#enfusion_model

1 messages · Page 29 of 1

brisk grotto
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that will hide it completely

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If you want only part of it hidden you need a clipping mask, look at base game ones for examples

gray inlet
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Anyone know why my model might be "glowing" like this? It almost seems like the AO is white instead of black. I'm not generating a BSP (outdoor structure), not sure if that matters.

delicate condor
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and you are looking at it from afar right?

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does it look the same up close and closer to ground level?

gray inlet
fluid dragon
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what could be the reason that the weapon is bouncing on the ground ?

fallow pond
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wrong collision mesh

spare coral
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any website reccomendations for 3d models that i can use to make addons e.g. vehicles, weapons and buildings etc. (I cba making them all / have limited skill when it comes to blender)

My DM's are open so feel free to message me, any and all assistance is appreciated.

fluid dragon
wary inlet
signal gull
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I asked question yesterday on the texture channel with no response, so maybe that was incorrect channel: is it possible to scale decal above 10x? I've created custom decal with custom texture, which I'd like to be 35m. I see that the texture stops scaling with the decal after 10x (10m). Any workaround?

odd goblet
signal gull
upper idol
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anyone have a few mins to go over weight painting with me? i have voxel using corrective smooth but still having issues any help would be a huge help and greatly appreciated!

coarse heart
white plover
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any one know how modular vests work so i can have mag puches radios ect all as sperate items that people can grab on there own and attach to a vest?

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cant seam to find anything on it

brisk grotto
white plover
gray inlet
calm rune
gray inlet
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It's a bastardized map that has been duplicated and modified by thousands of people. Chill brah.

calm rune
gray inlet
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cool bud

calm rune
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Anyway, don’t take me serious. It’s fine. Goat will pay you a visit in a couple hours when he clocks in. Then you’ll see how little they tolerate it.

sly bridge
delicate condor
frosty fjord
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If anyones on can i get some help with making a animation? I'm brand new to this...

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nvm i think i sent this to the wrong channel..

upper idol
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Hey does anyone use voxel corrective smooth baker for your weights?

midnight path
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made a cool tool to help people visualize stuff when tuning vehicles,
can adjust Engine, Placejka lateral, Placejka Longitudinal, and Suspension characteristics.
Adjusting values moves the graphs so you can visually see how changing values effects the overall output
Has basic descriptions of what values are and how they work.

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Longitudinal and Lateral tabs are for Placejka values

upper idol
# calm rune I do sometimes

do you remove weight from any particular vertex groups before your after. The collar of my jackey seems to have a slight stretching maybe just lmk your process if you get a min! Thanks Vergy

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and isnt the corrective smooth modifier supposed to remove itself ince you run corrective smooth baker?

calm rune
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It will not be perfect. You may have to go in a tweak a few things but it does give a good final result.

main ravine
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is one meter in enfusion one meter in blender?

delicate condor
main ravine
upper idol
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everything else is looking good

pure walrus
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IT IS NECESSARY TO PUT EVERY ACCESSORY ON THE ENTIRE VEST, WHAT I WANT IS TO EXPORT IT JUST AS IT IS, I WILL ADD SPACE LATER

ocean kiln
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Does anyone have an idea of how I could fix it?
The model looks fine until it’s worn.

sly bridge
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vetices weights

ocean kiln
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Thanks

brisk grotto
fading stirrup
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Hello.

What's the best way to get headwear to line up in game, as when in blender, it lines up on the body that I got from the GitHub files and it lines up on the Quebec Skeleton. But in game, it doesn't stay on the head.

last hill
pure walrus
fading stirrup
calm rune
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Tbh that series is kind of outdated.

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There’s even a head model template in the GitHub samples which has all the head sizes combined for proper fitting of head gear

fading stirrup
calm rune
# fading stirrup Thank you. Is there a better video to watch?

Not that I know of. I would just open up the head template provided in the GitHub samples. Import your model and fit it to that head. Then weightpaint it and then apply it to the skeleton. If you fit it on the head Template it should already be lined up perfectly with the skeleton.

last hill
burnt surge
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Is there any tutorial or description where im able to use the morphs values for clothes like pants and jacket? Got them defined in the model and i can change them in the .xob but i cant find where i can use these to get stuff working properly.. like my boots dont fit with the pants now and the belt is still on surface.. any idea?

frosty fjord
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Anyone on that could give me some pointers? I'm stuck on trying to get a model to spawn in the arsenal.

worn plover
# burnt surge Is there any tutorial or description where im able to use the morphs values for ...

i played around with this for trying to roll sleeves up and down. no matter what you are morphing the verts will still be weighted the same. so if the morp moves the verts too far away the resulting bone weights will look pretty goofy. but if all you are doing is gathering towards center volume like in your picture you probably be able to get away with it. i just called the morph via script.

snow pasture
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Is there a way to make it so the player cant see the helmet model when there in first person?

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im having this issue

brisk grotto
hot viper
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Having trouble with a turret im importing, the colliders are not parenting to the right bone i want, Its a UTM; I am weighting it 100% through relations. Am I limited to only the root bone?

main mantle
snow pasture
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Dont you love when you get an error trying to export when you have models merged

night sage
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Hello, can Enfusion handle this topo mess? Or its better to get rid of these edges?

snow pasture
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anyone know why this would be happening when trying to make a full body suit. i even have it correctly weighted

calm rune
snow pasture
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No I forgot to disable leaf bones

noble ravine
night sage
sly bridge
delicate condor
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Imo such detailed tiny bend does not really serve any purpose for game model

topaz willow
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Is there a guide on building creation on the Biki? I couldn't find one, unless I overlooked it

plush torrent
# night sage Hello, can Enfusion handle this topo mess? Or its better to get rid of these edg...

I render cad models for marketing purposes every day and of all the ways to bring in Solidworks CAD models into Blender this is by far the most streamlined way in my opinion.

This method is great for simple models and models that have thousands of parts.

You can find the plugin over at https://gumroad.com/l/stepper

Models used in this video...

▶ Play video
night sage
night sage
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some results

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on this Cover stepper wins 🙂 and its on the fly.

night sage
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and after some remeshing etc...

brisk grotto
lapis perch
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Thanks to your post, I figured out how it works, and here's a quick guide for beginners on how to avoid the same situation I got into (the entire setup is in emat) @crystal kestrel

dense wren
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anybody good with coliders?

fallow pond
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if you have question about them than ask

signal gull
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How do I properly define the snap points? I created them like in the Bohemia wiki weapon/prop creation, using empty object, calling it snap_[name of my snap object] and selecting together with the object I want to export, but this seems to ignore the points, like they never existed. Any additional settings I have to set?

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Does the name of the snap point matter? Can I use custom names or are they somehow pre-defined and won't work if not named properly?

brisk grotto
signal gull
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Should I use the plugin instead?

brisk grotto
signal gull
urban trench
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Hi did anyone already done an heli ?

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i got some questions

urban trench
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my cockpit wont show as it show in blender like a glass shader did someone know how to fix this ?

mighty bronze
sage lance
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Why do props generally use both a UCL (or UBX) "PropView" and UTM "FireGeo" collider rather than just using a single UTM "PropFireView" collider?

brisk grotto
bitter grove
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does anyone know if its possible to be able to place buildables on a custom terrain covering? like a terrain top covering a tunnel

mighty bronze
delicate condor
delicate condor
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please no crossposting same thing on multiple channels. Youll have to pick one that seems to fit best to your question and delete the rest

covert fog
delicate condor
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so im not asking

covert fog
delicate condor
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unless someone there can suggest a better channel

sleek forum
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Is there a way to make static dead bodies out of vanilla characters? How to freeze their pose in a certain position?

sonic tree
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maybe loop anim and make character immortal

delicate condor
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there are static dead state animations

sonic tree
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good to know

storm copper
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So ihave copied scrim idea from vanilla to the helmet, and scrim stil renders in face what im i doing wrong ? I have generated Opacity map as TEXFMT_BC4 (80), no clue what else is needed ?

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Maybe im missing here something ?

fierce kraken
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Is "Allow User Alpha Bias" Ticked?

fierce kraken
storm copper
fierce kraken
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@storm copper Maybe set cull to none, idk if that would do anything but its set to none on the vanilla version.
I see you've done that. Ignore me.

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It looks like if the Alpha Mul is set higher than 1 the scrim is visible.

storm copper
main shoal
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Anyone know what bone would a belt be best weighted to?

cedar wolf
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is there a tutorial i can follow so i can mod my own clothing items into the game? like boots and shirts?

fallow pond
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making those assets it pretty universal today

storm copper
dense wren
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is there anybody that can help me with UV's plz

sly bridge
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not sure what specific help you need

dense wren
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Well I'm at the point where I'm texturing and stuff and I have nonidea how to lmao that and want to separate areas for different textures

fierce kraken
mighty bronze
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not seeing any replies
or updates from y ouabout getting this fixed
did you check face orientation on your PIP mesh to make sure its acing the character?

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Also I'e been checking this daily not sure why I got sent back in time a couple days

dense wren
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Ok ill have to look at that when I get off work

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Thank yall for answering

sly bridge
sly bridge
dense wren
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Substance painter is that all thing you gotta pay for or?

sly bridge
dense wren
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Ok so in your opinion witch one would you recommend

delicate condor
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Anu program you learn to use would work.

brisk grotto
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Personally I’d always suggest substance but it’s not cheap

dense wren
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Yeaaaaa thats the only downside lol

astral hull
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Especially if you do a lot of models

dense wren
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That's alot for me, thats 2400$ I can spend on sum eles lol

astral hull
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If you can prove you are a student I think there’s a free one

brisk grotto
astral hull
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U used to be able to buy photoshop…. Yeah

astral hull
dense wren
snow pasture
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Anyone know why when i vertex paint a left shoulder and a right shoulder, the right shoulder is perfectly fine but the left shoulder is all messed up

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idk if my bones are messed up or something

fallow pond
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I just bought a steam key... for 150

dense wren
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does anybody know how to scale Wood material to make it smaller?

dense wren
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nvm got it lol, new question how do i add roughness to the texture i already have downloaded

dense wren
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mans got hacked

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i think im doin this wrong lol
would it be possable to get help for a min?

delicate condor
mighty bronze
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-# my lawyer has informed me to make sure its known that last part is a joke

sly bridge
sly bridge
dense wren
delicate condor
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as in to keep answers/conversation of same thing in one place

dense wren
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Ok I'm not trying to argue or anything just genuinely curious but are models and texture channels not for the same thing?

delicate condor
dense wren
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Yeah, no I got that. I was just curious. I'll go in and text in one channel. It'd be about textures or something like that. And I can go and get sent to another channel by somebody just confusing at times lol aspeshaly if ya dont use this discord much

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But I got ya won't happen agian lol

sage lance
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I've created a BSP model and some portals for my building, but I'm getting this error log when I export despite the Enfusion Tool's MQA Overlay reporting that my model has no issues in Blender. Any ideas on how I can locate and resolve these issues? Also, what the hell is an orphaned fragment? And how can a 4 vertex plane possibly have 32 of them?

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I should add that I did not crete the PRTs using sockets. I couldn't get it to work, which I assume is due to the arch shape of the gate entrances. So I just created a plane, scaled it around the gate entry ways in the BSP, gave them the PRT prefix, and generated them

final merlin
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You have to choose BSP in the Medel Quality Assurance. I don't think your BSP Mesh is right and Blender doesn't say it because you are checking for Portal quality.

final merlin
midnight path
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can we get a dedicated Enfusion_Vehicle channel?

sage lance
# final merlin I think you need to fix your BSP Mesh first. https://community.bistudio.com/wiki...

So I went back and improved it using the wiki (thought the BSP mesh was good initially, but it was sort of bugged due to how complex it was and how I went about it). I've got it down to 180 "faces that were incident with selected split plane", yet there are no split planes in the model from what I can tell. And just 1 orphaned fragment (I am attempting just one portal, PRT_gate_02, for now rather than two). The issue now is that I cant lower the figure any further despite everything I try. No amount of cleaning or simplifying the mesh is improving either issue anymore. Do you know what the issue could be? Also, thanks for your help so far

surreal ore
sage lance
surreal ore
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windows, including frames are meant to be prefabs of their own, attached to the building using the slot manager.

sage lance
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Yeah... im assuming that and the gate arches are the primary culprits. I dont want to get rid of them bc those are the main reason im doing this BSP (for the lighting)

surreal ore
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I would still guess they they aren't the culprit and it's in fact the top thats causing the issues.

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There aren't 180 faces in the arches.

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The only portion that has that many faces is the top.

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Your windows and frames should be their own prefabs, that would include the option to be breakable and such.

sage lance
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Should I get rid of the frame and just leave a giant rectangular hole. Im trying to do what they did on the wiki and some videos I found, but these were just the window I guess

surreal ore
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Yes

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Look at any of the base game buildings

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Do what they do.

sage lance
# surreal ore There aren't 180 faces in the arches.

Does it actually mean there are 180 faces? Bc I have looked at this thing for like 12 plus hrs and I cant find any split planes. And the research I did seems to suggest that Enfusion may calculate the split planes differently than how blender does, which would explain why the MQA overlay tool in blender isnt detecting them

sage lance
surreal ore
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Regardless, as I've said. Your windows and frames should be their own prefab.

sage lance
surreal ore
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Make the top into a single big window without frames and I bet you don't have import problems

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Well 4 big windows

sage lance
surreal ore
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I would assume it's fine but it may not be. Never done arches before

dense wren
dense wren
# sage lance

Also i think it said sum about the gate in this Pic

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No idea what orphaned fragment would be tho

sage lance
# dense wren Have you tried a clean mesh addon?

Ive managed to get it working. Still get the error msg "AreaPortal 'PRT_Gate_02' (0) doesn't have vertices assigned! Check the model, it's leaking.", but no more orphaned fragements and split planes. Problem was that some faces were not planar (or at least there was a number of pesky vertecies that were ever so slightly off). Had to litterarly go to every single set of verts and ctrl + s + 0 across every axis to get everything to line up

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However, now im trying to get the boxvol to work, and of course, its being difficult upon export. No errors. Just not working... or not exporting. Cant rly tell

dense wren
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Yea that happens to me sometimes when I try to export sometimes and with the prt_gate_02 you know how you can assign textures to specific vertices or faces? Maybe you have to do sum like that or sum didn't get applied? But when I was doing my underground bunker I had like 13k vertices and I used that mesh cleaner or clean mesh add on and not I got like lol under 1500 but kept the look of the mesh

dense wren
sage lance
dense wren
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Lmfao I feel that

sage lance
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So ive confirmed that my building’s BOXVOL is being exported with the model into Enfusion. However, whenever I add the base house prob to the prefab, it refuses to automatically connect to the BOXVOL and I have absolutely not idea why. Does anyone know what the source of my issue is?

surreal ore
sage lance
surreal ore
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I'm on my phone those images are too small lol.

sage lance
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Yeah same here. I was just about to go to bed

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But any help tmrw would be extremely appreciated. This model is rly fucking with me

surreal ore
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I may or may not have time tomorrow but I'm always around

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I'm at work just clocked back in from break otherwise I'd help more.

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Portal volumes and box volumes are a little different though.

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One requires a material with a specific name and the other requires a specific material.

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The box volumes requires one with a specific name not a specific material.

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It them must be changed after importing to workbench

sage lance
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Yeah, the boxvol automatically had the correct dummy material assigned. I created the PRT_Gate material and then took the one your referencing, copy and pasted it into a mat light source emat type or something along those lines

brisk grotto
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tripple check in Blender, is it convex?

sage lance
sage lance
# brisk grotto tripple check in Blender, is it convex?

Could it be that my model’s utm collider mesh is not closed? The underside of the foundation doesn’t have a face. I’ve read that the BOXVOL interacts with the colliders, so I’m wondering if the mesh being open is preventing Enfusion from recognizing the BOXVOL model

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I would add a face to close the mesh and test it, but the model’s design makes it a little difficult. Since the wall and floors are already loose and overlapping (intersecting faces and loose parts) and the vertex count needs improvement, I’m redoing the collider. That being said, I don’t know if it will solve my BOXVOL issue

final merlin
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I tested what the Boxvol needs to show up in Enfusion.
I created a mesh and the Boxvol, nothing else. I didn't assign any dummy material. Just exported it to Enfusion.
In Enfusion I dropped the .xob File in to Arland and added the ProbeHouse_Base as a child of the .xob file. The Boxvol showed up as a "shadow" on the mesh.
In conclusion, the boxvol needs nearly nothing to be visible in Enfusion.

Maybe you didn't set up your Testworld? Did you try to drop your building in to Arland?

sage lance
sage lance
# final merlin Happy little mistake <:meowheart:981465942842302494>

Though, any chance you know why this is happening? Ive done all the suggests from before, but Im getting the orphaned fragements error again (I think the .xob switch is why I stopped getting it in the first place, which caused me to assume that I fixed it earlier). I've done everything: S+x-/y-/z-axis =0 for each set of aligned vertecy, ensured that my vertecies and edges are all connected, went through the walls of my model to confirm there are no edges connecting the exterior and interior walls other than the entry way, reduced the vertex count, checked normals, examined the BSP debug info in the world editor, centered my portals along the entry way, ensured proper materials, etc. Nothings worked. Subsequently, the portals arent working properly, which is preventing the probe from working properly. Causing my buildings lighting to appear all weirdly shaded black.

final merlin
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It happens for me if the Portals don't touch the BSP Mesh (picture). I get the same error as you do. If i snap the portal back onto the BSP Mesh, the errors disappear.
Even if one PRT is not touching the BSP Mesh, Enfusion says, all Portals are leaking.

sage lance
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That second part is good to know though. Didn't know that

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Ive also got the portals up against the face of the portal volume. I know the portal volume is optional, but Ive got thin roof with holes in it (in the lod, not the bsp). So I thought it would be a good idea to do. Problem occurs with or without the portal volume though

final merlin
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For my bulding the BSP is smaller than my LOD Mesh. See the first picture. The Portals are not inside the BSP, they are touching face to face with the BSP Mesh.

sage lance
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I thought the portals were supposed to be slightly bigger than the BSP mesh? But ill give it a try

final merlin
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They are. look at the wierd lines on the second picture at the right window. That's the size of the portal. Blender doesn't know what face it should show, because the two faces are touching each other.

sage lance
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But obviously the PRT is not useable in that position

final merlin
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I have no idea what an orphan is 🙁
But move the portals to the center, so the holes of you BSP are covered by the Portals

final merlin
sage lance
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I’ll give it a try in the morning. But if that doesn’t work, I’m going to try and see if someone is willing to take a look at a copy of my blend file. I dunno what else to do at this point

umbral tartan
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How do I rig it properly so leaves are not connected with opposite leg (leaves from leg are rigging to right leg)

brisk grotto
bitter beacon
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Or separate by parts and do it piece by piece

lethal frigate
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blender update broke the plugin for materials , i reverted back to 4.0 and its also not working

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is there anything that can be done about it?

brisk grotto
lethal frigate
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cant select it in betas page

brisk grotto
lethal frigate
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i got it now but the material tab is empty cant select any material type

night sage
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Is version 4.5 the only one recommended for Reforger modding?

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im still at 3.6 🫣 also still have not Reforger 🫣 🫣 🫣

sage lance
# sage lance I’ll give it a try in the morning. But if that doesn’t work, I’m going to try an...

FUCK YES! Finally fixed it. It wans't a problem with the previously placed portals, the BSP mesh, or any other mesh. The problem was that my windows did not have portals inserted in them unlike my door frames. I was going to do the window portals after fixing the door portals, which is why I never noticed. I didn't know that all openings (window/door frames) required a portal to fill the space prior to exporting the BSP to Enfusion. Otherwise, none of the other portals will work despite being correctly assembled in Blender. This is why the error log kept reporting that each portal had 2 "orphaned fragments": the two window openings that didn't yet have portals

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BI, your wiki on the subject is incredibly lacking and shit. No explanation of common error logs or their terminology. No mention that all openings require a portal before export. Wtf!?

bitter beacon
bitter beacon
brisk grotto
sage lance
sour forge
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Can anyone help me rig a hat and set up the LOD so that it behaves like a Vanilla Russian Helmer. I've had it working, then go to change something and it sits 10 feet above the character, or it does a number of other things that I cannot seem to solve.

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Its weighted to the head bone, armature parented to the skeleton. idk what to do at this point

burnt surge
sage lance
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Does anyone know how to solve this shading issue with the roof thats resulting from the BOXVOLs? I tried experimenting with my two roof BOXVOLs' LERP value in the import settings and increasing the thickness of my roof in LOD0 to no avail. If the LERP value is too high, the exterior's shading is bugged and the interior is good (check images). If too low, the exterior is good but the interior has no shading.

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Do I need to cut the BOXVOLs with planes based on the shape of the roof?

fluid moat
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anyone know why in Arma Reforger tool i see my object face inverted ?

sage lance
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To see what direction your normals are faced, enable "Face Orientation" in Viewport Overlays (top right of your screen)

fluid moat
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thanks 🙂

sage lance
gaunt bane
sage lance
wanton tinsel
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Hi, guys. Do you know why my model gets black color using default PBR material when placeholder gets real red color?

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I'm really confused

sonic tree
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im really confused about your system

wanton tinsel
cloud rampart
alpine pebble
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Is it possible to trigger LOD states through actions? Rather than distance from the model. For instance, if I turn out, the model LOD will change.

brisk grotto
alpine pebble
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Ah gotcha thank you.

pulsar sandal
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Any good tutorials on making props / buildings in blender?

As far as extracting from blender and importing in workbench

deep trout
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Hey everyone! I’m seeing this weird mesh stretching on my hoodie whenever the arms move. The armpit seems to be pulling too much from the upper back. Any advice on how to paint the weights in this area to keep the torso stable while the arm is raised?

fallow pond
deep trout
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I inherited the weights from the "Character_Weights_Template" sample directly onto my hoodie.

surreal ore
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You'll still need to manually paint some things to get a good result

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Transferring isn't a fix all

sage lance
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How do I tone down the level of light exposure in my windows and doorway? Its blinding

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So much so that Im betting you didn't see the soldier pressed up against the window frame on the roof

surreal ore
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Something to do with the portals material iirc

sage lance
surreal ore
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No

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You can alter materials at runtime and see the effects

calm rune
fickle vigil
sage lance
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I’m gonna try adding the glass to see if that helps (doubt it). Unless there’s another setting to mess with, the only other potential fix I can think of is to create a separate building model for the windows so it can have its own probe

fickle vigil
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Wonder if thers any diag menu options that would let you see vanilla portal info. I know there are some but not sure if any of the options ive used would help

sage lance
fickle vigil
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Would be nice if the lerp values did more softening of the transition. Seems like they mostly just move the cutoff point between int and ext

ember blaze
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I can’t remember where the supply settings are on a vehicle (if I want to add more supplies to the load capacity).... Anyone??

shut bloom
sage lance
sage lance
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I should also mention that the exposure gets worse with distance. At a certain distance away (like 10-15 ft), it instantly transitions from normal to blinding

hybrid mountain
# ember blaze I can’t remember where the supply settings are on a vehicle (if I want to add mo...

wrong channel, #enfusion_configuration is a better one for this.

Supplies are stored in the slot manager iirc, so basically look at a UH-1 Transport and see it's slot manager, slots named "SupplyStorage" each are prefabs configured to store a certain amount of supplies. You can add more of those to a model via additional slots, or change the definition within that prefab alltogether. There should be a resource component on the main vehicle which helps coordinate the supply storage slots.

shut bloom
# sage lance k. After getting home and checking, I can see what you mean. But I already had t...

As said been a while. Could be allot of different small things. Ill have a check again later if I dont forget.
Things that could have a impact are.

  1. The normal Orientation of the Portals in the Model.
  2. The Portal .emat.
  3. As mentioned the Probe settings(but you got yours correct most likely).
  4. The Boxvol does not have the correct Material assigned to it( unlikely but because it wouldnt work atall of it did, but better to double check)
  5. Some general problem from your Portals in the model. (Maybe light bleeding etc / should throw errors though.)
  6. Missing the BSP Model.( idk if the Auto generation still works for Portals, but you should make the BSP yourself.)

As said if I dont forget I will check my stuff again later. Maybe this already helps you find the Problem though 😄

sage lance
# shut bloom As said been a while. Could be allot of different small things. Ill have a check...

Rly appreciate your help! I think i've got most of this right tho. Portal normals are def good, portal emats are correct, probe apepars working, boxvol got dummy emat, 5 is possible but not getting any errors (other than a 1 face not being coplanar that I got to go back and fix. But this was occurring before I accidently caused that. Plus, not a yellow error), and creating the BSP model was created by hand

sage lance
# shut bloom As said been a while. Could be allot of different small things. Ill have a check...

I'm starting to think this isn't an issue with my model or probe settings but a limitation of the BSP lightmapping system (or Enfusion's implementation of it). I'm noticing the exact same effect in interiors of the mineshaft and sawmill. What's weirder is that the light exposure is even worse when its cloudy outside. The player's distance from and viewing angle of the window are definitely factors in whether this overexposure effect occurs. You can see in the image at the sawmill that the exposure is bad in both the upper and lower windows. However, its def way worse in the upper window b/c you cant even see the character model pressed up against it whereas you can at least make out the bush and fence through the lower window.

#

That said, maybe my model does have some issue. On my model, the severity of the exposure does not change depending on whether the window is facing the sun or not. It's equally as bad on either window set despite the character model being in the shade on one side but not the other. However, on the sawmill, the exposure is gone when the character on the roof is positioned next to the windows on the other side of the building, in which he is in the shade.

shut bloom
#

Also is this on your own map or on a BI map?

sage lance
#

Ignore "SPHVOL_04". That was just a test to see if the sphere volume would be better for the arches than the BOXVOLs; it wasn't and isn't being used

shut bloom
shut bloom
# sage lance Kolguyev

Hmmm. Ther is a thing called Portal Volumes, it is mentioned in the biki. Are you using those aswell?

#

Idk if they still exist or if Iam mixing things up but they are seperste from the BoxVol.

sage lance
#

No dice

#

I guess I should also mention that my boxvols are aligned with the faces of my portals, but that shouldn't be a problem, right? Initially had them bigger than the portals and BSP, but I think the issue occur then as well. That was a day or two ago

#

Sry for the edits, its late for me

shut bloom
# sage lance Yeah I tried them

Portals have to be slightly bigger then the hole. Also portals should not Z fight like that. It will cause problems and bleeding if they are fighting with the Boxvol.

sage lance
shut bloom
#

Also no clue if Normals on the BSP are relevant I always do no smooth Normals for them.

sage lance
shut bloom
sage lance
#

Ill give it a try but im nearly positive I had the windows and archway boxvols extending beyond the portals earlier today

shut bloom
sage lance
#

If you have any other ideas, pls let me know. But i've got to get off for the night

ember blaze
shell hedge
#

Exposure compensation in Reforger samples a couple points on your screen, not the whole screen

#

There is a mask of it somewhere in the data

#

If those areas are all dark then brightness goes up to 100

sage lance
sage lance
#

One of these?

shut bloom
# sage lance Yea, no dice unfortunately with the BOXVOL modifications; can confirm it importe...

So I checked again. The Portals are outside the BoxVolume and the Portal Volumes, and facing inside. (picture 1)
Iam also quite sure that some of the overexposure from the lighting from Portals is expected, and you can adjust it by raising the white Amount in the probe and the Black Amount under HDR. I was able to reduce the overexposure for the Wood cutters shed by just raising the White and Black Amount. (picture 2).

#

If that still does not give you any better results you can DM me and I can try to help you 1:1.

sage lance
shut bloom
#

Do you still have the Portal Volumes or did you throw them out after testing? also how do those Portal Volumes look like if you still have them.

sage lance
# shut bloom Do you still have the Portal Volumes or did you throw them out after testing? al...

Tried them several times. Threw them out. They were generated on the arch doorway portals once, the upper window portals another time, and then all portals for the third time. First time, portal volume streched across the between the arches up to the top roof, but did not intersect the side roofs (did not extend beyond the upper windows). Second time, window portal volume automatically placed itself in the foundation rather than the windows so I moved it up to the windows. Third attempt, portal volume extended to econompass entire model, with some portals inside the portal volume (def not correct but just did it to test). Btw, whenever I created a portal volume, applied the portal volume, then parented the portals to the portal volume, the portals would always shift up the z-axis (in blender) outside their intended hole in the BSP; is that normal?

#

They made no diff. This should be what the first attempt looked like from a few days ago

shell hedge
pulsar sandal
#

Are there any good tutorials for useable props?

mighty bronze
#

There is also bi wiki tutorials on place able props.
Not sure about using said items

fickle vigil
#

Is there some method I could use to grab accurate measurements of a 3d area in game and export it to use as a scale reference in blender? Could a poly line or something be used to trace an area then exported?

brisk grotto
fickle vigil
#

Ah damn. I need to measurements of a pretty large area, maybe 1000 character size🤣 trial and error it is

brisk grotto
calm rune
#

Character is actually smoll

brisk grotto
#

Character ref from sample gits 1.8?

calm rune
brisk grotto
#

Ok so shave a few cm off still closer 1.8

calm rune
#

Technically he is 5'8.7"

#

Not even close to 6'

brisk grotto
#

I meant 5ft 9 earlier, thats what 1.8 is IDK why I thought 6ft

calm rune
#

Wish he was 6'. I find when you scale weapons properly they look big when he holds them in game. Reason is, is that he himself is small lol

#

Makes me laugh when people want super baggy clothing. Like why you tryna make this dude wear an XL when he clearly wears a size medium lol

fallow pond
#

5.8 is not 5'8"

fallow pond
#

(1790mm / 25.4) / 12 = *W * and *R *
(R x 12 ) = D
W+D = 5' 10 7/16"

calm rune
fallow pond
#

1767 = 1790

mighty bronze
copper jungle
#

I hope someone has an idea why the texture of my model appears transparent on a few objects.
For example, the outer visible parts of the cap are transparent, while the inner parts, which are separate objects, are not.
When I look at the outer shape, it seems transparent, even though the face orientation of the inner object is incorrect in the screenshot.
I have checked the face orientation in Blender multiple times, and everything appears correct there.
Could it be that the face orientation are switched during the export? If yes, how can I prevent it?

brisk grotto
pulsar sandal
fickle vigil
mighty bronze
fickle vigil
#

I shall use many tiny cubes

mighty bronze
#

This might be fucking stupid
And take some time
But you could take a few objects with like 1 or .5 meter spacing
Ctrl + down arrow to force them down
Then copy XYZ coordinates to blender

fickle vigil
#

hmmm ill def give that a shot

mighty bronze
#

For enfusion uses meters, and blender default is meters
You may need to reorintate everything since there's a possibility it'll be 2000 meters off center in blender

#

Tbh I've used a pretty similar idea (using tiny cargo containers) to verify the FOV on an optic once

fickle vigil
#

ill prob just make the object then trial and error until i get it right. Its a facility to replace an existing underground mine system so shouldnt be too much of a PIA

#

btw star, love the uzi and cpw. Thanks for those🤘

mighty bronze
#

Thanks I'll probably update them in like 2 years

odd goblet
urban palm
fickle vigil
# urban palm What are you trying to achieve? Ground cover object?

There’s a sprawling underground mine shaft system on a terrain I’m about to run on my server. I was going to replace the mines with a backrooms facility I’m making. Was just curious if there was some system baked into enfusion where I could create something like a polyline then export to use as a reference. Just gonna eyeball it until I get it right

urban palm
fickle vigil
#

Not my map

urban palm
#

If you cut out the terrain, you should be able to easily work off of that

#

ahh

#

That measure tool around it would probably be your best bet then

#

You are trying to make a terrain cover object, right?

fickle vigil
#

No it’s just an object. A building basically

brisk grotto
#

Back in A3 I once made a big measuring stick, made a cube 1m, turned it into an array & added correctly scaled measurement markers along it, slapped it next to the building I wanted to measure and profit

brisk grotto
#

Dont cross post in different channels, you've already asked in #enfusion_texture and someones responded trying to help....

#

No it's 100% that channel and someone did try help you, you never replied to them

junior robin
#

Anyone know how to remove the First person view of the helmet?dk if i have worded this wrong but for some reason i can see my helmet and its straps/pec mic in first person.

brisk grotto
copper jungle
brisk grotto
copper jungle
brisk grotto
#

In Blender or in workbench?

copper jungle
#

in workbench

brisk grotto
#

Up for pinging me your model to see if I can spot any issues/check how it imports for me?

copper jungle
#

in blender all orientations are fine. I hope that the "white" surface is the right one....?

brisk grotto
#

If you can see through it with that turned on they're the wrong way

copper jungle
#

the oriantation of the normals are the right one?

brisk grotto
#

Tick backface cullong on here and you'll know for sure

copper jungle
#

i checked the backface and it looks ok

brisk grotto
#

And you are on 4.5 LTS exporting as FBX with BI's tool?

copper jungle
#

Damn it, no... I didn't notice there was an additional export section.

brisk grotto
#

Use their one, it sets specific settings their engine expects

copper jungle
brisk grotto
#

yeah you'll need to go through and fix those, it's pointing out things aren't set up the way it expects

copper jungle
#

I will do. Thx a lot for yout time 🙂

sacred sonnet
#

howdy, im trying to import an object into reforger, ive got it in, it shows it has a collider, object is static, ATM machine, however im still able to walk through it, for the life of me, i cant figure out what im doing wrong, what preset layer it needs or anything like that, im new to this, teaching myself things as i go. if anyone is able to help out, would really appreciate that.

Cheers

mighty bronze
pulsar sandal
sacred sonnet
#

i had a bit of a special person moment, i was placing the .xob instead of creating it as a prefab. it does work now. thanks lads

tepid cloak
#

new wip after the buggy

night sage
#

pls can enfusion eat this model with n-gons?

#

or i must triangulate it?

turbid moss
night sage
#

crazy !!!

#

can you pls show me wireframe? i need some clues how detailed can it be. Thx

#

maybe later i have also question about texture density. Like how big is the one side of the building? or whole texture for building? Details has separete textures?

haughty oasis
#

For structures and large objects in general, in any engine it’s best to use tillable materials or trim sheets

haughty oasis
#

For a vehicle you’d most likely use a few baked down materials using the hp to lp workflow

#

You can use midpoly and then use tillable and trim sheet materials too like seen in star citizen

#

Not sure if reforger has anything like that for vehicles though

night sage
#

i need reforger 😄

#

anybody know if the enfusion editor can run standalone, without the main game?

wicked dirge
#

no

hazy vault
turbid moss
hazy vault
turbid moss
rotund maple
#

Hello everyone, iam dayz modder, but want to feal it how to work with good tools. So question, I imported p3d model from dayz in blender with enfusion addon. Structure looks good, but i can't find roadway in it. Is it even a thing in reforger?

sly bridge
rotund maple
brisk grotto
brisk grotto
sage lance
#

Does anyone know if there is a max number of boxvols per probe? Dont worry about the reason why. I would think there would be no limit (just a perforamce tradeoff), but when I added a 7th, the probe recognizes it but does not add any shading within its area

#

Nvm. Restarting the workbench fixed it

tranquil gyro
#

I am sorry, how can create animation or modification for fight with knuckles?

#

And i am create raincoat

main ravine
#

Does a vehicles visual mesh need to be parented to the rig? If so what bone?

ancient walrus
#

Check the sample I think it’s v_body

#

But only parts of it not all of it iirc things like suspensions at the front and doors etc maybe don’t the sample will show ya

main ravine
#

Ok ty

turbid moss
#

Now 73500 triangles. Double stairs from 1st to 2nd floor and one stair to 3rd floor. And testing outside color.

midnight path
turbid moss
midnight path
merry rivet
leaden trench
brisk grotto
#

Physical limits are pretty high but always better to keep things low & optimise. 60k can be fine as long as its been reviewed and doesn't have a million textures

leaden trench
brisk grotto
#

Even on arma 3 you could go higher than 60k I had a building that I couldn't view in Oxygen/Bulldozer but it worked in-game

fallow pond
#

why like this? and not have the floor as a separate mesh

median current
#

Is it just me, or is there a bug with this model? There have been quite a few updates already, and I thought it would be fixed quickly. Do you know where I can report it?

It's a shame, I tried modifying the prefob and it's on the model itself. So I can't even fix the problem.

hazy vault
mighty bronze
median current
fallow pond
#

what wrong here?

leaden trench
haughty oasis
#

Don’t think it’s a troll question. It’s an inefficient way to model that element. It’s better to have them be separate

burnt surge
#

So for basic hull i mean.. additions being seperated ofcourse

mighty bronze
astral hull
#

I’m pretty sure THAT’s what discourages people from posting

dark geyser
#

Anyone know what the issue here is?

wicked dirge
#

the face is flipped? Turn on Face Orientation in Blender and if its red flip it. If you dont know what any of that means look it up on youtube

astral hull
forest meadow
#

Hi, is there anyway to scale up the bones for a model, I seem to be having some difficulty trying to lengthen the arms and spine for my model,

woeful hollow
delicate condor
sly bridge
shell hedge
#

Bones in Reforger do not support scale, you would have to offset their position in the animations or through script depending on what you're doing

forest meadow
#

Ah okay, thanks

forest meadow
#

literally

dark geyser
#

Any where i can finde the bones for vehicle like the M1025?
I found out that i need to add bone to the moddel i have or everything gets fucked?

main ravine
#

If yall could point me to more up to date documentation that would be amazing

faint viper
forest meadow
#

Couldn’t figure it out so I simply ✨gave up✨

real solar
#

hi first post here and new to modding trying to make my first placeable mod.

mighty bronze
real solar
#

That’s the plan use every model as single but i need to separate floor, stairs and bring them together in enfusion

celest summit
#

hey hello, i made a 40mm smoke mod and to do it i copied the base game m433 prefab. i wanna change the xob file now but it seems like i cant copy it into my local mod directory, the option just isnt there. i tried using the blender plugin too but that doesnt work on read only files, what can i do?

#

im very new to mod making so any advice would be appreciated 😅😅

brisk grotto
celest summit
#

now im trying to figure out how to scale it so its the same size as the vanilla 40mm

brisk grotto
celest summit
#

it has been done, thank you @brisk grotto ^^

#

free from the shackles of RHS now 😸

real solar
eager warren
stray bridge
#

you cant pay for work thats related to/ work inside ar workbench

pulsar sandal
stray bridge
#

in theory you can pay solely for blender work and people sharing knowledge but once BI tools are touched you cant

pulsar sandal
#

heard

sly bridge
real solar
real solar
#

next Mod i try

iron galleon
#

what was the way to fix broken lods? for some reason they turn full black instead of what they should use

stray bridge
stray bridge
#

Ah yes Apha

sly bridge
noble ravine
#

its a old asset i have here getting digital dust 😆

real solar
#

That would be awesome

onyx copper
worn plover
onyx copper
#

I can pass it on to you if you want

worn plover
#

i mean yea you can add it as a pve character. bacon is really good at this stuff just keep pestering him till he responds

onyx copper
worn plover
surreal ore
onyx copper
surreal ore
onyx copper
ember eagle
surreal ore
#

Cooking up a big ole pot that's gonna explode in his face. That's all that's happening.

ember eagle
#

He make it his own let him cook🔥👨‍🍳

surreal ore
mighty bronze
#

There is a reason squad stars wars mod isn't called star wars mod officially

sage lance
# onyx copper hey example, I'm doing b1 adroid and I put it in T-pose and put the bones in it ...

Yea, love the model and would love a Star Wars mod, but your not first; there have been others. Unlike its prior games, BI maintains the mod workshop. Subsequently, it doesn’t want to deal with any potential legal consequences of a mod on its platform infringing on another company’s copyright, which is why it’s got a massive stick up its butt about this sort of stuff in modded content. We all miss the days of the Steam workshop and Valve not giving a shit about monitoring it (b/c companies typically tolerated mods based on their work unless you monetized it or created a full on remake)

sage lance
sage lance
burnt surge
# ember eagle Bruh

Not bruh.. Disney is strict with their IP, and BI doesnt want trouble with other like Disney so they got to be strict aswell to protect themself.. just follow IP stuff, or get approval by Disney and all would be good.. but Disney wont give approval so @worn plover and @surreal ore are correct.. that can explode to a ban for people with no clue about IP stuff just cause they want stuff

sly bridge
urban palm
sly bridge
#

The fact that various other moddable games are not curated is another thing altogether

urban palm
# sly bridge actually false. BI has taken down multiple star wars related mods from steam wor...

Where did I say that they didn’t? Maintenance of a status quo does not imply absolute adherence to state. Regardless, perception is reality. The largest ones, and many others, still stood or stand to this day. Curation is not the word, or the issue. As stated, many projects have stood before the mouse and survived, even with blatant rips. It has been generally tolerated throughout time. That does NOT make it right, but yet it remains reality.

I have no issue with BI’s stance, or I wouldn’t bother with the game. It is their workshop to do as they please. Jumping down every persons throat, when IP stuff really isn’t known or cared about outside this workshop isn’t exactly cool. IP law is a heavily nuanced area, most people aren’t going to have any ideas.

sly bridge
urban palm
#

But I digress, that’s not the point I was getting at.

haughty oasis
#

From memory, in relation to Star Wars, wasn’t all of this blanket no business based on Disney getting involved years ago with arma 3 mods and basically told BI that they didn’t want mods using their IP to be allowed so BI have just stuck to that

#

I get that it seems super weird to newcomers as to why SW isn’t allowed but Halo or Warhammer is

urban palm
#

Nor did any of the ton of other SW-related content hosted by steam

haughty oasis
#

Memory is a little hazy but I think it mainly stemmed from some mods ripping battlefront 2 content, so likely the original reported offenders were removed but the custom made stuff was pushed off to the side/ tolerated

sly bridge
eager warren
#

i thought the StarWars universe was free to use if you made your own assets? or was that prior to Disney acquisition? oh yes im just old and my old brain is remembering old things. oh wow "Droid" is even trademarked

urban palm
#

Yeah, I think they have Jedi, Lightsaber and a ton of other trademarked terminology

brisk grotto
#

🤣

burnt surge
# eager warren ~~i thought the StarWars universe was free to use if you made your own assets?~~...

It doesnt mind if its ripped or own made from scratch. Their IP goes also worth recognition and also if same names get in use.. Like as example if your art is made from scratch and it does look like a classic Stormtrooper its already a worth recognition.. and if you also name it Stormtrooper then too.. but if your art looks completly different to their Stormtrooper and you call it Stormtrooper nothing will happen
Also this should be moved to #ip_rights_violations

mighty bronze
#

Game ready asset.

sage lance
mighty bronze
sage lance
mighty bronze
#

Turns out magnetic levitation for your scopes is very expensive

mighty bronze
calm rune
mighty bronze
sage lance
#

Unless the artist specifically mentions that the model is a high poly

mighty bronze
#

I am
however
being punished for keeping my N-Gons into the later stages of baking
thank you quick J for making my life easier tho (ngl great addon)

sage lance
#

ah got it

cosmic wren
#

how do i resize this car to make the new car on blender

forest meadow
#

So i have a model in enfusion, and ive duplicated a character model from the arma reforger file for the prefab but i just cant get it to work, any tips?

manic current
#

Any Cinema4d modelers here?

brisk grotto
brisk grotto
forest meadow
brisk grotto
forest meadow
#

its just a russian model with random assortments of clothes from sketchfab

#

this is as far as i can get, im tryna use the base character model in the arma reforger files as a prefab after dublicating it

#

but it crashes everytime i try to put the newly saved et file onto the model

mighty bronze
forest meadow
calm rune
delicate condor
#

if its from some game then its a no go.

delicate condor
#

so unless you can prove to me its not from some game, then this isnt appropriate model

forest meadow
#

The person who gave me the permission is the one who created the models, they arent from some game

#

they were modelled by him in blender and i asked for permission and he said "go for it"

delicate condor
#

The models were found to be from COD. in combination of other model bits. Author having pretty much all his stuff rips is a big red flag. Gmod being another.

forest meadow
#

How does one add collision to an object

#

ive got all the components to open it as a storage/inventory system but i can walk through it, anyway to add a collision component?

sage lance
#

I am curious, which is better for performance. A 4k texture atlas designed for two meshes, or one 2k texture for each mesh. I understand that a 4k texture is 4x the data relative to a 2k texture; file size isn't my concern. Its a matter of whether having fewer texture samplers from one 4k image offsets the higher VRAM footprint associated with more draw calls from using two 2k images

surreal ore
sage lance
surreal ore
#

Depending on what it is, you may not even need a 2k texture.

#

Oh, I definitely wouldn't go with 2k for a rug.

sage lance
#

But b/c these models have a front and back, plus some string on the ends, it needs more space on the UV map

surreal ore
#

I personally think 2k is overkill for what that is.

#

No one is probably ever gonna get close enough to it for 2k to be needed.

sage lance
#

Its a rug. You stand on top of it

surreal ore
#

Yeah, i'm well aware

sage lance
#

But I get ur point

surreal ore
#

Save resources for the end user as much as you can.

sage lance
burnt surge
#

What you coooould do (not sure if perfomance still impacts), make LOD 0 as 4K texture and all other Resolution LODs 1K or 2K

surreal ore
#

No

#

Absolutely not

burnt surge
#

Ok kekw2

surreal ore
#

Don't listen to Sentry.

#

lol

burnt surge
#

Nvm then kekw2

sage lance
#

Only issue becomes file size at that point. I have a lot of props for a mod im working on and that would add up quick. But Ive thought of it

burnt surge
#

Because it will laod both for nonsense i think

surreal ore
#

2k roughly quadruples VRAM usage for a texture.

sage lance
#

Its the same principal behind the MLOD. Is there another reason not to have differing texture qualities at various lods

surreal ore
#

roughly 1 million pixels vs 4 million pixels

sage lance
#

Other than file size

surreal ore
#

Mips are generated.

sage lance
surreal ore
#

You don't need multiple textures of different qualities.

sage lance
mighty bronze
sage lance
#

That is my basic understanding of a mip

#

"The reticle's debbil". What?

mighty bronze
#

If you don't turn off mipmaps in .edds settings
then run low texture setting
your reticle (in optics) will be blurry

surreal ore
#

This is for a rug.

sage lance
#

I think he mean when looking at the rug through a scope but im honestly not sure. Can u clarify?

#

I dont even know how that would be possible tho

surreal ore
#

He means the reticle of the optic will have it's mips used when aiming.

mighty bronze
#

yes

surreal ore
#

So instead of nice crisp image, it will be a grainy mip

sage lance
#

Got it

sage lance
#

Xbox users be damned. They can play at 4 frames

sage lance
#

I fucking worked forever getting the opacity map right

#

I think its just discord compressing the image

surreal ore
#

Tri count?

sage lance
#

Faces are 3538, so 7,076 (in engine)

#

But its small, so the LODs kick in quick

#

Plus, I can adjust the LOD factors if need be

mighty bronze
sage lance
#

Ive got one. Want to put it to the test?

surreal ore
mighty bronze
#

I don't think I can let you test it

#

blender crash trying to export the fbx

surreal ore
#

Which should be a good indication.

sage lance
#

Though, if you rly wanted to break a console. Put whatever that remeshed model is in a particle effect that shoots dozens of them out a sec

#

They wont even know what hit them. Wouldnt even generate a frame before the thing crashed

mighty bronze
#

ngl probably just going to have to subd workflow it instead just because remesh is giving me and my laptop headaches

sage lance
#

Now I feel like I actually need to add more holes in the lamp. I was more focused on getting it closer to how the artist had it rather than making it look more weathered

#

Is that better? Strings are a bit thinner now as a result, but the holes are bigger

sage lance
#

O' ye

delicate condor
#

animals might have hard time reaching it to chew on

#

oh but you mean the tiny ones right?

sage lance
#

Fabric may have loosened or started to break down

delicate condor
#

That does need the resolution. It's very cool looking detail. If you otherwise manage scene complexity it's probably not going to have much performance impact.

strange geyser
#

Hey I have a question regarding p3d to obj (hope this is the correct channel).

I’ve looked everywhere from trying to put p3d into addon builder downloading even oxygen 2 model

I’m trying to port over some ArmA 2 weapon assets to Reforger. But I can seem to covert it to obj.

plush torrent
strange geyser
#

Tried to port Mk48

#

Appearntly this P3D I was using wasn't MLOD format, I don't know what that means :/

remote palm
#

It is encrypted. You need the root model to me able to edit it. If it isnt your model, there is probably no way to get it.

brisk grotto
#

@strange geyser are you looking at base game weapons or someones mod?

strange geyser
#

Seems like it's not possible I guess since it's appearntly encrypted :/

brisk grotto
#

Its not everything but its the buildings, cars, guns etc CUP used for a3

strange geyser
#

if it's not all, it is what it is PepeBlush

brisk grotto
#

Arma 2 sample models page from there

#

A2SM_Data_DPL_APL.zip will have weapons

strange geyser
strange geyser
strange geyser
#

Hey, I'm curious atm, trying to model Lee enfield from ArmA 2 to reforger.

Tried with the MK-48 earlier but I think I made a mistake by not using all the LOD's.

My question is, should I keep all LOD's in the Lee enfield sample and also memory pointers?

Or have specific LOD's and scrapping memory pointers and obviously using an existing model's memory pointer?

brisk grotto
#

LOD should be kept it’s usually just checking if there’s enough of them or if they could be tweaked for the better engine.

#

Mem points would need updating to empties and you’d have to check through which ones are still used for reforger, some will probably be missing too

#

And proxies would have to be replaced for an empty as well

#

@strange geyser

strange geyser
# brisk grotto <@236844419779657728>

Hey ty,

I managed to get a working model I believe, however I noticed that the armature however hasn't really worked out well.

I sadly only kept LOD0 only, not the rest PES3_Yikes

But it looks good so far, however the second I implimented armature, the bolt was way infront of the gun, trigger too and everything, I'm not sure what I did wrong.

I used m21 as base (I however belive I will have a problem reloading because it's not feed through magazine), most of the stuff seemed fine, until armature. I must've done something wrong somewhere but I can't pinpoint

surreal ore
#

Otherwise the animation will be at an offset

strange geyser
#

Wait I'm mixing things up sorry

#

The armature I need to pose it exactly like this?

#

like the actual grids or whatever? because I posed it roughly how the lee enfield is, but I suppose my mistake was that

#

hmm might be the root you know

#

now that I think about it

surreal ore
#

You need to either
A) Recreate the EXACT armature
B) Make a completely new armature and all animations needed for it.

strange geyser
surreal ore
#

Exact

#

Identical

#

100% reproduction

strange geyser
#

Okay is it in the wiki?

surreal ore
#

No

strange geyser
#

terms of how to do it exactly?

surreal ore
#

They didn't plan for us to reskin weapons

#

They planned for us to make our own completely from scratch.

#

Meaning custom armatures and animations

strange geyser
#

Okay, gonna be difficult then terms of porting over some guns from ArmA 2 rip

I'll see what I can do cheers!

surreal ore
#

Only the actual bones need to be in the exact location

#

Empties can be anywhere

strange geyser
#

Okay!

surreal ore
#

You may get by with them being "very close"

#

But that depends on the animations that move that bone and weather or not the offset is accurate enough to look good

#

The best advice I can give you.

#

Open your weapon prefab.

#

Open Blender with your model

#

Make a change to bone location and export directly into your mod.

#

This will auto reimport the model and you'll see the changes in your weapon prefab when the reimport is complete.

strange geyser
woven thistle
#

Hello, Im trying to make some custom plants for a map im making and i'm having an issue of the plants disappearing after a certain distance away and im not sure how to fix it. I have lods set up. Just hoping someone in here can help me. TIA

steel hare
# woven thistle Hello, Im trying to make some custom plants for a map im making and i'm having a...

In computer graphics, level of detail (LOD) refers to the complexity of a 3D model representation. LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position.
LOD techniques increase the efficiency of rendering by decreasing the workload on graphics p...

mighty bronze
#

Only thing I can think is to make sure it does indeed have LODs imported through resource browser.

sage lance
#

If anyone is looking for a new project, Ryzhkov just dropped an incredible new MH-6J little bird model on CG https://www.youtube.com/watch?v=lWCR3E28DBU

worldly narwhal
#

very good, with i knew how to model stuff like that

shy nexus
#

hoping he gon do an armed variant

sly bridge
worldly narwhal
worldly narwhal
#

I use blender but i've only achieved basic shapes

odd goblet
plush torrent
#

It’s nuts

#

I needa find it

#

Looked pretty cool

#

He did he trace a photo scan as well which prolly made it easier

#

Still nuts quality of the model

sly bridge
#

yeah the model is very nice. i was talking directly about teh separate model that is the front instrument panel for the AH-6 - #enfusion_model message that is pretty easy to model even for someone who is a begginer / intermediate due to the fact that most of everything is perpendicular and boxy, unlike more complicated models such as intersection of mechanical meshes or routed pieces

plush torrent
#

It was from a while ago

#

Oooh

#

He’s got a texture breakdown

#

I need to check that out

coarse dust
#

hey guys is there a way to get opscore helmet model from RHS via enfusion tools? Im new to modding in the enfusion engine and basically want to add custom NVGs that fit RHS helmets- so i assume i need dependences NVS + RHS but first of all i want to make sure it fits correctly- hence the desire for a sample model/way to export the model from enfusion tools?

sly bridge
#

can you be more specific about what you want to add?

coarse dust
# sly bridge fortunatelly there is no way to export from workbench, no

I made futuristic NVGs years back and basically i want to rig it and implement it into reforger with RHS/Night vision system.

i know how to rig/animate use blender very well but i really know very little about implementation in enfusion- my instinct was to simply get the samples from BI github- which I did- but theyre obviously all cold war helmets with no NVG mount

#

so thats why i wanted the RHS helmets as a sample so i can fit the thing on correctly before i start making the game-ready model and finishing the highpoly

sly bridge
#

i'm trying to help you out, but i need more info. if you find it easier, you can DM me

coarse dust
#

let me know what information you need im trying to explain to the best of my limited abilities here haha

#

i was thinking maybe it wouldve been easy to get an OPSCORE helmet from RHS and just model out the rhino mount after having that as scale reference

#

but since its not provided possible im unsure how id get the scale correct other than just trial and error ingame which seems tedious

#

just need a way to match the rhino mount is all

short marsh
coarse dust
#

the helmet isnt a galion its just an opscore helmet i did

short marsh
coarse dust
#

its from alex jessup

short marsh
#

at first glance felt pretty similar

coarse dust
#

its funny actually, because this exists in arma 3

#

but not those helmets

#

without the mouthguard

#

they blended the two together A and B

short marsh
#

would fit right in with some arma 3 dlc ngl

short marsh
#

rate the polycount (not everything merged yet)

worn plover
short marsh
worn plover
#

ive been trying to come up with a clever name since i first saw it lmao

short marsh
#

i cant even be mad, you fucked me with that one... its pretty accurate

fallow pond
#

its a meatlover cross

worn plover
short marsh
#

gonna have anything from 5 story ones to 15 stories i think is the tallest one on my list

sage lance
# short marsh rate the polycount (not everything merged yet)

Tri count seems appropriate, tho I haven’t checked the base game apartment models for comparison; it will increase by about a third when imported to the engine. That said, the vertex count at this level isn’t nearly as big a concern as the number of materials you use to texture it, esp. if your LODs and colliders are well done

#

Tho I’m a little confused on what the 698 unselected objects are

coarse dust
#

mk i think im relatively close to getting the basics in game however im noticing the object origin isnt represented in space correctly- for NVGs (rhs) does the mesh itself have to be at (0,0) insead of in position on the rig

#

because in game its doubled in height xd

remote palm
short marsh
burnt surge
# coarse dust mk i think im relatively close to getting the basics in game however im noticing...

You could learn the basics from this here:
https://youtu.be/dUNN_KeyjkQ?is=hqA9p1HcN5nM5o_E

Worked pretty well. I think NVG needs also the bone Head and while apply it you need to select in the WorkBench the checkbox its use the anims (cant remind exact name).

Also important when you export in Blender your helmet & nvg to .fbx, make sure you selected checkbox "Selected Objects" and in Animation deselect checkbox "Add leaf bones"

When you have imported your helmet into the WorkBench (the .fbx file) into .xob file, go to import and select the Checkbox "Export Skinning" and reimport it

Follow along with our guide here: https://reforger.armaplatform.com/news/modding-boot-camp-3-modeling

Bohemia Interactive Community Wiki (BIKI) Tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear

This Modding Boot Camp seminar was originally held on the Arma Discord Server on December 18th, 2024.

Artis...

▶ Play video
mortal abyss
#

Quick question - If I want to buy a model from i.e. "CGTrader", is it the royalty free license I want to be looking for, generally speaking? I'd really like to get my rocket pods finished, but I'm terrible with blender it took me about 3 weeks to get basically a cylinder with holes in 😐 don't really plan on going into model stuff more than one or two mods!

lethal frigate
#

So i think this building is good , with good lods will be even better

short marsh
#

if youre not careful you might end up with a 300 dollar model that you cannot use lol

not like its the first time it happened to a modder

mortal abyss
#

Ya I been reading through things this morning, still sort of confused on some parts maybe I could reach out to them directly and ask questions? It was actually quite fun doing the blender things for the first few days...

Also read that you can get people selling models under XYZthecorrectlicenseforme, but they themselves have got it in a dodgy way, any advice on avoiding that?

#

Sorry for all the question!

short marsh
sly bridge
mortal abyss
#

I read a message that was going on about people getting dodgy models, selling them to people who then upload them as mods etc., and issues relating to this but I guess just find a reputable person? I'll have to do more research, specially with money involved 😄

short marsh
#

i think that was in regards to people ripping models and then selling them on cgtrader i think...?

sly bridge
#

all the places you can acquire models from are plagued with ripped models. the cheaper the model the higher the chances are it is ripped from somewhere

short marsh
#

i know it wouldnt be the first time someone bought a ripped moddel, iirc there was a ZTZ tank that got ripped and sold

mortal abyss
#

Thanks to you both - I will read up on this further, probably return with questions some day 🙂

strange geyser
#

Hey, so a while ago i was portig Lee enfield from ArmA 2 to ArmA reforger, on M21 as a base, but I'm curious can I just make my own base for the Lee enfield? And make animations for it instead of using the base?

Also I saw a video a while ago where they hade a rigged ArmA Refoger charachter and did the idle animations etc, is there a way to get that or do I have to rigged it myself?

urban palm
strange geyser
#

Thank you 🙏

strange geyser
#

I tried some of my bones, however I noitced that all of them get smaller more I rotate them?

Even the trigger.

Any idea how I can fix this? PES_Think

wicked dirge
#

the bone size doesnt matter, their position does

coarse dust
#

unless you set their scale and bake them in animation

storm copper
#

Got question made model, and when i shoot at it. it has no hit marker. What could be wrong ?

brisk grotto
storm copper
brisk grotto
#

Most likely something in your model itself thats not importing the collider setup properly then. Those settings look right

#

Did you export from blender with their plugin?

brisk grotto
#

Manually imported direct to workbench?

#

If so you probably missed something

#

Blender exports easier it handles a lot of the steps for you

storm copper
#

ALright will try again

brisk grotto
#

Just make sure you are on Blender LTS 4.5

#

it doesnt like newer versions

storm copper
#

Yea im on 5.1

brisk grotto
#

You'll have to go to 4.5

grim dust
#

Guys,I’ve finished making my grenade model, but I don’t know how to rig the grenade skeleton.

#

Can I follow the steps for adding bones to a rifle model, and then name the bones of my grenade model using the bone names of the original grenade?

mighty bronze
odd goblet
burnt surge
remote palm
storm copper
grim dust
remote palm
#

The vanilla models are your best friend - you can usually “copy” their setup

grim dust
#

I referenced the bone positions of the original grenade model afterward. I’ve finished the rigging now, but I’m still not sure if I did it correctly.

#

okay

remote palm
#

Well its always trail and error 🙂

grim dust
#

You're right. That's exactly the case.

#

I think the bone rigging should be alright. All the bones seem to be in the correct positions......

oak shard
#

Hello, I took a 3D model of Sketch Fab and I made a transparent Vanilla vehicle and I wanted to assemble my .xob in superposition but I do not know how to attach it when I get into the vehicle the transparent vehicle moves well but the xob remains stuck even after adding it to the child of the transparent vanilla prefab. Does anyone have the solution?

grim dust
grim dust
surreal ore
grim dust
#

@mighty bronze@remote palmThanks to both of you for answering my questions. After I finish my grenade mod, may I put both of your Discord names in the credits list?

mighty bronze
#

idc

remote palm
#

Not needed. Thats why these channels exist 😉

grim dust
#

Alright, sure! 😊

primal zealot
#

I'm having some troubles understanding the whole BSP, portals and volumes.
I think my portals are placed correctly on the windows/doors, face facing inwards.
The Boxvol is just a basic shape of the building, which i have made it little bit bigger by around 1cm.
The BSP geometry, i created one for now to test. Made a plane facing outwards around the whole building, started making planes inwards in each room against the walls, floors and ceilings.
When exporting, log console goes crazy about portals leaking ect.
I tried to find guides, followed the BI wiki but its not clear for me, Found one video about the BSP's ect but its just for a basic cube. Dont know how to approach this building and i have more similar buildings like this.

Anyone here willing to help or explain how i should approach this?

short marsh
lethal frigate
#

Its not like they all the same almost

primal zealot
short marsh
short marsh
mighty bronze
# short marsh

Is this thst one funny building that kind of looks like u know what

short marsh
mighty bronze
primal zealot
# short marsh

Nice im loving it. Forgot the actual name of the building though. Tell me when you do the BSP's, Portals and probes for this building 😄 i'm willing to watch

short marsh
primal zealot
short marsh
#

btw if you ever need a good look at the interior of like the stairs and whatnot, i recommend looking up the building type on youtube you will find a lot of videos of people that love riding the elevators lmfao

#

without them i would have been lost on the interior since theres like no data out there

primal zealot
short marsh
#

i use a mix of like single frames in random videos, blueprints, and improv

primal zealot
short marsh
#

im creating a map, but not pripyat themed thats what a friend of mine works on and he asked me to help him out

#

but my pc is busted so for now im 3d modeling on a laptop and gonna try to make a overarching building pack

strange geyser
#

So I'm in the animation process atm, gun is setup an all, but I've ran int oa problem ish?

I'm trying to create my own animations for my gun but I'm confused confused, I want to create animations from scratch but the guide in the wiki wasn't clear for me.

I just need to get it to blender and welp rest is history I can managed most ish

On this part https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Setup

coarse dust
#

how do you add items to arsenal after setting up model in game?

sage lance
mighty bronze
#

Also wait why you asking in models channek

strange geyser
strange geyser
woeful kraken
#

Anyone here know how to put in clothing? IDK how to do it lol. I really want this asset in there tho to complete the army "cold weather" uniform witha fleece. I will buy the asset. Just need someone to put it in
https://www.cgtrader.com/3d-models/various/various-models/military-tactical-olive-green-fleece-jacket-sweatshirt

CGTrader

Model available for download in Autodesk FBX format. Visit CGTrader and browse more than 1 million 3D models, including 3D print and real-time assets

calm rune
#

meaning your character can not wear these

woeful kraken
woeful kraken
violet tangle
#

Is there anyone that is willing to help/teach me how to take a 3d model and turn it into a functional working vehicle for reforger? Im willing to pay after good progress and completion.

grim dust
#

I'm a bit confused. I already set up all the materials and textures during the modeling phase, so why aren't they being recognized when I import the model into Enfusion Workbench?

plush torrent
grim dust
#

I’ve been figuring this out for half the afternoon, and here’s what I’ve found:
when modeling, you can choose exactly where each texture is applied, but there seems to be no way to do that inside Enfusion Workbench.
I suspect I have to make BCR and NMO texture maps to get this working properly.thonk

#

If I just apply the texture directly, my grenade turns completely black.

mighty bronze
#

You'll also need to assign these _BCR and _NMO .edds textures to .emat materials (usually generated from materials you setup in blender)

mighty bronze
# grim dust I'm a bit confused. I already set up all the materials and textures during the m...

Incase you have some confusion, every ingame model usually contains three things
the .FBX (Enfusion its .XOB) model, which is the triangles and faces that make up the model.
the materials (Enfusion its .emat) which controls how the texture is displayed, and where its displayed (material on the body, and the material on the fuze)
the textures (Enfusion its .edds) which is the funny pictures based off UV Maps on the model, that are put into the material, which then displays on the model.

#

so when you export the model, you're only exporting just the triangles and faces (plus materials usually generated by WB)
Then you need to export textures, there is someway to do it with blender but I'm not sure where

brisk grotto
# violet tangle

Most bought vehicle models have either no/shitty interior or way too many verts

umbral tartan
#

does anyone has a good rig for this ghillie? Cuz thats fucking impossible to make it without getting leaves from one part of the model sticking to another

mighty bronze
umbral tartan
#

Those two shows all my emotions

mighty bronze
#

Honestly you could probably put thr legs in an A pose animation and just do some weight painting shenanigans.

Did that alot with a plug in called cats for another game
-# I doubt that plugin would work here tho

umbral tartan
#

Helped, but not really

#

0/10

#

That guy who did unn ghillie is a goddamn boss of free will and job application evasion

mighty bronze
umbral tartan
#

I dont really have a choice

mighty bronze
#

And then when youre done
Save a backup of the blend file incase you have to go back

mighty bronze
# umbral tartan I dont really have a choice

L for island/mesh select
Idk if the blend file has seams on each leaf but if it does
Or you can select the uvmaps edged, shift F and apply seams that way.
Then L select based off seams might help select entire leafs

umbral tartan
#

I dont think

#

There was no seam

#

So I need to make everything by hand

calm rune
grim dust
burnt surge
#

Not sure if its the right place here, maybe configuration would work aswell.. I ran into a issue (optical wise), the system itself works so far.
I know of Arma 3 and OP's people like to customize stuff, mostly infantry gear so i did for the Armor all pieces seperatly and modular to use + added for the Armor itself a seperate loadout window (so you wont lose space for mags and other items).
My issue is when i put stuff on surface the parts getting to hover above surface, looks like it just takes the Armature positions. Also when i swap the Armor with a other Armor it looks like a bug which has lost his hull while grown..

Ive played already around in the InventoryItemComponent with Resting UP and the Resting Additive Offset LS values but somehow its very bugged and sometimes when i change the values nothing happens or completly disappears somewhere else. First pic is the loadout, second pic how everything is floating, third pic the bug hull and fourth pic when i was trying to fix offsets with Rest UP.

Anyone already has some experience in this? (Main Armor part can be done with Item model i know with the BaseLoadoutComponent, but somehow when i add this Component to the pieces it makes the pieces not working anymore on the character, all glitching on surface)

sonic tree
#

I'm not sure if that's what you mean, but I know that clothes have a separate model when it comes to items on the ground

grim dust
#

Is my normal map flipped?

umbral tartan
umbral tartan
brisk grotto
brisk grotto
devout dune
wicked dirge
grim dust
#

I've reworked it, and it's working properly now.

#

But there's a new issue. I'm making the grenade textures, yet the AO map never exports properly. I looked up online tutorials, and they say I need to set up a high-poly model during the model baking stage. I'm still figuring it out...

grim dust
brisk grotto
#

Theres tutorials online for baking AO with substance, then as long as you use the enfusion export presets your AO will go into your NMO map

burnt surge
burnt surge
burnt surge
muted narwhal
#

been looking at some 40K mods for reforger so minus well

brisk grotto
shadow karma
# muted narwhal

I once had a path of adventure, but then I got shot in the knee by an arrow...

fierce kraken
#

Does the model thickness in blender translate to armor thickness in engine? Like if I made the collider thinner would that translate to a thinner armor value in game?

brisk grotto
pulsar sandal
#

collisions work properly on foot but in vehicles cars can drive through them.. anyone know what may cuase this? thickness of the collision??

pulsar sandal