#enfusion_model

1 messages · Page 28 of 1

brisk grotto
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BSP and box volumes are shown on the wiki for FBX import. Think theres also a video someone did on them

fickle vigil
brisk grotto
fickle vigil
#

Only way I know to view bsp geo on assets in game is via diag menu but it’s nearly impossible to see it well

brisk grotto
#

This is on the wiki

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they can be seperate geo but the engine will merge them together

distant urchin
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hey im currently working on gettings a 3d model to be driveable i have been watching argh's videos about it but im really struggling on the bone section in blender i have the AR vechiles addon installed in blender but what i tried before messed my model so bad the workbench kept spamming error popups any chance anyone can walk me through the bone/armature part?(yes im very inexperienced with blender/arma modding especially blender)

remote palm
#

There are samples on github, and also a car. You can download those samples and import them to blender. That will probably help you the most 🙂

eager ruin
# remote palm There are samples on github, and also a car. You can download those samples and ...

100% the way I've learned everything in the Enfusion pipeline. Have a concept, see a few things that are similar or at least use a translatable thing, disassemble, reassemble, attempt to assemble mine.

This is how I made my Huey bomb racks, they're underpinned by WCS_Armaments, but I looked at their Fab bomb, saw how that worked, then looked at their rocket pods and saw how those worked, then I combined the two with my rack of mini bombs(mortar shells) and now I have a Huey that can carpet bomb.

fickle vigil
sage lance
#

How do you all properly address poor shading/reflections that occur when using the decimate modifier to create LODS? I’ve always had this issue, which I thought I recently resolved by using shade auto smooth to 180 and smooth angle to 30. Turns out that, while it resolved it, it was resulting in terrible vertex/face counts. So now I’m trying to figure out the proper way to go about this

raw tundra
# sage lance How do you all properly address poor shading/reflections that occur when using t...

I only run into issues when I'm decimating too aggressively or when my topology is a bit of a mess to begin with. Here's an example of one of my models, although not a great example because it's already fairly low poly. Each LOD, beyond LOD0, has a decimate modifier using edge collapse where the ratio is reduced by almost exactly half each time (LOD1 = ratio .5, LOD2 = ratio .25, LOD3 = ratio .125, LOD4 = .0887).
I would try to stick to reducing face count by only about half with each decimation, and if it's still too aggressive you should evaluate if it'd be more appropriate to bake your high poly mesh to a low poly mesh before creating your LODs, or even clean up the base mesh's topology a bit.

remote palm
sage lance
sage lance
raw tundra
#

Yeah, since LOD0, LOD1 and maybe LOD2 will be the most used LODs and your object has fairly complex topology, you should be more gentle on those LODs and save the aggressive face count reduction for the later LODs. Unfortunately, as you probably already know, there's no one-size-fits-all solution when it comes to complex objects and some of the ugliness is unavoidable.
Honestly, if the main area of concern is the ugliness from LOD0 to LOD1 you should try to add more LODs and be very gentle in that transition.
Hopefully some of what I said helps 🥲

sage lance
raw tundra
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With vehicles it's easy enough to destroy all of the internal faces when creating later LODs, because they will never be seen by the onlookers anyway KoroYes so if you did want to manually reduce face count, that'd be a good place to start.

austere jewel
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Guys quick Question:

  • Whats the recommended poly limit that you should not go over (for a single model)
  • And how many LOD's should i make for big static Models like an Aircraft carrier?
brisk grotto
wicked dirge
shell hedge
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Well, there are a lot of different LOD tools, if there is a lot of points in very close vicinity then C4D's reduction algorithm is great, but at some point the process goes manual for me almost every time

compact scarab
fallow pond
#

a large ship can easily be a million faces

#

thats not unreasonable for dx12 game

austere jewel
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Im slicing the model in multiple parts anyway

fallow pond
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why?

faint viper
glossy prairie
#

Hello. I'm making a Grenade Launcher, and I also made my own grenade for the weapon, but when the weapon fires, it doesn't explode and doesn't deal damage. Why might that be?

raw tundra
glossy prairie
sly bridge
raw tundra
#

Can you maybe post an image of the grenade and launcher's object properties/component list? Kinda like this. If you didn't inherit directly from something that already exists in the engine, then you may be missing a component, and if you did it may be that the components just aren't configured properly. Either way, a picture would help me help you KoroYes

glossy prairie
raw tundra
#

Okay, and it's firing successfully, it just doesn't actually explode?

glossy prairie
raw tundra
faint viper
#

Questions for mods/BI, how much is gore allowed into the game? I want to create a set of dead characters with missing parts and stuffs is it ok or nah? Thanks

raw tundra
glossy prairie
faint viper
#

Thanks, wasn’t sure about tagging

delicate condor
faint viper
delicate condor
faint viper
delicate condor
#

please dont try to test the limits

faint viper
# delicate condor please dont try to test the limits

I see, so wondering since we already are talking about this, if it’s a creature that misses like an arm, but I don’t texture it gore hard oriented is it fine? At least I know to not create something like that in the future, because I had a model with a missing arm and an other that crawls without legs but with texture I can make it ok and not too gore.

delicate condor
#

Horror elements are difficult ratings wise and not especially intended in the game so you can DM me pictures of those

faint viper
fickle vigil
austere jewel
compact scarab
delicate condor
compact scarab
glossy prairie
#

Why can't I put the weapon in the slot? Where should I check?

topaz willow
glossy prairie
topaz willow
#

I'd show but game is updating at the moment

glossy prairie
topaz willow
glossy prairie
glossy prairie
topaz willow
#

if all else fails, can always copy from a vanilla weapon and work backwards meowSalute

tepid cloak
raw tundra
# tepid cloak

The scroll on that decal is just a touch off center, don’t ya think?

brisk grotto
# tepid cloak

Nice, if I can make a suggestion I’d advise making the patch an actual mesh in it, it looks too flat

remote palm
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True. Watch the patch guide from RHS it was i think. They did a great one

surreal ore
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Completely uncalled for. No need for an extra mesh when a good normal map will suffice.

brisk grotto
surreal ore
#

Normals exist to keep from having 3d geometry when it's unnecessary.

fallow pond
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even in A3 the patches were meshes / decals

tepid cloak
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I started a healthy discussion lol I have made a separate version, uv on hat VS separate model

fallow pond
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better to have as a separate model since its more flexible. having it part of the texture is like old school stalker half life 1 style.

raw tundra
fading cloak
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one of my friends asked you for these 🙂

chrome crater
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Working on some boots. Im totally new to enfusion modding.

At the moment im stuck at the Configs stuff... i dont get it why i cant put my US entitycatalog into my Campaignfactionmanager... So im not able to put the boots in the arsenal -.-

fading cloak
tepid cloak
chrome crater
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May i have a little Problem. i dont know why, bit in my selfmade szenario i can the boots. but as soon as i Hosta private or go via Arma as GM in game i cant find them in the arsenal. Any hint what i do wrong?

pine cosmos
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Its a script portion

chrome crater
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No but i already solved my Problem. i just duplicated the entidyconfigs. i didnt set the to override. Now its override and u can use it in the arsenal. i already published the Mod to the workshop! 😄

tepid cloak
hoary gazelle
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Im just trying something, but wondering if and how, when you scale a prefab in enfusion it dosnt keep the scaled version when you attach it in the slot component? https://i.imgur.com/nVYUBiL.jpeg

sage lance
hoary gazelle
# sage lance There is no way to keep the scale when using the slot manager. If you need to at...

i didnt think this would work. But if you change the size of the wheel to scale 2.0 and add it to the slot, it will default back to 1.0. So i had an idea now to make a new genereic enity. Change the size to what i want, add the prefab as a child to the new genereic entity, then attach the new entity to the slo and it kept the size 🤣 And the collision does scale. So just gotta change the raidus in the wheelsim too https://i.imgur.com/9ZlR2F0.png

supple gulch
#

is it possible to create halo style damage states in arma reforger?

shell peak
shell peak
# hoary gazelle it moves fine for me

Was that with adding a new component to the slot manager or something else, sorry if I'm confused, just trying to confirm as nothing exactly documented well

hoary gazelle
shell peak
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Gotcha thanks for clarifying, just trying to figure this out

shell trail
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Hi all, I'm new to modding, and I'm trying to do what I thought would be a simple modification, to give the BRDM a variable zoom scope for the main cannon/MG gun in the turret. I created a project and copied the stock turret as an override into my project and modded the bits I thought needed updated, relating to the min/max zoom and reticle, but although I have managed to change the starting zoom level, and reticle size/colour, I can't get the zoom function to work. The scope is stuck stubbornly at 1.0 (My lowest setting).

As far as I can tell I updated the correct prefab parts, specifically the SCR_2DSightsComponent entries for min/max zoom and reticle base zoom, but it's still not working. I obviously missed something obvious, can anyone point me in the right direction?

Thanks in advance

fickle vigil
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Can anyone help me decipher whats wrong with the prtvols? I made sockets and portals for each bsp separately then generated prtvols separately for each room

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Would there need to be a "closed" or individual collider for each room or is a utm collider spanning across all rooms fine?

hoary gazelle
shell hedge
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Big wheels looks pretty funny

urban needle
#

Does anyone know how clothing creation works? I have the object imported into Enfusion and textured, but I don't know what else to do.

stray bridge
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first step: dont use trademarked stuff you dont have the rights to

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i made a short text tutorial for clothing in the past, might not be up to date:

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

  • nor all weights are needed for all clothing eg backpacks only need spine5 most of the time

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
short harness
#

Anyone to help me make memory points for a AR platform gun in Arma Reforger?

delicate condor
short harness
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I'm currently creating the bones for the gun

short harness
delicate condor
short harness
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I didn't so far

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I can take a look

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I've downloaded the Bohemia sample files

flint cypress
short harness
#

woodycracudo is a diabolical name bro lmao

lethal frigate
#

whats the difference between these 2 and normal concrete? i mean i see one is 100mm but other has "Min" what does that mean?

sly bridge
brisk grotto
lethal frigate
#

im not sure witch one should i use for buildings , ive been using normal concrete but i dont know if 50cal or bigger can go trought it

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im looking for universal good mateiral that can be used both in floors and walls

brisk grotto
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It depends on the style of stuff you’re making I guess, if the walls thick enough probably easiest to just use the non-pen concrete material

fierce kraken
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Is there a way to assign more than 4 vertex groups in Blender? I am trying to make a dog tag but for some reason I can only assign 4 bones, or at least that's all that registers in Enfusion when Imported.

calm rune
remote palm
stray bridge
stray bridge
steel hare
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Hej guys, I am about to finish the gas coolers for my coke plant. I followed a modular approach again but run into some problem. Somehow the ground is never straight, so when I assembled my prefabs they always have some slight rotation and height differences. Do you have a trick for me where I can find a really flat area where I can assemble my prefabs?

calm rune
faint viper
steel hare
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Thank you for your response! So you model a large plane, make a collider for it and that's it? Like placing my prefabs on this plane then? 🙂

#

I ran into another issue now, never happened to me before. But some of the faces of my model are not visible. The faces I recalculated outside in Blender aswel lalready. In Substance painter everything looks fine

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in Blender everything looks fine aswell

remote palm
steel hare
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LOL, it worked! Thank you so much! So deleting it in Workbench and reimporting did not do the job. But deleting in Windows Explorer and then reimporting does the trick. How comes?

remote palm
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Hickup, like i said. He still somehow gets some data from the old file. Glad it worked 😉

delicate condor
remote palm
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And if you have no idea on how to make basic models, clothing should not be your first start imo. Learn the basics of Blender and try yourself on small objects first

urban needle
urban needle
remote palm
urban needle
#

You've left me intrigued.

remote palm
urban needle
#

Wow, that's great, sir.

faint viper
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Check this out for how it works in the engine

bitter grove
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I’m trying to import a blender model I made but it keep getting to error for my collider that it’s non-orthogonal… so it doesn’t register and import. What does that mean? I know it’s something to do with the shape but I’m not sure how to fix it

wind storm
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Hi, I'm totally new to modeling Arma assets. I have some basic questions:
Does enfusion automatically change the topology to triangles?
Im about to modeling a hospital with three floors. Should the whole building be in one joined mesh, or can for example the walls of a room be four separate objects?
And lamps in the ceiling, should they be part of the building mesh, or separate mesh/object?
Thanks in advance. 🙂

brisk grotto
# wind storm Hi, I'm totally new to modeling Arma assets. I have some basic questions: Does e...

It will triangulate your mesh, so generally best to do it yourself before import in blender to avoid it doing anything weird.

Lamps and any repeating objects I’d advise adding separately so you can add them in the prefab, always. Always the best approach for reusing props.

Personally I keep the building all under one mesh for export just for ease of use. And if your doing PBR multi it’s less messy with AO etc

hybrid mountain
# faint viper

@shell hedge weren't you looking for this, feels dumb to ask because I feel like you already tried to use this? Sorry for the ping if so.

hybrid mountain
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Terrain blending shader stuff, unless you were looking for something with more control - like channels

shell hedge
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What I would love for that shader is the ability to alpha mask it relative to intersection with terrain

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Known in all other game engines as mesh terrain blending

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Without it all objects like rocks and even buildings look quite artificial in enfusion

supple gulch
#

before i break my pc, is this too complex for coiliders?

compact scarab
supple gulch
#

ight based

odd rampart
#

not sure if this is the correct channel but im trying to get a custom car working. following the tutorial when he opens the door it works, but for me it sits me on the ground as if i am in a seat and does nothing to the door.

sonic tree
#

i could help u

odd rampart
stray bridge
odd rampart
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and its not the pos of pilot idle cause no matter where i trigger it i am still sat where every i may be

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facing what ever dirction i trigger it in

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could be weight and vertex group

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doubt i did thoes correct

stray bridge
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puh sounds and looks like theres alot not correct, luckily napi also offered help he might figure it out with you

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thats smth thats hard to figure by just guessing in a dc channel

odd rampart
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ye ty for the suggestions hopefully napi can help more in depth

lavish sparrow
#

Why is my texture getting super streched at this edge?

fallow pond
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stretched uv

lavish sparrow
# fallow pond stretched uv

Sorry new to creating models. I want to use the base games terrain mat({E0078B932EB17D27}Common/Materials/default_MatTerrainObj.emat), if I'm using an existing game material. How can i go about fixing this?

lavish sparrow
remote palm
#

You have to properly UV unwrap your item

lavish sparrow
remote palm
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Because there is still stretching. How does the BCR look of the emat you want to use?

fierce kraken
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I have a wedding ring model in game and rigged but sometimes its floating away from the correct position. Is it too small of an object to rig correctly or is it something else?

worn plover
fierce kraken
#

Goober intensifies

worn plover
lavish sparrow
worn plover
#

it could just be the terrain mat

fierce kraken
worn plover
fierce kraken
fickle vigil
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Wondering how I go about this. Very tall building, 99% of triangles are in the top 3 floors. I was wanting to only have most of those triangles render when you are near the top but right now, LOD0 still renders at ground floor. The top 3 floors are a separate mesh/prefab. Whats the best method to acheive this? Nothing on the building is accessible until you are in or on top of the top 3 floors. Is it showing LOD0 from ground floor because the top mesh is so many triangles? Top part is around 1 million at LOD0

sonic tree
#

first of all reduce mesh, then u can try to work around with lods u might try to separate inside and change lods settings if u want to achive this render

onyx sonnet
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anyone know if it is allow if i wanted to edit the base game character model?

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or is that against licensing?

chrome crater
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It finally works. Im still learning but step by step it works and looks better. Next project is a pair of gloves. After that im going to start with the fullghillie🤯🥳

steel hare
# fickle vigil Wondering how I go about this. Very tall building, 99% of triangles are in the t...

maybe make the seating elements, sun umbrellas, the lower balcony railing into single objects and prefabs. The ladder into the pool aswell. This way you can have LOD0 for these small objects only rendered when the user approaches it. I had a similar problem with large structure am working on so I make them modular from the beginning on and assemble them in Enfusion workbench into one big prefab.

brisk grotto
#

@fickle vigil id also suggest some LOD0 optimisation. Can’t see any good reason why that should be 1m

fickle vigil
fickle vigil
brisk grotto
# fickle vigil It has a lot of detail and artwork at the top. LOD0 optimization in this case is...

Even with artwork, details etc 1m is way too fucking high for any reforger building honestly. Most I've ever pushed it to is about 500k and even that really should have been better optimised. 1m is going to fry console players especially.

Base game buildings average 30-50k, with some occasioanlyl being 100-150k for more complex stuff.

Sure you could do it, but why? Better to take time to actually optimise things. Either someones used a lot of subvidision modifiers or it's got a load of assets designed for UE5

fickle vigil
brisk grotto
fickle vigil
# brisk grotto You literally didn’t say that anywhere in your message but ok

I said "LOD0 optimization in this case is implied" but prob not the best way to say it. By the time I'm done with optimization it will only be a couple 100k and once I get the LOD distance thing locked in, when you are at the top and rendering it at LOD0, since its so high everything else will be rendering at LOD4/5 so it should run fine. I'm just trying to figure out the best way to make sure LOD0/1 wont render when someone is on the ground looking up at it

brisk grotto
fickle vigil
fickle vigil
hybrid mountain
#

for LODs they tend to use pixel size scale

compact scarab
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Bounding Box on meshobject component was my thought

hybrid mountain
#

so basically how much space the bounding box is taking up on the players screen, below a set amount of pixels drops it, in scale, default settings usually means LOD0 is only rendered very close or inside of an object

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and consoles are far more aggressive when skipping, iirc they either skip LOD0 or they skip mipmap level 0 (drop to next texture resolution)

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can't remember which, but you can also manage import settings based on platform as well

fickle vigil
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Thank you for the knowledge, that helps a ton. Neither bounding box size/scale and pixel size filter seem to fix the LOD0 issue. No matter what I set in LOD factors or pixel size filter, the mesh still renders LOD0 when a player is at the bottom of the building, depsite all mesh being 150m above.

mint summit
#

How can i make this to where i can wear these shoes? They are lower than the ankle how can i just have the feet show with the shoes, instead of having to try to add the feet in.

mint summit
#

i got er figured out.

bitter grove
#

why is this not working as a collider? i really dont understand whats causing that error

bitter grove
#

i feel thats clean tho for 150 tris?

compact scarab
bitter grove
#

YEAH. I just needed to apply all transforms it seems. that helped

compact scarab
onyx sonnet
#

Ty

crystal kestrel
#

hi i'm new to moding enfusion and working on a helmet which I'd like to not clip my camera or scope and ironsight views in first person. is there a component i can add that will turn off its visibility for only the player when in first person or when aiming a weapon? i have screenshots of third vs first person views

crystal kestrel
#

okay i figured it out. just hadd to add the default head_cipping.edds and apply user alpha bias + disable alpha shadow settings in the emats. super easy fix!

amber oyster
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Anyone know where I can get a model for some huge radar domes?

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These

fallow pond
#

in blender

brisk grotto
surreal ore
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It's there to provide a transition between visible and not visible. As opposed to just popping in and out of visibility.

hoary gazelle
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Just wondering, whats the point of adding wheel collision to the body mesh? the wheel placed on them has a collider that will be sloted on later. On the bodies i see in vanilla, some has and some dont have like this btr has, but LAV dosnt have https://i.imgur.com/DUE3udx.png

fallow pond
#

to trigger mines if I remember correctly

hoary gazelle
bitter grove
#

this is really blowing me out. why is the game not reading the UV map? using the defaultterrrain.emat

brisk grotto
#

And that’s a guess based on the smart UV project kekw

bitter grove
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yeah i started over just doing a test and i feel any way i mark this and unwrap it the side are strecthed

calm rune
#

In object mode click on the model then Shift + A

bitter grove
fallow pond
#

generally if you dont know what your doing with unwrapping your uv islands should be the same size

bitter grove
#

Yeah I know they should all be same sized squares more or less, that’s why was confused with how my map was or why it was like that

young shard
shell hedge
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Texture is fine on the bevel but not on the "wall" of the trench

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I wonder if the shader is just mapping it from 6 directions

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From outside the bounding box or something

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Idk

calm rune
fickle vigil
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Does anyone know the reasoning behind this collider overlap rule? Wondering if they say not to overlap because it will cause performance issue or if its because colliders may not work properly if overlapping? Working on a big model and want to know how detailed I need to be on the overlapping rule. Thanks

sonic tree
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for example some collider overlaped by mistake in my model

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and vehicle started flying around map

surreal ore
fickle vigil
surreal ore
fickle vigil
surreal ore
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At least in this reguard it seems fine.

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Would need clarification on if the import setting "Merge Tri Meshes" yields the same result.

small heath
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When im modeling my magazine, do I need to model the bullets? Also, should I model it with the spring up or down?

sly bridge
#

@ember eaglewrong channel

steel hare
remote palm
fickle vigil
fickle vigil
bitter grove
#

What would be the best way to add a field like this? So I could paint it like the wheat fields and grass

ember eagle
brisk grotto
sly bridge
ember eagle
wary inlet
small heath
bitter grove
remote palm
small heath
#

Kk

tepid cloak
#

anyone got any idea why spawned items (scripted) would just disappear on certain angles of a objet?

ancient walrus
#

Bounding box probably due to model size or shape changing with animations in my experience . Normally happens in SP spawn for me too with GM .

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IIRC I made sure geometry was as large as furthest animated part or something similar or a plain axis was

burnt surge
# tepid cloak

Nice with this crate in the background coolfrog , any tips how you did this or how to do that? Would be cool rock

tepid cloak
# burnt surge Nice with this crate in the background <:coolfrog:1356650288529936597> , any tip...

Hey Sentry, this is how my floating/spinning crate works so far:

The spawner creates the crate entity and passes runtime config into the crate component.
The crate runs a server tick every m_fUpdateIntervalSeconds.
Float/bob uses a sine wave:
y = baseY + sin(elapsed * frequencyHz * TAU) * amplitude
Spin uses elapsed time:
yaw = baseYaw + elapsed * rotateSpeedDegPerSec
Pickup still runs in the same tick (vehicle proximity check), so movement + gameplay are one loop.
Current implementation is in:

ARGH_WeaponCrateSpawnerComponent.c (line 2153)
ARGH_WeaponCrateSpawnerComponent.c (line 2180)

very much wip

class Sentry_FloatingCrateComponentClass : ScriptComponentClass
{
}

class Sentry_FloatingCrateComponent : ScriptComponent
{
    protected static const float TAU = 6.2831853;

    [Attribute(defvalue: "0.25", uiwidget: UIWidgets.EditBox, desc: "Vertical bob amplitude in meters")]
    float m_fFloatAmplitude;

    [Attribute(defvalue: "0.75", uiwidget: UIWidgets.EditBox, desc: "Bob frequency in Hz")]
    float m_fFloatFrequencyHz;

    [Attribute(defvalue: "65", uiwidget: UIWidgets.EditBox, desc: "Yaw spin speed in deg/sec")]
    float m_fRotateSpeedDegPerSec;

    [Attribute(defvalue: "0.05", uiwidget: UIWidgets.EditBox, desc: "Server tick interval in seconds")]
    float m_fUpdateIntervalSeconds;

    protected float m_fElapsedSeconds;
    protected int m_iTickIntervalMs;
    protected vector m_vBaseOrigin;
    protected vector m_vBaseAngles;

    override void OnPostInit(IEntity owner)
    {
        super.OnPostInit(owner);

        m_vBaseOrigin = owner.GetOrigin();
        m_vBaseAngles = owner.GetAngles();
        m_fElapsedSeconds = 0.0;

        if (!Replication.IsServer() || !GetGame())
            return;

        m_iTickIntervalMs = m_fUpdateIntervalSeconds * 1000.0;
        if (m_iTickIntervalMs < 20)
            m_iTickIntervalMs = 20;

        GetGame().GetCallqueue().CallLater(Sentry_ServerTick, m_iTickIntervalMs, true, m_iTickIntervalMs);
    }

    protected override void OnDelete(IEntity owner)
    {
        super.OnDelete(owner);

        if (GetGame())
            GetGame().GetCallqueue().Remove(Sentry_ServerTick);
    }

    protected void Sentry_ServerTick(int intervalMs)
    {
        if (!Replication.IsServer())
            return;

        IEntity owner = GetOwner();
        if (!owner)
        {
            if (GetGame())
                GetGame().GetCallqueue().Remove(Sentry_ServerTick);
            return;
        }

        float dt = intervalMs * 0.001;
        m_fElapsedSeconds = m_fElapsedSeconds + dt;

        if (m_fFloatAmplitude > 0.0 && m_fFloatFrequencyHz > 0.0)
        {
            vector pos = m_vBaseOrigin;
            pos[1] = m_vBaseOrigin[1] + Math.Sin(m_fElapsedSeconds * m_fFloatFrequencyHz * TAU) * m_fFloatAmplitude;
            owner.SetOrigin(pos);
        }

        if (m_fRotateSpeedDegPerSec != 0.0)
        {
            vector angles = m_vBaseAngles;
            angles[1] = m_vBaseAngles[1] + (m_fElapsedSeconds * m_fRotateSpeedDegPerSec);
            owner.SetAngles(angles);
        }
    }
}
burnt surge
tepid cloak
#

Use wisely I see cool uses for like floating rocks u can climb to places or platform style gaming with this

steel hare
delicate condor
#

the other objects would have to be separate entitites for them to have their own independent lodding

fickle vigil
delicate condor
#

I would maybe split tall building like this into 3 parts even

#

maybe depending on the polycount and interior details

fickle vigil
# delicate condor I would maybe split tall building like this into 3 parts even

Its around ~300k polycount spread across 16,800m^2 with 95% of polycount in those top 3 floors, below that its empty inside and very low poly. Just to confirm, you are saying split it up into multiple separate entities that are not parented to each other? Currently, its a "building" with poly split up into 6 mesh across 6 "buildings" that are children of main mesh/building

delicate condor
#

child prefabs can have separate lod handling values if I remember right, but essentially yes if you want it to lod at distance on the top that part needs to be separate entity

#

but lod switch is not just distance based

fickle vigil
# delicate condor but lod switch is not just distance based

Ive tried every combination of pixel size filter and lod factors and it still renders at LOD0 from ground level as if you are at that top level. If camera is at roof height and I start backing off, LODs kick in quicker than being at ground level. Going to split it up into separate ents like you said and hopefully that gets the job done. Thanks for the info👍

delicate condor
fickle vigil
#

Copy🫡

fickle vigil
#

Is there anyway I could link the entities like parent/child does so that it can be placed down in one prefab but still be considered separate ents? I'm not sure if a comp would be the way to go for a static building of this size? Its a mall made up of 6 separate meshes

leaden trench
#

You can get away with high poly count for ship; out in ocean there is nothing else for the game to render but water. The way I would do it is have one model for the hull/walls, and then decorate it with props. Do it like buildings are done.

supple gulch
#

Make sure that once the model is ready you check :

The normals of the model, you can do this by selecting the entire model, going to the mesh tab and recalculating 'outside' this makes sure the players can see the model

Make sure that any floors, walls etc are 3 dimensional if they can be viewed from multiple sides, if they are not it'll allow people to see through the ship in places

triangulate the faces (you can do this by right clicking and selecting the triangulate faces option), if you don't do this the mesh may behave weirdly in the Arma, have its poly count sky rocket to a ridiculous level or simply have the game unable to actually process what you have imported.

You should be good just doing one set of lods but you could save on performance if you make the interior areas aggressively reduce in quality when compared to the exterior

#

Oh and the biggest thing I can think of is, if you are going to decorate the rooms from the start do the absolute bare minimum.

A sick bay doesn't need a dozen beds, IVs everywhere and loads of grebles to get the point across that it's a medical room, a few beds, some pretty simple medical equipment and people will get the point without dying from potentially performance issues

compact scarab
#

You could child them in the hierarchy manually, but not as a prefab also and see results.

#

If it doesn't have to be spawned

#

Or you could just use a world layer maybe

#

Like its a prefab kindve, to group them into one thing. Not an entity, but maybe could find an angle.

bitter grove
brisk grotto
calm rune
calm rune
bitter grove
compact scarab
#

There's a shader feature that deals with that but idk if reforger has that feature. Like trilinear or something.

calm rune
#

I need to test this out myself bcz something doesn’t seem rights

compact scarab
#

TriPlanar UV was what I used in unity from Microsplat for that

#

no idea if reforger has an equivalent

bitter grove
#

i could still be doing something wrong, but my other models i made yesterday looked fine when i made the angles not 90

brisk grotto
bitter grove
#

standarded FBX, i can try the blender pluggin real quick

brisk grotto
#

you'd need to update your blender for that

#

you should be on the 4.5 LTS

bitter grove
#

I still have it at 4.2.9

brisk grotto
#

dunno if the latest plugin works for that, they always suggest the current LTS

#

if you want ping me the fbx or blend I can test it my end on LTS see what it does via plugin

bitter grove
#

yeah i do need to update that's prolly why there is no selection for the collider materiel , it still exported it though but it didnt help the 90s

calm rune
compact scarab
surreal ore
#

Make parent prefab, make child prefabs. Open parent prefabs and add child prefabs to them. Look at any of the buildings that already exist. They all have child doors, windows and furniture.

calm rune
#

Yep, works as I expected lol. No stretching lol

#

Wait are you using the paint tool to paint it as terrain?

brisk grotto
#

You’ve also got a custom material and texture not the terrain?

calm rune
brisk grotto
calm rune
calm rune
fickle vigil
# surreal ore That's exactly what vanilla buildings do. What are you confused about?

I was having an issue where the mesh in child prefabs were scaling LODs relative to parent prefab mesh. A mesh that would be at LOD5 if placed on its own, would instead be at LOD0 or LOD1 at same distance if its a child prefab. Goat suggested making all prefabs separate entities which does resolve the issue but the model is a large building so I was looking for a way to place it down as one prefab so that all mesh dont need lined up manually. Basically a way to group them into one ent like parent child relationship does, but without actually having that relationship so I can have LODs scale independently

brisk grotto
#

He sent me his mesh and it works fine with other textures, it's only the matterrain that doesn't like the trench edges

surreal ore
bitter grove
# calm rune Works fine for me

Yeah the UVs are fine, like Casey was saying the terrain tool painting over it doesn’t like the 90 degree edges. I could texture them in SP and use custom textures but I want them to blend with the terrain better

mortal marsh
#

Evening all 🙂 Im trying to attach a patch prefab to a hat using slots in BaseLoadoutClothComponent

Its working as expected on the object, but when worn it returns to the model origin

I've seen BI and other modders use this system to attach pouches etc. so I dont think it needs to be rigged in order to be attached wherever you want - Any ideas what I could be missing?

tepid cloak
#

How the f did I end up here 🤣

brisk grotto
#

I think the copyright police will be on the way shortly kekw

tepid cloak
#

soo I am never publishing it 😄 I am using it for research for a tool I am creating that generates Kart Style race tracks as OBJ's 🙂

surreal ore
mortal marsh
#

I'll give that a go, cheers Zelik

surreal ore
surreal ore
tepid cloak
#

i was told its not allowed to be published dont want to ruffle feathers 🙂

tepid cloak
#

proof of concept usign above

#

took about 30 mins to bring my generated model into blender figure out first time setting up from my tool and get in game

leaden trench
tepid cloak
#

I like this shit fuck yeah

#

i am usign bezier splines for road gen 😛

#

would love to see others creations this one took me 5 mins now i know what im doing obv not uv'd yet etc will work on that if i can man procedural

#

then the real test is if i can make it work in engine as a plugin

tepid cloak
hexed sandal
# tepid cloak

I need to do something like this for my map of Seattle... I have an idea of how to do the first photo with about five lanes, but the other image with the T-junction and the bike lane, including the crosswalk and sidewalks, has me stumped!

tepid cloak
#

seems clothoids is answer my dude

#

see maths in article above

#
  function buildUnitBiClothoid(theta, steps = 18) {
    const th = clamp(Math.abs(theta), 1e-4, Math.PI - 1e-4);
    const segs = clamp(Math.round(steps), 8, 96);
    const ds = 2 / segs;
    let phi = 0;
    let x = 0;
    let y = 0;
    const points = [{ x: 0, y: 0, t: 0 }];
    for (let i = 0; i < segs; i++) {
      const sm = (i + 0.5) * ds;
      const k = sm <= 1 ? (th * sm) : (th * (2 - sm));
      const phiMid = phi + 0.5 * k * ds;
      x += Math.cos(phiMid) * ds;
      y += Math.sin(phiMid) * ds;
      phi += k * ds;
      points.push({ x, y, t: (i + 1) / segs });
    }
    const sinTh = Math.sin(th);
    if (!Number.isFinite(sinTh) || Math.abs(sinTh) < 1e-6) return null;
    const cutY = y / sinTh;
    const denX = 1 + Math.cos(th);
    let cut = cutY;
    if (Math.abs(denX) > 1e-6) {
      const cutX = x / denX;
      if (Number.isFinite(cutX)) cut = (cutY + cutX) * 0.5;
    }
    if (!Number.isFinite(cut) || cut <= 1e-4) return null;
    return { points, cutScale: cut };
  }

  function tryInsertClothoidCorner(out, P, C, N, cfg) {
    const {
      dedupEps = 1e-3,
      minSeg = 0.05,
      width = 4,
      hard = 0,
      ang = 0,
      lin = 0,
      lout = 0,
      din = v3(1, 0, 0),
      dout = v3(1, 0, 0),
    } = cfg || {};
    if (!Number.isFinite(ang) || ang <= 1e-3) return false;
    const turnSign = (din.x * dout.z - din.z * dout.x) >= 0 ? 1 : -1;
    const steps = clamp(Math.round(8 + hard * 12 + ang * 8), 8, 48);
    const unit = buildUnitBiClothoid(ang, steps);
    if (!unit) return false;

    const targetRadius = width * (0.58 + 0.34 * hard);
    const desiredL = Math.max(minSeg * 0.7, targetRadius * ang);
    const maxCutIn = lin * 0.48;
    const maxCutOut = lout * 0.48;
    const maxL = Math.min(maxCutIn, maxCutOut) / Math.max(unit.cutScale, 1e-6);
    const minL = minSeg * 0.7;
    if (!Number.isFinite(maxL) || maxL <= minL) return false;
    const L = clamp(desiredL, minL, maxL);
    const cut = unit.cutScale * L;
    if (!Number.isFinite(cut) || cut <= minSeg * 0.5 || cut >= lin || cut >= lout) return false;

    const tIn = clamp(cut / lin, 0.04, 0.48);
    const tOut = clamp(cut / lout, 0.04, 0.48);
    const A = lerpSampleNode(C, P, tIn);
    const B = lerpSampleNode(C, N, tOut);
    const left = v3(-din.z, 0, din.x);
    const inward = turnSign >= 0 ? left : mul(left, -1);

    pushSampleUnique(out, A, dedupEps);
    const den = Math.max(1, unit.points.length - 1);
    for (let i = 1; i < unit.points.length - 1; i++) {
      const lp = unit.points[i];
      const ux = lp.x * L;
      const uz = lp.y * L;
      const t = i / den;
      const pXZ = add(add(v3(A.pos.x, 0, A.pos.z), mul(din, ux)), mul(inward, uz));
      pushSampleUnique(out, {
        pos: v3(pXZ.x, (1 - t) * A.pos.y + t * B.pos.y, pXZ.z),
        bank: (1 - t) * Number(A.bank || 0) + t * Number(B.bank || 0),
        u: (1 - t) * Number(A.u || 0) + t * Number(B.u || 0),
      }, dedupEps);
    }
    pushSampleUnique(out, B, dedupEps);
    return true;
  }

  function sanitizeRoadSamples(samples, opts = {}) {
    const pass = Math.max(0, Math.min(4, Number(opts._pass || 0)));
    const useClothoid = opts.useClothoid !== false;
    const minSeg = Math.max(0.04, width * 0.035);
      const hard = clamp((ang - maxTurn) / Math.max(1e-6, Math.PI - maxTurn), 0, 1);
      if (useClothoid && tryInsertClothoidCorner(out, P, C, N, {
        dedupEps,
        minSeg,
        width,
        hard,
        ang,
        lin,
        lout,
        din,
        dout,
      })) {
        continue;
      }
hexed sandal
#

I am an artist, not a programmer. Neo, i only see 1 & 0. 🐇

tepid cloak
#

i kinda do both 🙂

#

i use your TOH skins for alot ❤️

#

dm we should chat 🙂

hexed sandal
#

Whenever you want! I'm a busy but attentive old man. 🤝

tepid cloak
tepid cloak
#

which judging my by CPU lack of fan sounds i can test now

hexed sandal
#

Fascinating...
I'm facing a street challenge... it's a 61x61km map with lots of residential areas!

tepid cloak
#

above math has already helped

hexed sandal
#

You should start a thread about this in #1049297536617291827 and even post a mod with some examples... it's really exciting!

tepid cloak
#

I might do this Ive kinda had a ARGHIO Kart Idea since i started with the karts /cars

hexed sandal
#

Imagine that I am adding Seattle's road intersections to 3D models.

#

This would be as simple as adding clothoids at different levels.

tepid cloak
#

maybe we need a highway generator

#

/road

hexed sandal
#

There is so much to learn about what Enfusion does, and we still don't even have any ideas... ENFUSION NEVER CEASES TO AMAZE! enfusion

tepid cloak
#

im very keen to try your map eventually 🙂

#

many systems ive made may help you 🙂

hexed sandal
tepid cloak
#

this is why I did this. look tbh bringing a mario kart map into enfusion is fun to test but i was using their track to analyze curve structure and break down racing tracks into key groups etc. I like learning the theory sometimes cause it makes the physical seem more fun

#

working on implementing full road system.. some good articles

#

*with auto support meshing etc

#

3d prints do support structures well enough for good papers to feed to bots 😛

#

## Goal
Move from spline-only track editing to a graph-based road system that can scale from city streets to highway interchanges, including elevated roads with automatic structural supports.

## Baseline Requirements
1. Network graph, not single ribbon:
- Nodes: intersections, merges/diverges, roundabouts, ramp terminals, grade-separated crossings.
- Edges: directed road segments with lane metadata and design class.

2. Road hierarchy (SimCity-style, but engineering-backed):
- `local` (access priority)
- `collector`
- `arterial`
- `freeway`

3. Junction strategy:
- Use an Intersection Control Evaluation-style approach to pick control type by demand/speeds/space.
- Supported controls: stop/signal, roundabout, RCUT/MUT/DLT, DDI/ramp terminal variants.

4. Geometry rules:
- Horizontal continuity via clothoid transitions.
- Vertical alignment with grade + vertical curves (crest/sag behavior).
- Class-based limits for min radius, max grade, lane count and lane width targets.

5. Grade separation:
- Overpasses/bridges with explicit deck clearance targets.
- Automatic substructure generation (piers/caps) when deck-to-ground gap exceeds threshold.

6. Lane connectivity:
- Explicit incoming-lane -> outgoing-lane mapping at each node.
- Turn restrictions and lane use control (through-only, left-only, right-only, ramp-only).

## Data Model (Target)

RoadNetwork
  nodes: Node[]
  edges: Edge[]
  junctions: Junction[]

Node
  id, pos3
  type: normal|merge|diverge|roundabout|interchange

Edge
  id, fromNode, toNode
  class: local|collector|arterial|freeway|ramp
  centerline: parametric alignment
  profile: vertical profile
  lanesForward, lanesReverse
  speedTarget

Junction
  id, nodeIds
  controlType: stop|signal|roundabout|rcut|mut|dlt|ddi
  laneConnections: [fromLane -> toLane]
  conflictZones


## Generation Pipeline
1. Topology pass:
- Build/validate graph, detect disconnected components, ensure lane continuity.

2. Geometric pass:
- Solve centerlines with clothoids and vertical curves.
- Resolve junction throat geometry and lane tapers.

3. Surface pass:
- Build road/shoulder/curb meshes per edge and per junction patch.

4. Structure pass:
- Build supports for elevated sections against terrain and underpasses.

5. Traffic metadata pass:
- Create turn restrictions, priorities, and lane-level routing graph.

## Implementation Stages
1. Stage A (current focus):
- Keep existing UI/tools.
- Treat main spline + branch sections as a network.
- Generate all theme meshes per branch + main.
- Add automatic support mesh generation from terrain gap.

2. Stage B:
- Introduce road classes and per-class defaults.
- Add lane count + directionality per edge.
- Add lane connection model at Y-splits/roundabouts.

3. Stage C:
- Add interchange node templates (diamond, partial cloverleaf, trumpet, stack-lite).
- Add ICE-style junction chooser helper.

4. Stage D:
- Add routing/traffic simulation hooks.

## Standards Anchors Used
- FHWA roundabouts: speed reduction + yield-controlled circular flow + safety/conflict reduction.
- FHWA intersection control evaluation and innovative intersection families (RCUT, MUT, DLT, DDI).
- TxDOT roadway design criteria for hierarchy concepts and vertical clearance targets.
- SUMO network model concepts (nodes/edges/lanes/connections/roundabout declarations) for lane-connectivity structure.```
#

@leaden trench heaps smoother thanks 😄

#

now with supports maths

#

clothoid @leaden trench YOu have OPENED MY F***&%&%^ eyes with this maths dude wtf

#

fuck go karts we makign ARMA COSTER TYCOON BOYS lol

#

i am going to need so much more rum to finish this shit...

#

Current Implementation Snapshot

  • Stage A complete in this repo: network theme continuity + automatic supports for elevated segments.
  • Stage B partial in this repo: road class/lane/direction defaults, per-branch edge overrides, and class-aware edge width scaling.
hexed sandal
tepid cloak
#

done

burnt surge
tepid cloak
#

Soon

fickle vigil
# surreal ore What specifically is the problem though, If parent is at LOD0 the child should b...

Building is 150m tall. 280,000 out of 300,000 faces are above the red line. At ground level, it all renders at LOD0. Just trying to find the best way to not render LOD0 from ground level. The engine doesnt seem to take height into account so for example if you are 200 meters away on x axis but at ground level (150m away on z axis/height), LODs scale the same when 200m away on x axis but same height as top floor. Separating the bottom of the tower into its own entity does not change anything. I was thinking about separating every objecting into its own mesh but im not sure that would change anything. I was thinking about using occluders placed under the top section but they dont seem to work reliably enough to be viable in this case

#

Now im wondering if changing the origin in blender would make a difference. Currently for the top part of building, enfusion origin is at ground level with mesh at correct height. Maybe ill snap it to ground in blender then move it upwards in enfusion

surreal ore
fickle vigil
#

From what I understand it just lets you set a bonus amount of time for how long a specific LOD stays active. Could make LOD1 last longer than normal basically

#

pixel size scale does nothing in this instance either

#

Im thinking its caused by the top part being at that height in blender before export so enfusion thinks in face to face with it when on the ground, or it just doesnt take height into account. Ill try snapping it to ground in blender soon

surreal ore
#

Altering those values should have some effect, otherwise they wouldn't be there. Inherit Visibility should theoretically inherit parent lod for the child. I.E. If parent is at lod 0, child would be too.

#

I do know that origin could have something to do with it as well though.

#

I can't remember what I was doing but, I know there is some correlation to rendering in that regard. Had an issue with items culling if they were so small and their origin wasn't in the viewport.

#

I'm assuming that model has full interior?

lethal frigate
#

If you put last lod at 0.5 it will load at like 500m i guess

#

But depends on object type

fickle vigil
surreal ore
#

Not sure what it's getting multiplied to, probably a calculated "complexity" of the model.

compact scarab
#

Yes it's a multiplier, and it uses the mesh scale or the actual mesh to make the auto lod distance calculation.

lethal frigate
surreal ore
#

Same Lod factors for all of these prefabs, each Lod has it's own material. The small ones are 1m, the big are 2 m. The set of big and small on the right have more verts. In case anyone is curious.

compact scarab
surreal ore
#

oof, You're meaning specifically setting the mip of each texture on each material for the different lods?
Or maybe you're meaning importing your own textures each at a different quality?

surreal ore
#

In any case though, anything that can be shared should be shared. It's less expensive, take up less space on the hd etc.

compact scarab
surreal ore
#

which part? lol

compact scarab
#

Setting the specific texture on each material and different material on each l o d model

surreal ore
#

That would be then causing the textures to pop in and out of vram when the lod switches.

compact scarab
#

And having actual different textures files for each lod

surreal ore
#

If one texture is used across all lods then that's one texture that has to be in vram.

#

If LOD 0 has TexureA, LOD 1 has TextureB ect.

#

When the lods got from 0 to 1, then TextureA would "pop" out of vram and then TextureB would be loaded.

#

Or they could all be loaded into vram when the model is rendered. Not sure how Enfusion handles it tbh.

#

Enfusion may or may not "pop" them in and out, they may all just be there if the models is rendered. Would have to do some digging for that I guess.

shell hedge
#

lod factors are multipliers of enfusion, not mesh scale or complexity

#

some vanilla assets use a shared material for the final lod which is using the same texture (color palette) but has uv coordinates offset

#

in that case it makes sense since that texture pretty much always is loaded, with how many assets are using it

young linden
#

how do lod factors work, and what is the best configuration?

shell hedge
#

Also, I don't know if this is intended, but those factors only work when the next LOD factor is smaller or equal to the previous one

fossil crater
burnt surge
fossil crater
#

And what that formula does based on those factors

#

You get these factors so that you can influence how the engine does that to your model

#

If you do not care, then just leave the defaults

burnt surge
#

Okey nice would there be also a default option so you dont need to edit it?

#

Okey answered

fallow pond
#

and the inverse for larger objects maybe

signal gull
#

I've created a model with land contacts setup. They're properly recognized in the enfusion viewer, but when I then use wall generator, they do not snap to the ground properly. Is there anything additional to be configured?

signal gull
balmy coyote
#

hello i got a custom weapon model , everything works as it should but for some reason my custom magazine when its dropped from inventory its floating in the air compared to the official mags - as what i can see i got everything setup and did various things like various geometry models and no luck - so if anybody got an idea whats wrong then please let me know

fallow pond
#

maybe the transform is not set correctly

balmy coyote
fallow pond
#

yes

balmy coyote
#

in the item phys atributes i got the mag weight set to 0.120

karmic adder
balmy coyote
#

i got an idea - could it be because its magazine is set too low in height in blender?

brisk grotto
balmy coyote
#

like this ? i did apply transforms but no change

brisk grotto
#

Where exactly is your snap_weapon? I assume it uses that or the origin to offset the ground mag in the game.

I'd say compare it to their sample wepaon mag fbx for placement

sacred kindle
# young linden how do lod factors work, and what is the best configuration?

they define at what distance the LOD changes.

plop your asset in the middle of an empty map or in the ocean facing away from the map, set every LOD Factor at 1

hold windows+alt and right arrow into statstics, meshobjectstats set at verts

then play with your LOD0 number and you can see it adjusts when it flips to the next LOD

I tend to go through, get to the range I want LOD0 to go to LOD1, then I play with the 0 factor value until it flips, then move on to the next distance I want LOD1 to go to 2 and repeat.

compact scarab
#

Probably set to inactive or no gravity

balmy coyote
burnt surge
#

Little question, im adding my Berets with and without Radio, gave fabric material to the regular Beret and fabric & metal to the one with Radio. I did the collision as UCX (figured out with UCX (item) it will stay on surface when you did a heady and with UTM it doesnt even if you gave ItemFireView).. is it possible UCX doesnt like 2 materials or 3 collision meshes in it? When i delete the Radio parts (Collisions) then it works

balmy coyote
#

update on the mag - when i moved it more to the center and little higher , it magically fixed that issue 🤔

calm rune
burnt surge
balmy coyote
#

now that the mag is fixed , i would like to know how to make the magazine looking empty when its empty like hidding those bullets but i dont know how to do it

brisk grotto
balmy coyote
brisk grotto
#

Look at the base game or sample ones that’s how they do it

balmy coyote
brisk grotto
balmy coyote
compact scarab
#

Or the parent weaponcomponent whatever it's called

burnt surge
compact scarab
#

I have this one.It's fairly old and I don't think I do the empty magazine set up on it. But it would just be in the same place that I set up the regular magazine. You may just put the empty one in the template slot.

#

I think the template slot might be the right approach. Something to try anyway

burnt surge
compact scarab
sage lance
#

Very stumped on this. I've imported in the windows of a car model from Blender and was attaching them to the prefab. However, I noticed that a section of the rear left door's window is missing/invisible, yet the section doesn't correspond to the geometry of the mesh's faces. Subsequently, it can't be an inverted normal or geometry issue that occurred when exporting from Blender. I've also tried adjusting the .emat's "Alpha Test" and "Alpha Mul" modifiers to see if that would fix it, but it did not work. Does anyone know what the source of the issue could be?

boreal skiff
#

has anyone before had a issue where 1 meter in blender equals 2 in enfusion

surreal ore
steel hare
stray bridge
hoary gazelle
balmy coyote
primal zealot
#

What are the requirements for collision to work in Blender Material setup?
Some assets are working great, the UTM colliders box is Purple but some models are just white and dont have colliders like this one.

  • Material Default
  • Layer Prop
ancient walrus
#

You need the right prefix for the shape of the model selection it’s on the wiki UBX,UCX UTM etc

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UTM is usually for fire geo for accurate decals on model

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Simple for collision

boreal skiff
#

Does anyone know how I change this to where the scale and dimensions are 1:1

delicate condor
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scale is 1

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and model is 2 meters in size

delicate condor
primal zealot
ancient walrus
#

for you would make simple convex shapes for the collision ubx ucx etc and a very low poly triangled lod for the fire geo utm

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if its not right when you import it will say in the console error shape doesnt match the prefix ( not in that exact manner )

ancient walrus
brisk grotto
boreal skiff
delicate condor
hoary gazelle
#

I'm working on rigging a leaf spring suspension running into issues with the weight painting/bone deformation. I just dont understand how this is setup on the mesh, its very nice and smooth on the example here BDRM2 but i cant seem to mange to mimic it. This is just a test suspension setup, i can share it

ancient walrus
#

looks like the axle is everything apart from the end loops of the leaf spring in the vertex assignment group ?

ancient walrus
#

@hoary gazelle maybe it helps maybe i didnt undersand

fallow pond
#

more red on the center and less as it goes towards the ends and its parented to the rear axel

ancient walrus
#

As always I forgot to show add modifier to mesh deform and link to armature 🙂

surreal ore
#

Weight paint with a gradient.

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The mesh consists of more than 3 sets of verts that need to be weighted. Manually doing that would take entirely too long and the end results wouln'd look that great.

hoary gazelle
# ancient walrus <@200691580640821249> maybe it helps maybe i didnt undersand

Thank you for taking the time to make a video 😄 , so its acutally a noob issue, when i tested this now i see where it might go wrong. I created this H shape from one cube mesh and it works fine as you showed. But if i make the same shape with 3 cubes, then Ctrl+j and then do the setup they are not "connected". So when i took the model previously and jonined them, its not really joined it seems when using this and pose mode(im kinda new to rigging with pose 😅 )

hoary gazelle
#

or is it the boolean modifyer with union you did?

ancient walrus
#

I am at pc tomorrow no problem
Add modifier to any object and then Deform -armature Then in the modifier aka spanne icon click the object tab and link to armature

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I’ll make video tomorrow no problem I always forget to show it lol

fierce kraken
#

Should I be making colliders for every LOD or is it fine to do it for only LOD0?

brisk grotto
hoary gazelle
# ancient walrus I’ll make video tomorrow no problem I always forget to show it lol

ok i thought you did some vodoomagic but i finally see the difference, i thought you had one continusly long mesh here the "leaf spring" but i see now that you have vertices in the middle there breaking it up. And when i tried this on my own at my model i just didnt fully understand how weight painting work and just got pissy at it 🤣 But i think i got the hang of it now though and more understanding of it and pose mode with weight paint https://i.imgur.com/emfr1sQ.png

fallow pond
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cant bend a box with only 8 verts

fierce kraken
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How many LOD's is the "rule of thumb" as it were? I usually do LOD0-4 using the decimate modifier in blender.

hoary gazelle
# fallow pond cant bend a box with only 8 verts

my confusion stems from not having to use pose mode a lot with weight painting. For once i thought that merging the meshes ctrl J made it a true solid, but it dosnt, You gotta do boolean merge or remesh it.

hoary gazelle
hoary gazelle
surreal ore
#

It's almost like I was right the whole time huh? lol

ancient walrus
thick cloak
ancient walrus
#

It’s in the plugin channel he linked it above

hoary gazelle
storm ermine
storm ermine
storm ermine
# sly bridge is it a model you made?

Also have a 105mm howitzer (also stationary for AC-130) but that one is not textured and not rigged, only prepared for texturing (high poly already modeled) if you're interested

sly bridge
hoary gazelle
surreal ore
#

I think you guys were just too involved to even realize anyone else even existed lol

#

Just so you know, spring suspension should be weighted the same way, except with a vertical gradient.

hoary gazelle
surreal ore
#

Nice!

hoary gazelle
ancient walrus
hoary gazelle
#

also new update is out more options

ancient walrus
#

yeah i see the post i will check it out time for a break im all vehicled out LuL

inner torrent
surreal ore
#

Not sure exactly what you're asking, but for anything to be animated it needs to weighted to some bone.

faint turtle
#

Learning assets with a Balaclava. How to go about making the inside layer transparent? Done through texturing or a visibility setting within a workshop component?

tender oracle
#

Check the alpha masking from other helmet models

faint turtle
#

Ended up being a solidifier mod from blender. thanks though

inner torrent
balmy coyote
#

about the mag again - where should i put the empty magazine xob model? because i dont see any reference to it anywhere

ancient walrus
#

If you look just above you can see some video that example how to see in game editor and test before even config

#

What ya need to remember is that all vehicles may use different Skelton names so make sure you have started from fresh or followed the names in the skeleton on the vehicle you will duplicate or base yours on

inner torrent
fickle vigil
#

Making a GM placeable that will have a river. Is this possible and what is required so that water, bsp and boxvol move with the placeable if moved after placing? Would I just need an armature with river, bsp and boxvol parented to? Thanks in advance

woven thistle
#

can anyone give me pointers why this model imports with the aqua and cyan color but in blnder i dont see anything wrong all the faces are blue so i dont understadn why its like this

woven thistle
last hill
ancient walrus
#

The camera rolled the idiot danced lol 🙂

fierce kraken
#

Is there some kind of trick to assigning bones to an object for clothes? I can only ever get 4 bones assigned.

Edit: I got 8 bones to assign now, but 2 just won't, they are inside the weighted area they just wont assign.

Edit2: Is it a solidfy issue?

Edit3: Now the mesh is shrinking when the character moves.

brisk grotto
ancient walrus
storm ermine
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Looks like the origin is way below the actual model

woven thistle
surreal ore
worn plover
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i have reimported like several times now. what am i missing. i had fixed this yesterday but now my ucl is flipped again all my transforms are applied in blender. ive closed and reopend workbench ive completly deleted all files from workbench and reimported.

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nvm for some reason this time when i applied rotation it didnt want to accept it. so i just decided to NOT apply rotation and that fixed it i guess.

tepid cloak
#

ish shy

shell hedge
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Show wireframe

tepid cloak
#

just some geo nodes instanced as mesh could be alot less but this looked pretty good and wasnt cause any issues so far

chrome crater
tepid cloak
#

sick love to see how youve done this if not similar to above lol

upper idol
#

Can someone help me out with the opacity map in enfusion. For some reason the opacity isnt taking from substance painter. Thanks in advance!

sly bridge
upper idol
#

ill add pics

brisk grotto
upper idol
#

so i used opacity to make the net for this

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pbr metal with roughness

brisk grotto
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no which export template

upper idol
brisk grotto
#

YEah dont export them like that

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its not how game expects it

sly bridge
#

not how the maps are used for the textures

upper idol
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yea cant find info for it glad you can help

sly bridge
brisk grotto
sly bridge
#

i also suggest you have a look over how each map is used in the texture RGBA channels

sly bridge
brisk grotto
upper idol
brisk grotto
#

just put opacity so it's correct in substance, then use those export presets I sent, they will export it greyscale correctly for you

sly bridge
brisk grotto
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I'd suggest do your BCR as normal (with their main export templates) then export a _A with mine

#

I've found _BCA a bit fiddly sometimes

sly bridge
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actually ideally there should be a single export profile that would also include emission as well which i have someplace

upper idol
#

lol

brisk grotto
sly bridge
brisk grotto
#

in about 20 years maybe someone in BI will notice the push request on the misc git I put in to add more kekw

upper idol
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@pufu the reforger bcr nmo a em is all i need right?

brisk grotto
#

you only need _EM if you have an emissive you want

sly bridge
#

even if you don’t have emissions set it will export black

upper idol
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thank you guys! i am new to enfusion so its alot to get used too

brisk grotto
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As standard practice always go for _BCR and _NMO, if you want transparency add a _A, if you need emmisive add an _EM

#

Once you export your _A you will need to add the mask to your material for it to work

#

and change the alpha mode

upper idol
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add user alpha?

brisk grotto
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The opacity mask bit there

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Add the _A to that

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And in general further down change blend mode

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to alphablend

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if you dont it wont check for the alpha mask

upper idol
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thank you man

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@brisk grotto is there a way to turn it up to see the material better

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its like transparent

brisk grotto
#

dont think so, as long as it looks fine in substance and you use the export templates you should be fine once you get to workbench

upper idol
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so here look

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looks good here but in my map this is what it looks like

brisk grotto
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So play with the alpha settings, the multi slider above, or change the culling type etc

#

it's a bit of a messy thing sometimes

upper idol
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YUP THAT WAS IT

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ALPHA MULTIPLIER

upper idol
#

thanks buddy saved me tons of time and aggrevation !

brisk grotto
#

I've been there so happy to help lol

upper idol
#

@brisk grotto hey what makes structures enterable in reforger

brisk grotto
#

WDYM? If you just mean if you can walk into it or not its colliders

upper idol
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for example it you put a collider on it the building will become a box that you cant eneter?

brisk grotto
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The collider stops people/vehicles/bullets so yeah whatever shape you makes it will block

upper idol
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roger that thanks again

mortal abyss
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Hi! Is it possible to create a new mesh out of two already existing ones? If I have two "generic entities" with meshobjects, it is possible to merge those into a single new one? (Sorry if wrong channel)

steel hare
#

You mean you got two xob / fbx files which you combine into one in the World Editor?

mortal abyss
#

Yeah something like that if it's a thing! Basically imagine a bunch of demo charges glued together, currently using slots but if I could just have a single mesh then I'd guess less to go wrong?

formal parcel
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When modelling a vehicle the polygon count is significantly greater than the minimum for implementing how do I adjust

sly bridge
formal parcel
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It’s a high render of a leo chassis

sly bridge
formal parcel
#

When I try to optimize it it messes up the grenade launchers get messed up

sly bridge
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When modeling a whatever from scratch, you are the only one in control of the polycount, and you can adjust these as you deem necesary

formal parcel
#

They become cones

sly bridge
formal parcel
#

originally it was an stl file made by someone else

sly bridge
#

so not yours, and most likely triangulated....

formal parcel
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Yes

sly bridge
#

anyways, there are a huge number of ways to go about reducing polycounts, depending on the software use and method chosen (automated / semi-automated and/or manual).
I would suggest having a looky over tutorials for your prefered software to understand what can/needs to be done

#

When modelling a vehicle the polygon count is significantly greater
This is what got me confused, because you weren't actually modelling a vehicle yourself

formal parcel
#

Gotcha

formal parcel
sly bridge
formal parcel
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thanks

topaz smelt
#

What’s the best way to fit clothing onto the sample model? Surely sculpting isn’t my best option? Any addons I should be using?

compact scarab
storm ermine
# topaz smelt What’s the best way to fit clothing onto the sample model? Surely sculpting isn’...

I haven't dont any cloth modeling but this seems like a good way to start https://www.youtube.com/watch?v=28tYKUH66KA

In this simple tutorial, you will learn how to do cloth sewing in Blender 4.0.

More content:
Join The Patreon: https://www.patreon.com/PIXXO3D
Skillshare Free For A Month: https://skl.sh/3aROa69


Social:
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Instagram: https://www.instagram.com/pixx...

▶ Play video
sly bridge
topaz smelt
sly bridge
#

i have never done it with other’s people models, in general from scratch you model on top of an existing geometry (the character’s sample).
However, depending on the software use, there are different tools to do that. Most are called conform / wrap / skinwrap etc. It is a mix of automated and manual work

#

example for the software i use - https://www.youtube.com/watch?v=fgKhMXJbn4E

Become a member to show your support.
https://www.youtube.com/channel/UC-HJyEfrDmRuZn8pqZuRzJw/join

Hey guys!
In today's video I will introduce you to the new Conform in 3ds Max.

Fala pessoal tudo bom com vocês?
No video de hoje eu vou apresentar para vocês o novo Conform no 3ds Max.

#3dsmax #hardsurface #boolean #tutorial #tips #new3dsm...

▶ Play video
topaz smelt
#

Yeah i'm using blender. Used skrink wrap before just found it a bit funky doesn't fit the character properly then using the scuplt mode just doesn't look right after some edits

compact scarab
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combining techniques

topaz smelt
#

Thx

feral jolt
wicked dirge
feral jolt
#

ah yes, I wanted to add helicopters and BTR

graceful frigate
#

I've bones in my model when i export the FBX it doesnt show the bones in enfusion

sly bridge
graceful frigate
untold glacier
# topaz smelt Noted, will definitely give it a try

Not sure if it’s the most efficient way but I will get the torso lined up, go into sculpt, box select mask the torso so it isn’t effected by the sculpting, then I will use a mixture of elastic grab and pose tools to get the arms where I want them, I use pose for moving the arms then elastic grab for micro adjustments

mellow urchin
#

Question... Whats the amount of faces on a pastg vest model in vanilla arma? Anyone know?

eternal jewel
#

Trying to make a custom armor vest with vanilla PASGT as a base, however the armor value does not seem to work.

I used the same firegeo as vanilla PASGT. However, characters wearing it gets incapacitated from just 2 shots of 9mm. It also shows blood particles even if the shot is on the vest.

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2 shots of 9mm mirrors characters without vests so its obvious the vest isnt working properly.

main shoal
#

Does anyone know how I can weight paint a plate carrier to be like completely rigid like the RHS vests?

stray bridge
#

i dont know the rhs stuff and obv i dont know what ur model looks like but you might get away with just fully set paint on spine5

rare rover
#

Does anyone know what is a good way to start making modded gear? As I probably don’t have time to really learn blender too much but would love to create some gear and stuff for both factions

main shoal
untold glacier
# eternal jewel

The collider materials and the armor damage manager in the prefab are what set this iirc

eternal jewel
untold glacier
#

Maybe you got super beretta.

eternal jewel
#

I'm sorry

#

?

ancient walrus
fierce kraken
#

Is this collider registering as Invalid because they are not connected? Edit: I separated them and reimported and they registered, so I do believe that was the case.

patent flower
#

Anyone here use 3dsMax to make their models? im looking for some help how to do the layer presets via the parameter editor. any help much appricated

patent flower
patent flower
# sly bridge shoot

Hi PuFu, Iv got to this stage ^^ what ever iv tried dosent seem to work, how do i need to set this up to transfer properly

sly bridge
#

transfer to enfusion?

patent flower
#

yeah i want to be able to add the layer presets to the coliders like its documented for blender

brisk grotto
fierce kraken
brisk grotto
#

So you either make it UTM or you separate them each cylinder so it treated them as two

sly bridge
sly bridge
# patent flower

basically -> Object's base level -> Parameter Tupe : String / Name of Parameter : usage (CA def version number auto-update and Add Presets Options unticked)

#

Important, the name of the parameter needs to be usage

patent flower
sly bridge
sly bridge
#
- it is a string parameter
- its name is "usage" and in value are/will be all defined usages like this: "FireGeo" (only for detection of bullet impacts in this case) and possible others
- if a collider shape has no usage parameter, then it collides (simulates) in every layer and warning message will appear in console log
- for creating custom attributes in 3ds Max, use only the Parameter editor in Animation menu, otherwise the properties in exported FBX can't be edited in Maya. So doing it with Object Properties/User defined is FORBIDDEN```
#

@fossil crater / @feral jolt is it possible to detail how can (for colliders) set game materials for instance. I would assume it is also some string parameter

compact scarab
#

The colliders button will only be ungosted if the colliders have the correct prefixes

sly bridge
shell hedge
#

All you need to do is use the GUID of the material as the material name of the collider, as seen in sample models

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Either GUID or ResourceName dont remember

sonic tree
#

guid

sly bridge
#

nvm it is ResourceName indeed @sonic tree

#

tnx

sonic tree
#

i thought it was guid mb

formal parcel
#

Hey, I have a tank that I want to model into reforger. it has a high triangle count at the moment and I have some gaps in the track system and the chasis. I am curious if when I start to set it up in enfusion that it wont just blunder its self and I need to keep going.

mighty bronze
formal parcel
#

It used to be 4m

#

I put on my own set of tracks so I could animate it

mighty bronze
#

Hmm

mighty bronze
formal parcel
#
Cults 3D

The Bergepanzer 3 Buffel armored recovery vehicle was developed by Rheinmetall. It is based on the Leopard 2 chassis and is fitted with powerful recovery system.
The Bergepanzer 3 is fitted with a crane, winch and front-mounted dozer. The main mission of the Buffel is recovery of damaged, overturned and swamped main battle tanks and other tracke...

mighty bronze
formal parcel
#

Elaborate

mighty bronze
#

CULTS - PU private use license

#

"This license does not include permissions: for selling, distribution, sharing, donation, exchanging, copying, modifying or adapting the 3d model"

#

Now
Im not a lawyer
But this sounds like a stricter version of editorial use

#

And AFAIK, using models in a mod that gets distributed isn't private use

formal parcel
#

Damn

#

I have other ones that are non licensed that I can use this was just the most detailed

mighty bronze
#

Non licensed?

formal parcel
#

Free hand stuff from friends

#

Same design not from that site

mighty bronze
#

k that's probably better, would still see how to best make sure you get written agreement for the use of thise models

obsidian grail
#

first time 3d scanning shoes
600 vertices
gonna import them soon 🙃

twin kraken
main shoal
broken topaz
#

I have a Machine gun that has been setup using the M16 prefab (as it needed a suppressor and I couldn't get it working with the M60 prefab), I can confirm everything works fine with the M60 prefab but when I have copied everything over to a M16 prefab the mounted position of the weapon seems off, see image, how do I change the offset on where the model gets mounted. The pivot point seems to be under the center of the gun causing it to sit next to the players head. Is there a way to move the pivot point and make the weapon sit further forward? Someone else suggested AimingModifierAttributes but I havent been able to get this working

last hill
warm oak
#

How many uv sets can the engine handle per model like max limit?

merry rivet
#

Question:
bevel edges for 3D environment assets:
Only keeping them in the Highpoly and baking them into the LOD0 or giving the assets an existing bevel edge in LOD0?

haughty knoll
hazy path
warm oak
hazy path
warm oak
merry rivet
obsidian grail
merry rivet
mighty bronze
topaz willow
#

I was thinking surely it couldn't be that expensive

#

$2,699.00
MONKA

white garden
#

Is it possible to make a LOD setup to where the closer you get to something it disappears? I want to make a city landscape that disappears as you get closer to the city to make it look bigger.

noble ravine
#

maybe make the lod with no mesh?

twin kraken
main shoal
#

can someone help me out? im trying to make a belt where the actual belt is just fully rigid but this dangling bungee cord follows the leg

obsidian grail
#

my first ever 3d scan not played with any settings or software stuff so it's not the best but it looks okay for first time ig

normal field
#

hi, can someone explain to me how to add an helmet inventory ? like to add stuff to the helmet itself like a cover or smth ?

#

I'm new to reforger modding

formal parcel
#

@mighty bronze

#

Can I get your help

mighty bronze
#

with?

formal parcel
#

That model

#

I got permission from the creator

#

How do I get the tracks to not be transparent on the vehicle

mighty bronze
#

sorry I'm really tired rn
maybe check to make sure they're MatPBRBasic in the materials?
Also in blender check for inverted normals/faces

formal parcel
#

Thanks

mighty bronze
#

if you're not sure where face orientation option is

#

and proper _BCR and _NMO for their respective textures
Uh
unless you are using transparency... which I've only messed with glass for transparency

urban needle
#

Hey everyone, any ideas for making this revolving door work? Maybe it doesn't need to be opened manually, but just kept rotating continuously.

brisk grotto
brisk grotto
merry rivet
main shoal
#

Are there programs that can just create a folded item variant for my clothes?

brisk grotto
main shoal
#

The simulation

odd goblet
# main shoal The simulation

just look up "blender cloth sim" there's a bunch of tutorials. if you do end up trying that, i'd recommend scaling your item up a bit before running the sim. the default cloth settings can make normal sized objects behave weird in my experience

#

if you want to save a ton of hassle though, just take a vanilla item model and swap the material to something close to your clothes. people don't really look closely at dropped clothing items on the ground

main scaffold
#

Hi. Could you tell me if there are any more detailed guides for creating BSP? I've encountered an uneven roof. However, the vanilla models (example: Barn_E_01) solved my problem. The guides on the bistudio website don't cover BSP in detail, and the example provided is very basic, without player access to the roof.

signal gull
#

How should I approach crating a model with texture variations? For my map I want to create a bus stop with 3 different sets of ads placed on the sides. My first idea was to have the bus stop reference two materials - one for the bus stop itself and one for the ads where I would put all variations on one texture and create three models with different uv mapping. But this seems too unoptimised as it requires three different models to be created. Is there a better solution?

brisk grotto
#

Then just overwrite the ad material for each prefab variant

#

If you do the bus stop material right you can also add colour variants of the bus stop itself as you go

signal gull
drowsy mason
#

Hey - made a mod and put it in workshop... when I play with friends multiplayer PVE, the items show up for me but not for them... I'm guessing there is a component that activates them in multiplayer??

calm isle
#

What is the max distance I can extend a model's lods out until it disappears? I've got some models that will just be completely gone after 25 meters or so

calm isle
#

Like this is how far away I am before it disappears entirely

worn plover
worn plover
#

If it's really tiny it might be a pixel size thing. But don't quote me I'm not sure.

#

Try looking at a similar size object and see how the lods etc are set up

mortal abyss
#

Any resources on how to import textures/materials from blender? Got a model in but so lost with getting the rest in!!

calm isle
worn plover
calm isle
worn plover
#

ill have to look again

final vector
#

Can anyone provide input on creating _Delated models for jackets?

worn plover
#

Deflated* models are usually just compressed around the waste and or chest area so when they go under a vest or pants are put on or sometimes a backpack they don't clip. What program are you using? I used marvelous for clothing and did by a mixture of stretch weft and/or that pressure mechanic they have. If your doing it in blender I'm not quite positive on the best way.

final vector
#

Blender

#

I figured that was the case I’m curious if I can get that same effect just molding the models closer to the body?

worn plover
#

Might be able to get cheeky with a targeted light shrinkwrap I dunno.

final vector
#

Hmm I’m getting closer I used a cloth filer and went into the negatives under inflate. It’s pretty finicky

worn plover
#

Yea you for sure could mold them closer. I'm no artist so I try to stick to the least manual way possible

final vector
#

I feel ya on that.

#

It’s a lot of work to get everything done how BI does but I really want the best for this mod

#

It would be hella easier if I had the vanilla assets in blender to sculpt around

worn plover
#

take a look at the animation model.

#

i stole the boot shape off of that and used it as a prop when i was doing pants.

inner torrent
#

Hi everyone,
I’m having an issue when exporting a model from Blender to the tool
In Blender I positioned the steering system correctly using an armature (bones). Everything looks correct in Blender: the steering wheel and linkage are in the right position.
However, when I export the model as FBX and import it into the tool, the steering parts are no longer in the position I set. It looks like enfusion is ignoring the pose and importing the mesh in a different position .
What I need is for the steering to stay exactly in the posed position I set in Blender.
Does anyone know the correct workflow for exporting posed models from Blender to the tool?

Thanks in advance for any help!

worn plover
#

are you applying transforms?

sonic tree
#

apply transforms

plush torrent
worn plover
#

Maybe he didn't hear us. HEY DID YOU APPLY TRANSFORMS?

inner torrent
#

Good morning guys, I have already applied the transformation (ctrl+a ->> apply all tranform) but now the vehicle in the blender viewport is in its right place and on enfusion the vehicle is at a height and distance that does not correspond to the v_root

worn plover
wide yew
#

Would it be possible to add custom a custom apartment building and its own destruction variant or is the destruction thing always the same

brisk grotto
urban needle
#

ty

sly bridge
#

@urban needle wrong channel

patent flower
#

Hi all got another question, what would cause part of my model to import with darker colour

#

should be all white like the suspension

#

when i apply materials its making them darker

fluid dragon
sly bridge
sly bridge
fluid dragon
#

yeah, was just thinking that i had that problem in my blender file so i said it that way ^^

patent flower
#

That did the trick thanks for the help

snow pasture
#

nvm it was my response index

little trail
#

how do i edit texures for existing mods for example im dutch and i want to make dutch skins for vehicles

snow pasture
little trail
sly bridge
little trail
#

like putting dutch flags on this model

sly bridge
#

in general mods are all copyrighted material with an author. depending on the license file associated you can / cannot edit the files. However all files published are locked, you will not be able to extract any of it

little trail
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and i need this pgn

white plover
#

anyone know to fix this issue

calm rune
#

Assuming that is a plate carrier.

safe oxide
#

does anyone have a good tutorial on adding bones & collider for cars ?

cold rune
calm rune
# white plover

Delete them all except Spine5 and make the entire thing red

white plover
tough junco
#

Don't if it's the right place for that, but i'm trying to make the Coalition VON Radios into RHS Gadget Slot. Seem like in the good slot so far but it is offset, any ideas ?

mortal abyss
#

Why can't I download the Arma Reforger Substance Painter Export Profiles via Github?

brisk grotto
mortal abyss
#

I can't open the files within github to access the download option! I guess it's an issue their end?

brisk grotto
blazing zenith
#

Any ideas how to get rid of these placeholder textures? I've remapped the original textures of this model to be PNGs when the ones it came with were Bitmaps, i thought this would fix the problem but no.

I can see the actual material under this bright colours, so not sure why its still got the bright colours on the imported FBX

blazing zenith
sonic tree
#

or that yep

blazing zenith
#

Sorted now

gloomy rose
#

Coolests

little trail
gloomy rose
#

Als je die guy denk ik gewoon tagged voor de originele mod hoort er geen probleem te zijn denk ik

nova sequoia
#

can someone import some of my assets for me

mortal abyss
#

Creating BCR'S and NMO's using Substance painter - Why do the edges of surfaces "bleed" onto others? Or you get edges between different materials showing no colour?

#

I am pretty new to modelling side so I could be missing something, but I am making sure all faces have a material assigned to then etc. But then am getting a load of nasty looking edges once applied to the .emat/.xob

remote palm
mortal abyss
mortal abyss
remote palm
#

That’s just bad baking / possible missing UVs

mortal abyss
#

Missing UV's?

#

This is after changing to 2048x2048 and changing "UV Padding" to UV Space Neighbour

sly bridge
#

do you have UV splits there?

remote palm
#

The inside of the tubes look like they are not UV unwrapped to my eye.
But thats looking better already?
Mby also show the model in blender with the seams and the UV island?

mortal abyss
#

I'm sorry. What's a UV split? Google brings up a bunch of weather things

mortal abyss
remote palm
#

Screenshot of your model in edit mode?

sly bridge
mortal abyss
mortal abyss
sly bridge
sly bridge
mortal abyss
#

What's an HP? I am a three-day blender user, so I too am uncertain on tools to use 😄 Will do some digging

sly bridge
mortal abyss
#

OHH as in high poly for the normal, low(er) for the texture itself? Thanks for the pointers

sly bridge
#

low poly is usually the game mesh. High poly is the mesh you bake normals from and other details directly into the textures

sly bridge
#

quick and dirty - LP, HP and UVs

#

packing is a mess, but you get the gist

mortal abyss
#

Thanks 🙂

sly bridge
# mortal abyss Thanks 🙂

no worries. Also as a general rule, get the geometry reduced the smaller it is. The external cylinder of the body can have higher counts, the ones inside can have lower counts. in my example - external is 64 faces, internals are 16 each, if i were to make that would most likely go down to 12 (get cylinders to subdive to 4 btw)

brisk grotto
worn plover
sly bridge
olive fern
#

Hi, not sure if its the right channel but I have questions/ need help with my collider on my asset.
I made this room and the roof/ceiling is still wallbang-/penetrable by bullets and grenade explosions. I decided to put another angled square with concrete 100mm properties between ceiling and the upper floor but that didnt fix it neither.
Putting an actual concrete slab down in the engine works but it seems like an ugly work around.

last hill
worn plover
# sly bridge helping yes. doing it, nope.

i mean if he made and has full rights to the assets and he wants to give them to me to upload im pretty sure thats fine. although i do feel the need to make a character statement here now and say that my intention is altruistic and not malign.

nova sequoia
worn plover
#

just a prop? or are you trying to do something with it?

nova sequoia
#

Armory

#

Idk how to set up colliders or set up the bar maps metalness or hm with easy channel packing to

#

But everything is there for it just forgot how to import things

worn plover
#

what i mean is the asset simply meant to be a world prop?

#

like a table or chair or mailbox etc. props..

nova sequoia
#

No there going to be used to make a new arsenal prefab

worn plover
#

ahh

nova sequoia
#

Ik how to do that I just forgot how to import things

worn plover
#

post a pic of the model with the scene collection shown in blender so i know where to start.

nova sequoia
#

Hold on

#

I’m at work I’ll be home in 1 hr

worn plover
#

if you haven't made colliders its just a collection of meshes in the shape of your model given a prefix_name. This is what the vanilla arsenal uses. even though they tell us trimesh colliders are expensive they use them everywhere. but if can make your colliders with just a few simple shapes you should.

#

ill just post a quick and dirty rundown then

nova sequoia
#

I’ll be home at 3:20 I’ll send you what I mean then

worn plover
#

if you have the EnfusionBlenderTools plugin go to Add-> EBTobjects-> Colliders to see all the available options and to have it auto prefix. then in the plugin under material tools click colliders setup for the selected collider.

#

then just export to your workbench addon assets folder.

#

and set it up like you said you know how too

mortal abyss
#

How do you export VFX etc? Another newbie painter for Substance Painter 🙁

worn plover
#

also do you have the reforger substance export templates or did you create your own?

burnt surge
#

Little question. Do gloves hide hands or do the gloves need to be done a bit bigger as mesh?

topaz willow
calm rune
#

Basically any winter gloves you can hide the mesh but when it comes to normal military style ones like Mechanix, Oakley, etc then no. You have to put it over the mesh and keep the mesh there.

calm rune
brisk grotto
fallow pond
#

should just make the gloves a few percent larger than the hands even with hiding body parts. it would look dumb if the gloves where 75% smaller than normal hands.

#

not to mention things like winter gloves should be made smaller than they normally are. since they still need to look decent while interacting with all the character animations

white plover
#

any1 know how head gear works to make it invisable in first person

fervent knoll
#

Someone one know where are the settings for FWD, RWD o AWD vehicles?

brisk grotto