in total the mesh should have 230 bones in total, not more not less **

mighty steppe
#

okay thank you i will double check that HPNOmiydro

thick cloak
#

You need to be front to Y i think

#

Helmet is in wrong direction, if I See corrwctly

#

J

tidal latch
#

I guess Add Leaf Bones is enabled - it shouldn't be

mighty steppe
#

it all works now thx for the help, the issue was the wrong blender version apparently

tepid cloak
#

Got hands working thanks all

cold zinc
#

why are my vehicle's bones all merging on one point.

cold zinc
#

Interesting....
4 new bones work apart from the bones that are attached to those.
and a fixed UTM thats massive and not where it should be (transforms and rotations were applied)

cold zinc
#

I mean atleast the custom bones i setup for the vehicle work,
The utms however since these will be animated just dont size correctly and float off into the neverland.

And the main bones meant for seats, the pilot seat,
stepin and step out positions just all merge onto one point.

sacred wyvern
#

Is there any documentation on how to build MLODs?

pseudo bane
#

I’ve found that vehicle bones get pretty picky based off its root

#

If you’re around later i can help

white hill
#

Hey there, just got into the modding scene. Using blender. Im creating a personal server for some of my family members and close friends. Id like to add my own vehicles, clothes etc. I’ve started with the vehicle. Gained some knowledge here n there but im just not sure if im on the right track. Any help in pointing me in the direction of who i can talk to to possibly mitigate this? Thanks

tender rune
#

Is there a reforger character to put gear onto to fit it?

bitter beacon
mighty steppe
white hill
#

Is the triangle count for a vehicle, sierra 1500 crew cab, supposed to only be between 20,000-30,000 triangles?

surreal ore
cold zinc
#

anyone know what component I would need to change to move the position of the door.

for context im using the UH1H prefab as a base and I have the airbrake wings rigged to bones named the same as the doors.
they work however the bones have moved from the back to the front and the door opening animation isnt right.

just tryna figure out where to make these changes.

white hill
white hill
cold zinc
#

are convex colliders not valid anymore?

#

I have a convex collider but it's saying it's not one

cold zinc
#

Ahhh

#

simple spelling error

#

nvm i lied

shell hedge
#

It might mean that it is simply not convex

cold zinc
#

got it thank you

white hill
# white hill Absolutely not.

I guess what I was meaning to say in my original question was if you’re optimizing a premade model is it true that the model has to be between 20,000 and 30,000 triangles to import into the enfusion workbench/ use in arma reforger.

leaden trench
white hill
#

There’s no lag or processing issue with a high triangle/polygon count? I apologize im a brand new baby to the modding scene. Just a month old. So i have a lot of learning to do. I wasn’t aware of this discord at the time of my beginning and i was using grok to somewhat help me learn these processes. Tho AI is not the savior.

subtle solar
#

Hey, I am super new to the Arma Reforger Modding community and could use some help. I have a beanie model that is working in-game. I am trying to have 2 different deflated models based on 2 glasses of the same placement type. Currently, if I put any of the glasses on, it goes to the same deflated model, which clips through on the second pair of glasses. Is there any way to have the same area type cue 2 different deflated models?

surreal ore
subtle solar
#

There is a mod of different glasses that goes on the face. This is under the type of ZEL_Face. My beanie has a deflated model for when the glasses are on the face. There is another model where the glasses are on the back of the head to look like they are not in use. But the deflated model is different for where the glasses are actually located on the face so the arms of the glasses dont clip through the beanie

#

I can try to add some pictures to explain @surreal ore

surreal ore
#

Lol

subtle solar
#

These are not base game glasses. They are different. Its a mod that can slot glasses into an NVG or face mask slot.

surreal ore
subtle solar
#

Great, my problem resides in only having one deflated model based on glasses type. Do you know of a way to have specificity based on which glasses are equipped despite both going into the same slot.

surreal ore
subtle solar
#

Damn, alright then thank you

ornate walrus
eager ruin
#

I think this is the best spot to toss this little screwball into. You can see that every time I drop the vehicle, the turret in the slot slides. I thought it could've been the truck's slot manager settings, but I also attached it to a LAV chassis and it does the same thing and attaching a LAV turret to the truck it doesnt happen.

This is a remix of the AutoTurretCore to work as a mounted auto turret, and this problem is the last problem to work out. I tried taking the LAV turret and the CIWS side by side lining up the component settings.

https://medal.tv/games/arma-reforger/clips/lg2ZqwcrkkG0fGhDu?invite=cr-MSxLVlEsNDAxODc4NzYz&v=15

Watch Turret Snap to terrain issue by Linehan093 and millions of other Arma Reforger videos on Medal. Tags: #armareforger

▶ Play video
mighty steppe
eager ruin
#

It was a component carried over from the converted GM asset

#

Thank you

upbeat sinew
#

Is there an easier/Better way to do model previewRenderAttributes other than adjusting going into game testing then adjusting again then repeating.

Just spent an hour trying to get the the preview icon to look decent, it is actually a complete waste of time.

delicate orbit
#

Hi there. I have a big problem. I´m creating custom models, but when I use the bovel too in blender, some of the faces in Enfusion after importing the fbx are invisible. When I don´t use the bovel tool for round edges, everything is fine. Any ideas? Next post are images of the model in blender and after importing to Enfusion

Edit: When I watch at my model on a 3DViewer, it shows everything correct

Solution: Found a solution. I added a triangulate modifier and exported it, now it works

noble ravine
#

during the export the triangulation can be different what you see inside of blender with the n-gons. or when the engine imports a non triangulated mesh it will triangulate. If you triangulate before exporting will be consistent.

fiery fossil
# delicate orbit

What you also could have done is select the model go into edit mode and then press A to select all and then shift+N and that will make your normals flip which in this case would have sorted it out. 💪🏼

delicate orbit
hoary gazelle
surreal ore
ornate walrus
#

No idea where to go from here

surreal ore
livid apex
#

Does anyone have any idea why armature would be showing up in my skeleton despite nothing parenting to it?

marble trench
#

If I import a model with a morph could I script something to slowly morph the object? For example I have a cig with a morph that shortens it, can I use that morph in enfusion?

thick cloak
#

Blue =good

hot viper
#

If i make changes to my gear im importing (like weights), do I have to always transfer the weights from the example blend file, or can i just "Set Weights"?

wicked dirge
ornate walrus
#

I even copied all the door components

stone verge
#

How do I delete this foot?

stone verge
thick cloak
stray bridge
#

Foot_L, Foot_R

#

here is a list of possible meshes to hide:

Head
Head_Neck
Torso
Buttocks
Thigh_L
Thigh_R
Arm_L
Arm_R
ArmUpper_L
ArmUpper_R
Hand_L
Hand_R
Leg_L
Leg_R
Groin
Calf_L
Calf_R
CalfLower_L
CalfLower_R
Foot_L
Foot_R

rancid cape
#

Need some help fellas!

So its been a minute since i was messing with this, but i wanted the hood to be hidden in first person, i separated the mesh in blender and and then created a material for the hood and i basically just copied the settings from my gas masks

But why is it hidden in 3D person aswell?

surreal ore
stray bridge
honest pine
eager ruin
#

suggestion idea: adjusting the pose of locked XOB files.
I will say this, if its a thing in there and I can see it, please tell me, but first let me make a fool of myself🤣

so above are the alive and dead models for my vehicle mounted auto turret. Now I do have the original FBX, so I could throw it into Blender, but hear me out, what if we could do mild pose editing to the XOB in Workbench. So for this one, you could simply grab the bone for the barrel and point it down and lock it as the "CIWS_dead_pose.XOB"

Random food for thought☮️

hot viper
#

Anyone come across bones being imprted when they dont exist anywhere? Trying to weight paint some clothing items and every few imports, there is a weird bone that throws me off and stuffs my rig up

#

Called Armature by the way

sonic tree
#

leaf bones unchecked?

hot viper
#

Yeah, it seems to have fixed itself for now, i found a relation on another bone that wasnt supposed to be there

white hill
#

Does a car rig addon for blender help rig the doors of the vehicle on top of the wheels snd such? Haven’t used any yet and i see no tutorials on such.

red briar
#

Hey folks, looking for some help with colliders -

I got a collider mesh configured on the helmet, however bullets just appear to go through as if nothing exists.

Here's rigid body

and mesh object

#

Am I doing something wrong?

sonic tree
#

where bones

#

?

red briar
red briar
#

Thanks, will take a look into this

rich dew
#

Hello guys, iwant to apply a wiggle physics on humvee antenna how can i make it? if aney one can help, i did the physics

ornate walrus
ripe terrace
#

Hey, my collider end up at the wrong position after the export to tools, it does this only when I try to make a capsule, I don't have this issue when I do a simple collider for weapons, any help would be greatly appreciated 🙏

solar heron
ripe terrace
marble trench
#

is there a way to put a bone into a piece of equipment and not have it cause weird issues where the model wants to movein enfusion somewhere it wasn't in blender

solar heron
delicate condor
trail hornet
#

Does anyone have any good tips or advice for building modelling in reforger?

trail hornet
faint viper
#

I mean that modelling a building is one of the easiest things, if you dont talk about interiors and details placed inside, you can start with a cube or a plane and the job is 80% done, then you make the colliders and its almost finished. And remember use the base template character so that you get the proper scale

trail hornet
#

I’ve been working on a few buildings but I feel like I can improve them a lot

faint viper
#

i would say in a building textures do a big part of it, dont make them flat with materials, add small decals that to someone playing first person pov can actually feel it and see it, it helps a lot with the realism

faint viper
#

example for the third image, the one closed with woods, add some decals under the roof, maybe around the doors/windows that looks ruined, even maybe scratches on the woods itself like someone tried to break it, and maybe some "mud/dirt" or anything dirty on the ground level

trail hornet
#

Textures were one of my weak points but I think I’ve been getting better recently

#

Substance painter is really expensive but ive been learning ucupaint and texturing in blender

#

Model wise though does anyone have any general tips?

eager ruin
eager ruin
delicate condor
#

TheBonBon?

eager ruin
eager ruin
#

and the TheBonBon scripted it to autofire as a GM placeable, I modified the script and made it a vehicle weapon. His original work is AutoTurretCore, mine is PhaToma 4x4.

#

TheBonBon also is working on IK Core, scripting to make MechWalkers work, that one I'm the most excited about.

solar heron
#

Thanks to the great Community especially @keen fossil that helped me to learn the more efficient Multi PBR workflow and portal,bsp, boxvol stuff...i was able to finish my first buildings. Thanks a lot to this great community. All Buildings has MLOD Mats and 5 LOD Levels

ripe terrace
keen fossil
keen fossil
solar heron
solar heron
keen fossil
#

Edit: accidental post

turbid moss
fierce kraken
wary crest
#

Hey guys, I am making a mess. I’m literally about to publish it and get it fully uploaded, but I just have this issue in first person. There’s a slight texture bleeding into the eyes. I will send pictures for example, if anyone has a suggestion to fix this, let me know. Mind you it’s not the dreads that’s the issue. It’s the little. Weird line textures that are being able to be seen..

tepid cloak
#

figured id jump into making cars now ive done a few flying things. wip

tepid cloak
#

you know iit baby

trail hornet
#

I don’t understand the poly counts for reforger, I feel like I keep over optimising a lot of my models but then when I look at vanilla or modded stuff I see so many things that suggest I can add a lot more polygons than I think

solar heron
wicked dirge
#

always try to benchmark against vanilla assets that of similar stuff

solar heron
wicked dirge
#

you can inspect all vanilla assets in Workbench, their polycounts, number of and size of textures etc.

#

also some assets are built up from multiple xobs, so you need to add up all the parts

pale kestrel
#

Yeah models w/o lods seem to be one of the biggest performance killers since game has to keep using high poly model even if it's way off in the distance or player has low graphics settings

stone verge
#

How do I modify the UI icon here?

dark aspen
#

InventoryItemComponent>
Attributes> Custom Attributes> PreviewRenderAttributes>

#

@stone verge ^

#

If it’s a weapon then instead of the inventoryItemComponent it’ll be in the SCR_WeaponAttachmentsStorageComponent with everything else the same

stone verge
#

ok

river heart
#

This is a modeling/ texturing question. Would it have been smarter to sculpt the rivets in blender and bake them to the low poly or what I did making them in sp with height mapping?

#

I’m on vacation atm and literally stayed up half the night thinking about this

high viper
wicked dirge
river heart
tacit bloom
#

Hey guys, is there a way to add a custom mesh to the override meshes to hide list? The intent is for an item that is over the base model mesh, that can be hidden through this setting under clothing models. For instance, if I had an undershirt that was clipping through the jacket from this screenshot, is there something I can do to hide my custom prefab when this jacket is worn?

surreal ore
fierce kraken
#

I have a question about prefabs, pivot ID's, and Hierarchy. I was directed here.
My question is more of a dilemma, I have been tinkering with prefabs and clothing items. I have a backpack I've added a M-18 smoke grenade child to as a test, when I equip the backpack the smoke follows the character but not in the right position, if I use the Hierarchy component and a pivot ID the smoke stays where the bag was when equipped. I've been using Baseloadoutclothcomponent slots to attach other items, and this works but when the parent item is dropped the objects are floating in space.

dark aspen
#

if so, I’d try this: use the smoke particle model and put it onto a new clothing prefab. This way you have create the “worn” model using the smoke and then a floor model using some other model. Don’t know that this will certainly work with smoke, but this is how I’ve gotten other clothes with slots to not float in air.

fierce kraken
dark aspen
#

Ya so my fix might still work. You can certainly just check to see how the devs for example did the canteens or Alice pouches for vanilla. That could work too

My fix involves creating prefabs just for slots. So instead of using the m18 grenade weapon prefab I’d make a new “clothing” prefab as described above.

keen fossil
#

anyone able to say what direction an object should be facing in blender before export? is it Y+?

tepid cloak
#

I will figure out these friggen bones /physics if it kills me lol

thin prism
tepid cloak
#

yes i di

#

hieracy

#

all hieracy

tepid cloak
#

mesh reduction be like ooof

shell hedge
#

That last one looks like a good LOD0

grand whale
#

why on earth does my patch model look like this in enfusion tools, but in blender it looks fine.

tepid cloak
#

Change Ur emissivity from black to Ur colour increase luminance

tepid cloak
supple gulch
#

Hey I have a question, so I'm new to modding and I made a few test models in blender and when I imported them over to the enfusion engine parts of the model vanished as if the engine couldn't render those parts of the models.

Is there any common mistakes that can cause this issue or was it just my PC hating me

#

I'll see if I can get the error code I was seeing because I believe I still have a screenshot somewhere

trail hornet
supple gulch
#

What do you mean by normals?

twilit lava
#

Hey guys. i d know where to find solution for my problem, i created simple taillight to test smth and some walls are invisible from front and some are invisible form back view did i export this with wrong settings? its my second time i opened arma tools so i have no idea whats wrong.

twilit lava
#

ok i kinda see the problem now 🙂 but how can i fix it

stuck kraken
#

To flip normals in Blender, use the "Mesh" > "Normals" > "Flip" option in the 3D Viewport's edit mode

#

Thats what google gemini said

twilit lava
#

ok so i think i fixed this right part but still its invisible from front view

sonic tree
#

select this and check where is red

#

and flip normals

#

its gonna change to blue

#

and it will work fine

twilit lava
#

hm i click this option and i only have red parts and normal random color on solid viewport no blue stuff

#

but i fliped random color parts to red and its working

sonic tree
#

u might have random colors instead of materials

#

thats why

twilit lava
#

anyway thank u for answers its working fine now 🙂

tepid cloak
desert steeple
#

do animated ironsights on weapons still need to be collimated manually with the weapon's ballistics like it was in A3 or is that somehow handled by the engine in a more elegant way now? i can see in sightsComponent that there are different offsets and angles used for the various zeroing settings of the guns, do i still have to adjust the 3d mesh itself to make sure it matches with the set zero?

mighty bronze
# desert steeple do animated ironsights on weapons still need to be collimated manually with the ...

You'll need to use a specific round and the ballistic calculator to calculate the ranges on the weapon
You will then need to make sure that the rear sight is animated (lowest being frame 0, highest being frame 1)
Animation is handled by the weapon's SightsComponent where X is animation state, and Y is range (M60's in the screen shot)

For the animation of the rear sight, 0 is lowest, 1 is highest.

desert steeple
#

thanks, appreciated

mighty bronze
#

as a just in case, the sights component pulls from this in the x_weapon.asi

solar heron
#

For a while i wonder what the MCR Texture does in the MultiPBR Material. Maybe someone can explain what this does?

desert steeple
mighty bronze
solar heron
mighty bronze
#

Global/Macro base color, sounds like what ever is changed here changes the entire texture

mighty bronze
mighty bronze
# tepid cloak hmmm

grandpa needs to get to the store, and be back before the next wave of soldiers invade objective Louisiana

stone verge
#

How can I solve this problem? When I upload, I get the following error: BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""

sonic tree
#

scroll couple messages and u will find answer

stone verge
#

I'm so sorry, I've looked up a lot of information and I need to solve this problem, can anyone help me?

white garden
stone verge
#

@white gardenTheir problems have not been addressed, and there are no public solutions.

white garden
#

no duh

#

you're also asking in the wrong channel, stop spamming it in everything

primal cedar
#

What component i would have to check to disable visibility of the cloth asset in first person.

cunning void
#

What could be the error when importing textures? It started quite recently

surreal ore
#

The suffixes have meaning.

cunning void
#

Got it, thanks

midnight path
#

is there anything like instalod that doesnt cost $1000 a year?

#

free one has the blender plugin but doesnt provide the pipeline, so you cant even use the plugin. makes no sense.

the license with the pipeline is $100 a month

compact scarab
#
Gumroad

AR Panda's Tools combines two powerful addon sets into one unified interface: 🔧 Mesh Mangler: Complete mesh processing pipeline for game-ready assets 🎨 Enfusion Fixer: Specialized texture management for Arma Reforger/Enfusion projects This addon streamlines the entire workflow from raw mesh import to final FBX export, handling LOD generati...

fallow pond
#

that addon is so cool I think goat would like to see it

surreal ore
compact scarab
surreal ore
#

I'm aware. What you offered has a free alternative.

#

Free = Better especially when what you're being charged for does something that can be manually done, for free.

#

I don't usually condone A.I for scripting but bpy is so well documented that you can feed it a prompt and make your own addon to do whatever you'd like for absolutely free.

compact scarab
#

1 click is better than 7 clicks

#

but to each their own

surreal ore
#

And one AI prompt will drop the 7 clicks down to 1. If you want the convenience of not having to use ChatGPT(which is free) then give the dude $5. I will never condone taking advantage of people that don't know any better. If you wanna continue the discussion, hop in my DMs.

compact scarab
#

idc

fallow pond
tepid cloak
#

if anyonehas a good understanding of bone/setup for steering wheels to work id love to chat please 🙂 I have it setup but am running into issues when it imports to prefab. wheels and steering are fine but when i start weight painting the steering wheel things get wild. love to chat to anyone who knows more please ❤️

surreal ore
tepid cloak
#

Steering wheel works but it's sitting almost in original animation potion as opposed to snapped to bone spot like it should be, I've only weight wheel. Do we have to weight body and rotators *?

sonic tree
livid apex
midnight path
#

the free one hooks into a few engines and thats how you use it

livid apex
midnight path
#

i just got instalod studio

#

and theres no import option

livid apex
#

They have an external studio you can use. I export as fbx, then import to the studio

#

It's called open scene in their studio

#

Or something like that

midnight path
#

ooOOOo

#

ok

#

where can i get that

livid apex
wicked jasper
tranquil gyro
#

How do I make these body parts invisible, I do not know what they are called.

stray bridge
remote palm
fierce kraken
#

I need some ActionManagerComponent help. I'm trying to make a grenade that acts like a Explosive Block, basically a grenade that can be placed and detonates like the explosive blocks. I have copied the properties from the M112, I want the time to default to 4 second. I set it in the component but when I press play its still says 20s until I press F to adjust the time then it goes to 4s, that UI bug wouldn't bother me if when I set the armed with the timed fuse it wasn't 20s long unless I first press F on the time adjust. Is there somewhere else I have to change the default timer on the explosive to get the 4s?

fierce kraken
#

It only explodes in 4s if I click F to adjust the fuze time, which then throws a script error but updates the UI to 4s instead of 20s and the grenade will detonate in 4s if armed with the timed fuze. If I don't adjust the fuze time it takes 20s as if I never changed the default time in the action manager.

#

Ahh, can I change this without it affecting other timed explosives, or do I live with the 20 second timer?

fierce kraken
#

Thanks for this, it was giving me heart burn.

white plover
white lichen
#

hi can anyone answer real quick either what is a UBX collider or where I can learn about that and other colliders?

white plover
#

wdym by oragin

#

origin

finite quartz
stone verge
#

Any modification in the tool will result in the deduction of experience value when applying for a vehicle

white plover
#

yh that hasent worked for me is there a wiki page on doors or a video out there somewhere covering them?

remote palm
#

Has anyone here imported a vehicle yet? How much was your poly count? Im working on a Rim and cant get it under 15k tris bcs its pretty shape heavy 😄

So with the wheel it would be somewhere around 20-25k tris, which is about four times higher then the vanilla wheels

fallow pond
#

you can post images...

shell hedge
#

Why not open a vanilla vehicle model in workbench to see the poly counts? Could be sort of a guide for you

wicked dirge
#

He seems to know how it compares to vanilla

rich dew
#

Hello, how can i turn of the vanilla vehicle collider without crashing?

shadow wasp
#

hi, trying to learn how to add armor and other things on vehicles, and stumbled upon issue with colliders not working at all. followed tutorial on BIS wiki, but still nothing. Any ideas i could done wrong?

(Colliders was added with tool, then custom property added manually in blender (there was none))

steel hare
#

Hej everyone, for my coke plant I am working on some industrial walkways and wanted to ask for your opinion of what would be the best approach?
I tried to make a modular setup for the walkways (consisting of straight short and longer walkways, stairs, corners, railing etc.).
Would it make more sense to have single elements as single prefabs for terrain makers so they can create their own walkways in the world editor or does it make more sets to create some premade walkways as prefabs which can be reused? The first approach would mean more work for terrain makers but would leave more freedom.
I have not seen yet any modular approach with BI models yet but I wanted to give it a try instead of making whole fully premade models.
What's your take on this?

stray bridge
#

working with many individuals parts especially in world editor can be tedious.
No matter what include premade parts / combos for easy placement.
And maybe all individual parts as prefabs but imo not many will work with them.
Depending on how you wanna publish it for a little more advanced modders you could provide the parts in blender where you can more easily and with snapping tools build your own vision.

white garden
#

You should keep it modular and make prefab compositions with different variations you use

#

That way they have what you made, and they can make their own

remote palm
# fallow pond you can post images...

I wasn’t at my PC at the time. I got the entire rim and wheel down to 14k tris which is about double then the vanilla ones.

But yes, comparing it to a full vehicle would be best.. 🫣
Just wanted to know if someone had already imported vehicles, and if yes, how many tris their vehicle had

fallow pond
#

really depends on the vehicle... and the level of attention someone wants in their model to decide what is a good face count

flat crown
#

Hello, on Arma, is it possible to import an outfit in one ?

#

like like an outfit that includes a vest and pants

stuck kraken
# flat crown Hello, on Arma, is it possible to import an outfit in one ?

I would say technically yes. There are overalls for example. On the other side I would guess you have only one container for stuff on the other side. And if someone put another vest on (because the vest slot is empty) you have some graphical glitches.
At the end your mod would be considered as faulty.

flat crown
#

ho ok

#

ty for anser

stuck kraken
# flat crown on reforger ?

You are in an enfusion thread. The only released game that uses enfusion engine at this moment is Arma Reforger. So yes Reforger.

stuck kraken
fierce kraken
fierce kraken
hollow maple
junior wren
#

does anyone know how to fix this issue with steering wheel
as you can see when i moved the steering wheel bone suddenly in game the steering wheel snaps to the old location for no reason

surreal ore
midnight path
junior wren
#

Thank you I did it @midnight path @surreal ore

cunning void
#

why can't the collider be bound to the correct bone? when exported, the collider shows a completely different bone

fierce kraken
#

Is there a better way to render icons for inventory items? Instead of making a small change and then F5, TAB, ESC after every change?

cunning void
honest pine
# cunning void +

make sure there is no supplementary mesh skinning or armature modifiers, appart from that I wouldn't know

honest pine
cunning void
surreal ore
#

Colliders are expected to use relations, the wiki explains that somwhere.

jaunty hearth
#

Good evening, can someone help me? I downloaded a 3D model of a police car from the Sketchfab website in fbx format, as shown in the link below. I tried to export the model to Arma Reforger Tools, and when I did, it turned white as shown in the image, not as I expected it to be as shown on the website. Can someone tell me what I need to do to fix this problem?

https://sketchfab.com/3d-models/urban-10-cop-enforcer-low-poly-model-745830362bb342128ef6509345606ffe

jaunty hearth
#

I figured it out, I just don't know exactly how to properly associate each texture.

tacit eagle
boreal skiff
#

Does anyone know how i can just completely reskin a vanilla object

fierce kraken
uneven seal
#

Does anyone had this error before? Operator "ebt.import_fbx" does not exist

fierce kraken
#

Is there something I have to do to get the materials to pop up after an Update? I have an open isnstance of Enfusion. It allowed me to assign a firegeo preset but the Game Materials list is empty.

boreal skiff
#

start of a 60mm mortar

boreal skiff
eternal jewel
#

any of you have any tips and tricks on how to make something like this? It's a bit tricky. im using blender

#

how the cube transitions into a cylinder and then an inset, and then finally a beveled cube

eternal jewel
#

gonna be a lot of loot cuts then lol

remote palm
noble ravine
eternal jewel
#

im considering that but the retopo is going to be a nightmare

#

im just going for a blockout atm

noble ravine
#

Keep the Boolean final mesh and bake the maps in blender or Marmoset Toolbag using Bevel shading.

#

Will be a "mid" Poly mesh, make the LODs and skip the high poly mesh for baking

ivory sapphire
#

Why can't I drive the car?

#

I can start its motor, but it doesn't move (but still makes sounds)

compact scarab
#

To put it in gear

ivory sapphire
compact scarab
ivory sapphire
compact scarab
sonic tree
#

its custom map

#

i see

#

u need to go to terrain

#

and select terrain

harsh shore
#

wonder how I can render this into a model

raw tundra
tawny grail
#

Hello all !!
Do you know how to fix that:
ENTITY : Create entity @"ENTITY:3" ('GameEntity') at <0.000000 0.000000 0.000000> RESOURCES (E): Can't remap 'Assets/Characters/Uniforms/Polo_F1/PoloML.xob' material from 'Shirt_Retopo_01_Item' to 'Assets/Characters/Uniforms/Chemise_F1/Data/Chemise_F1_Bleue_Item.emat'. Source material do not exist

wary inlet
jagged goblet
#

Looking to add onto a mod already on reforger I was to make a T-80bvm by basing it off of the T-72 mod already in the workshop I've tried importing the t-72 tank mod in arms reforger tools and blender yet I have no idea how to do it if anyone knows it would be a huge help

delicate condor
jagged goblet
#

😭

delicate condor
#

taking someone elses work = stealing

#

and we dont do that here

#

and tank is way too complex thing as first mod anyway

#

start simple

jagged goblet
#

Any recommendations on what to start with? I'm a bit uneducated with this so I didn't know I saw other people add reskins on the T-72 mod so I had assumed it was ok

delicate condor
#

once you understand 3d modeling the Arma parts become easier to understand

jagged goblet
#

Ok cool thanks man

delicate condor
grave matrix
#

So I'm trying to make a custom armored vest but I cannot for the life of me figure out how to add armor values to it. If someone can point me in the right direction that'd be much appreciated. And yes I've watched the boot camp videos but they don't do much good for me.

boreal skiff
steel hare
# stray bridge working with many individuals parts especially in world editor can be tedious. N...

Thanks a lot for you valuable inputs! I will make a few prefabs with individual parts from which I create bigger compositions as own prefabs. Just one question though still. I use snap and slot points when creating prefabs. Is there another way in Workbench to snap objects together? Like there is in Blender? Like industrial walkways would be easier to assemble in World Editor if there was a snap function

stray bridge
#

not like you got in blender

compact scarab
#

You can hold Ctrl to snap to increments with move tool

steel hare
#

Thanks a lot!
Alright, that's a pity to be honest.
So the most exact way of placing objects is by changing the XYZ coordinates of the entity I assume?

raw tundra
#

I feel like I've forgotten a very important step somewhere. My model is the proper way in Blender; facing the right direction, has colliders applied, and all the needed memory points + materials are attached. I can also reimport it into Blender as an FBX, post export, and see that the export worked properly. However, it's empty in the workbench; no materials, colliders, or LODs detected.

Is it because I used "Metal - Prop" for my colliders?

#

Haven't had this issue with the cars or hand tools I've made, but it's been a while and I feel like I'm missing something super obvious SadCat_10

faint viper
raw tundra
faint viper
#

colliders shouldnt be the issue, for sure something is missing in the extract as fbx

faint viper
supple gulch
#

Okay so ive tried to import a model into arma reforger, all of the faces are orinetated correctly however it still wont display parts of the model, does anyone know a fix#

#

never mind it looks like it duplicated all of the assets

#

still broken

hazy path
supple gulch
#

yeah i figured it out

tacit eagle
#

Initial M113 blockout, thoughts?

supple gulch
#

It looks good but isn't the front slope meant to be angled a little more?

supple gulch
#

That looks accurate, the M113 has like a 45+⁰ angle on its upper slope and a 30⁰ on its lower slope

fallow pond
#

if its a block out why are there normal splits?

supple gulch
#

Wdym?

tacit eagle
#

Just sharps on the armor gaps

wicked dirge
supple gulch
#

Could make the British box

#

The FV432 Bulldog

tacit eagle
tacit eagle
#

All ports and hatches

surreal ore
raw tundra
surreal ore
surreal ore
#

Sure

#

Almost as silly as it allowing exportation of things that aren't even gonna work correctly in the game.

raw tundra
#

You sure are combative, Zelik. I'm allowed to have an opinion, and my opinion is that it's quite silly to base an export or imports failure on a naming convention. blobthumbsup

fallow pond
#

zelik is saying the truth

surreal ore
#

I'm not being combative. I'm being logical. It makes perfect sense for it to not export things that aren't gonna work on the engine that they're being exported for.

raw tundra
#

Okay, and I think a naming convention is a really silly way of doing data validation.

surreal ore
#

Well your lods, colliders, center of mass, occluders, box volumes, sphere volumes, BSPs, portals and portals volumes are all validated through a naming conventions.

#

Even textures require the correct nomenclature.

#

It would only make perfect sense for the tool to require those naming conversations. As opposed to allowing incorrect things to be exported.

raw tundra
#

I understand that they made the choice to use naming conventions as their method of data validation, but it doesn’t mean it’s not a very crude, nonsensical way of doing it.

#

This is a cyclical conversation.

surreal ore
#

Crude and nonsensical maybe. It's used by most, if not all game engines though.

raw tundra
#

Unreal Engine(UE4) and Unity (Unity 5) both phased it out over a decade ago, as did Frostbite. All modern engines (UE5, Unity6, Godot 4, etc) use metadata, schemas or type reflection, because its not 2014 anymore.

supple gulch
#

I mean, I doubt it's the only way they have to do it, it's probably rather a hold over from when the game engine entered development back in 2014 or just an extra piece of redundancy

surreal ore
#

I know 110% for a fact that when making colliders for Unreal Engine in Blender you use a prefix for them and for Unity it's a suffix, iirc.

shell hedge
#

wah wah I dont want to be consistent in naming

surreal ore
#

Exactly

shell hedge
#

😠

#

If it was up to me I would also make it not load textures without suffixes

surreal ore
#

I was gonna say that earlier but, what's the point when names are nonsense?

keen fossil
#

Just fyi in Blender in object mode, with object selected, you can right click in view port then EBTools, then choose what you want item to be. It’ll create prefix for you and apply the proper texture (except portals it seems).

raw tundra
topaz willow
#

does any of that even matter, your arguing is just cluttering this channel

raw tundra
#

No, he just had an emotional reaction to me having an opinion about something and escalated from there blobthumbsup

supple gulch
#

Okay so I'm making my first model for Arma Reforger as a bit of a test to see how far I can push my own skills and the actual game engine.

What is the amount of faces I should aim for for a high quality rifle model?

surreal ore
supple gulch
#

Alright I didn't know I could do that thanks

little wagon
#

Wish I had time to model something instead of just taking free assets and tweaking them to fit Reforger character's proportions

Or knew someone weird enough to be interested in making medieval armor for Reforger

raw tundra
mighty bronze
raw tundra
#

Yeah, I spent atleast a year messing around in blender, not really learning anything, because the amount of stuff I felt like I needed to know before I could really create something was overwhelming

hollow maple
#

not being funny, you guys probably think im an absolute caveman

#

i made an entire to scale 160m ship that works ingame without defining ANY sharps

#

what do sharp do ugg ugg

#

its like the concentration point of the material's effects aka like edge and reflection or?

supple gulch
#

Honestly I'm literally brute forcing my way through blender

#

I have no idea what I'm doing, I have no idea what a sharp is

hollow maple
#

add me brother and ill share with you my autism

#

im fully self taught and hate myself en ough to thrive in the blendlands

#

its nearly done

#

but my blender tools decided to SHIT it self

#

and detect 0 ingame armour types now

#

so its all fucking basegam matgerials hahahaha

#

all interiors and subfloor vents mapped as well and works nice ingame aaaaaaaaa

#

im just dogshit at modelling, anyone wanna help out hmu

#

so i can focus on scri pting mmmmmmm

hollow maple
#

i sent u a message and we can discover sharps together and try to not break all the colliders ingame immediately

supple gulch
#

I've got this fucking thing I'm hacking together that is gonna be fully animated and scripted before I publish

hollow maple
#

im on like version 260 of the ship btw, and my colliders stopped recognising as individual colliders back on build like 180

#

so im basically cooked

hollow maple
silk glen
little wagon
jagged goblet
#

I'm tryna make a functional Sherman

merry rivet
#

If I have a UCX_ - convex collider for a static object, like a street cabinet. Does the collider need to be closed and have a bottom?

tacit eagle
#

3m6+nnnk

#

.5jhhhhhhhhhh,2

#

++++j6

stuck kraken
neat ocean
#

Anyone knows where to setup how much time it takes to build something in conflcit?

merry rivet
glacial helm
#

hello, I'm trying to make a sort of dive mask, but when the item is weared I would like to not actually have it in my screen 😅 how do I make an Item non visible when going 1st person?

wicked dirge
stray bridge
#

inside the .emat

glacial helm
honest pine
little wagon
tacit eagle
#

Do shade smooth operations in blender carry over to enfusion?

thick cloak
#

hey, What prevents the vehicle from taking in water while floating - if it's the collider, which one?

thick cloak
#

but lav25 doesn't have this and there is no water inside. Its not drowning, simply water is inside, like light 😛 i thing its collider but i did same as original 🤷‍♂️

calm rune
tacit eagle
fallow pond
#

there are a bunch of ways to do smoothing in blender.

tacit eagle
white hill
#

Any possible help? I added bones and empties to this vehicle and parented them correctly to each other and to the mesh though when I exported and imported into the workbench, my bones became "nulls" or memory point along with the ones I intentionally set up.

white hill
#

I had done that I even checked the export, scanning in infusion, and re-imported the model

sonic tree
#

from what i see parent bone are fcked

#

v_root > v_body > v_axels/rest

#

another part is v_body is not a bone

#

u need to properly name vertex groups

#

take a look at bohemia sample

#

it should look like this

#

and thats how it should look in blender

#

feel free to ask questions

tawny quiver
#

im trying to rotate this fan prop 90 degrees so that it faces front. im struggling to understand how to simply apply the transform

sonic tree
#

u want to rotate head

#

or whole prop

#

cuz i dont really understand what u want to do in this prefab preview

tawny quiver
#

afaik its just one unrigged statue, at least what im working with

#

i wanna rotate the whole thing 90 degrees on y so that it faces the player when placing

sonic tree
#

u dont need to whole rotate prefab

#

just rotate it on world

tawny quiver
#

im new to using this program, could you explain?

#

im in world editor currently, i rotated it, then when i save it still appears how it was originally oriented before any edits. its like this ingame when placing and when i view it in the main workbench view

sonic tree
#

yhm

#

weird

white hill
thick cloak
#

during animation, opening a door, the door moves to the place of the original bone from the animation... is it possible to turn it off so that it works like the other bones where I assigned them in blender? (new car model with bohemia orig animations)

wicked dirge
clever edge
#

Yo..
maybe i put it in "wrong".. But..
Need some help.. brand new to Blender.. Why are some of my faces (ones that ARE there) not visible.. But the collider is working.. So i dont see the Face but the collider is working..
#enfusion_blender_tools message

remote palm
clever edge
#

I noticed in game that the height of a human is huuuuge.. like 3m tall... The import width of the structure is 40m and the door is 3.5m tall 2m wide... Could just get inside... Measured in workbench and saw it was accurate....

tawny grail
#

"Moving on Vehicles - Climb onto the back of a flatbed truck and fire while riding along."
How do I add the "Ride Along" feature to my vehicle, please?

tawny grail
clever edge
clever edge
viscid copper
#

Hi everyone, does anyone know how to ensure the inside of an amphibious vehicle isn't underwater?

hybrid mountain
clever edge
#

How do you properly make Bones in blender for import in Enfusion, not for animation, for "Rig" i guess.. to put up another f.ex prefab on a model.. That seems.. excessively difficult to setup overall in blender...

steel hare
# clever edge How do you properly make Bones in blender for import in Enfusion, not for animat...

You can work with the object type "Empty" in Blender. Those you will have to rename to either slot_XXXsomething or socket_somethingYYY and in Workbench you check "Export skinning" in the Import settings tab after you added your *.xob file. After you reimported the resources you can open the xob file in the world editor from the Resource Browser and assign the component SlotManagerComponent. In this component you then can enable the slots and add various slots. Choose EntitySlotInfo and give it a name. The PivotID then becomes the place where you can add another prefab / object which should be attached to your object. That's where the "Empty" object from Blender is. You can still rearrange the placement via the offset coordinates there aswell. I hope you undestand what I mean?
Otherwise take a look at the screenshot from BI's tutorial (https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Creating_prop_variants) (right hand side). The tutorial is worth a read

clever edge
clever edge
#

ok.... so... Just to try out... just took an ingame buildiong asset that use bones to do the windows f.ex.. then replicated with thye XOB object and added in the BoneSlotMappings.. NOTHING happens......

devout marlin
#

Hey so I am trying to learn how to clothing model dev, and im in the middle of importing when I imported the object into the arsenal/game it doesn't show up as the shirt, just the item model in the arsenal. Anyone know how to fix that?

uneven vessel
#

Set model as 'worn' model on your prefab's BaseLoadoutClothComponent

devout marlin
surreal ore