#enfusion_model
1 messages · Page 30 of 1
layer preset is set to terrain, use buildingfireview for the colliders and you cant pass trough anymore
A mod content reminder that you have to have the rights to use the IP you upload and that covers trademarked logos and such markings. Like from clothing or gun manufacturer. People will be notified of issues but I would appreciate proactive cleaning of your content.
Questions can be asked at #workshop_admin
Make each their own _LOD
How are you exporting? It may be merging them
you aren't exporting with BIs plugin, try use that instead?
Still merging
Odd, I thought thats all it needs. Maybe someone here knows
Looks great! How long did it take you to make?
Oh wait
Shit
I thought I replied to someone ab my tank model
I started that model last year in August
Made a couple renders with it
I stopped working on it at about September 14th
Did you also do the interiors?
Not at that time no
I was working on exterior at the time
Thought you was that one guy from reddit which did a really detailed chnpp model according to floorplans ect. Which took him over a year to make and it is still not done.
Those projects take ages
I spoke to that dude before
Thatchernobylguy
I think that’s his name
Yea exactly!
He made a live stream with a YouTuber with his cgi exactly outlying the explosion in real time at the same time it happened but this year instead of the 80s
Thats crazy work to behonest. But i guess that the asset would be to heavy on performance on enfusions engine
Ye he was doing it in unreal engine
I actually met him through a Roblox RBMK-1000 simulator LOL
The owner is making the same game but with more accurate physics and so on in godot
I dont see the second vent stack but it still looks very good
You have grid synchronisation control rods ARM etc
ye I only did unit 3/4
I was moving onto unit 1/2 after
What the hell haha. Ive seen chernobyl scenarios on roblox, crazy
This is the game but in godot
It has actual ORM calculations, thermal activity of the core with 3d simulations rather than 2d
Im curious if its possible to get the reactor stable again from the critical point
Another amazing thing is working AR
No
You see the issue was
Skala was offline
Operators should’ve recalculated the ORM
and done actual checks to see if the core was xenon poised
But given the decay chain of iodine 135 to xenon 135
It’s impossible for a xenon buildup
As it’s half life is about 5-6 hours
Power went low near midnight
They pulled control rods without following procedure to pull the core back up to power over the next hour
They did it too fast and accounted for theoretical xenon buildup
When there was non
So it slingshot into the state of criticality
Then a design flaw was the tip of the iceberg
Graphite displacers etc
Given they followed procedure it wouldn’t have happened
It’s a mix of Soviet error and operator error
Sorry for dumping that info
LOL
The second power started rising fast it was impossible to turn back
I think they said that its possible, not in the period when they pressed AZ-5 but before, like at 1Am.
Shutting down the reactor slowly and wait 24-48 hours for the xenon to decay but they raised the power again.
I mean critical moment is already when the reactor gets at very lower power and becomes unstable right
Oh ye, that part was preventable
all they had to do was
check ORM
and safely and strategically remove control rods and placing them in
in various areas
I heard a rumour somewhere idk if its been proven
but apparently, toptunov was moving control rods erratically
As much as I love a good history/chernobyl rant, can we keep this model channel on topic 🤣
xd sure, I just get a little carried away sometimes and info dump out of nowhere 😭
You set the prefab placement to “slope and contact”?
yea i think swampfox got me on the right track now, i had all of the settings set identical to base game sidewalks but they werent working the same
Assign material in blender?
It has one
Probably vertex color, if you go to the clean up section in enfusion tools it can auto remove them
Thank
The vertex color seems to come up pretty often and Im curious how people are using it when it does not really have any apparent function in modeling. So how do people end up having vertex colors on their models?
A lot of ripped models tend to come with vertex colors. Not accusing these people but when people would send me their models to figure out why it was "black" and I applied the texture to it, it was always a model I've seen in other games and not modded games.

I use vertex color to create id maps in substance sometimes.
Yeah vertex colour is useful for id maps but ive transitioned to using material colours for it as its easier to apply
in my 20+ years of modelling, i have used vetices colors function twice. Once because it was used by the game engine i was commissioned to do models for, and secondly for MCG script as a soft selection type thing...
i always thought that vertex paints will be used by enfusion for thermals to be fair
that could be quite cool thing. But wouldnt texture be better for being able to edit it between model versions?
of course it would be a ton better, and seems that is what BI did, although it is not fully implemented just yet game wise, there is this new entry in the material/shader parameters
I mean if you use vertex colors for ID maps, you (really) should know how to remove them afterwards for export.
In normal case yes cause you did it
It’s because of the attributes that are in the model
If you duplicate the prefab you can remove the cargo prefab
My bullet collider is invalid, says face is degenerated on every single mesh I try using, even a cylinder with no changes other than scaling it to the appropriate shape and exporting as an fbx will give me the invalid collider face is degenerated, and then lists every single face as an issue
Dunno if that is already the issue, but the faces at the tip are Ngons.
Have you also tried applying transforms?
Also, are you sure you applied the collider properties properly?
And have you tried trianulating the collider? I might be incorrect here, but i think that is also needed 🫣
i don't know how to triangulate things lol, and i think i had the collider work once, until i had to shift the actual bullet back towards 0,0,0 so it wasn't offset but /shrug
i triangulated the faces i did apply transforms, i merged the vertex at the tip too and still the same error
i'd use a capsule for the collider like the other bullets use but i don't know what to use in blender for that, the capsule blender has doesn't let me use the collider setup with EBT
You can add a triangulation modifier in blender.
i think the ctrl+T bind also works, i had tried the modifier but it didn't seem to like that lol
Well it tends to work better with quads. Since you have ngons it won't like it.
I'd recommend lowering the poly count on that as well since it's just a bullet. + Shade smooth it.
it is still broken
though now i am getting new errors, face edge shared by too my faces and convex is not closed
well i just went with a UBX to test and that worked no issue
and now i can't get interaction layers to work 
wait nevermind i figured that out
Hey everyone,
I was wondering if any of you are using InstaLOD Studio to create additional LODs for uniforms/clothing.
I’m completely new to LOD creation, but I’ve been reading that it’s really important for performance and optimization, especially for player-worn equipment. So I’d really like to learn how to create proper LODs correctly.
If you have any tips, recommended settings, a good workflow, or even common mistakes to avoid,
I’d really appreciate the help 😄
Thanks in advance 😉
i have a new problem lol; when following the tutorial in the weapon animation section it shows how to import the magazine into the same scene for animating, it says to apply all transforms to the empty plain axes "snap_weapon" and then parent the magazine to it. when i do that the snap_weapon moves back to 0,0,0 making the snap_weapon offset from slot_magazine, and if i try to parent the magazine not doing that it will offset the magazine backwards from where it should be
first image: no apply transforms and parent magazine to snap_weapon
second image: apply transforms to snap_weapon and parent magazine to snap_weapon, the magazine will now be ofset forward and no long aligned properly
i think a shitty way of doing it in blender would be to make a duplicate of the object and use the decimate modifier? /shrug i am sure there is maybe a better way, someone i'm sure will say if this is a bad idea or not lol
i seemed to have fixed my issue by applying the transforms to delta, and also shifted the axes to a different location and they seem to work i guess? /shrug
Are you doing this solo or group design
I tend to just do it in Blender, duplicate & decimate with some manual deletions
Just solo.
Mostly just messing around experimenting with making vehicles in Reforger.
Are you a part of any unit that does the Warhammer theme?
I'm not.
Just something I did a couple months ago.
Though it seems we have a mutual friend.
If you want the model I'd be fine with giving it.
Never apply all on empties/plain axis
Just rotation and scale
Also I usually put it at 0,0,0 anyways (or none at all given it creates a scene root anyways)
I forgot to line up my model with the world origin in blender and now when I tried to use a wheeled prefab it was a bit offset, is there anyway to fix without re importing?
Also I can’t seem to get the collision to work with the vehicle
https://youtu.be/4OTInKO2pKc?si=KfM_OtMnzwjOzhdF
this is the vehicle
just move everything closer/to 0,0,0 so it isn't offset? and then reimport it
No, you can't make changes to the model within workbench, that's what Blender is for.
Are you reffering to interior shading, such as for buildings?
Yes
I will dm you in a sec w/ stuff
sweet
Can we modify a vehicles stock performance values in the prefab editor?
What could be the reason why my model that i import has double the vertex count compared to my model in blender ?
it gets triangulated on import automatically
that shouldnt change the vertex count tho should it
As Example, My wheel has 6418 Verts in Blender and in the workbench it shows 12634 Verts for whatever reason
The Facecount/Triangle count matches btw
It will, the engine triangulates it differently to how blender does, including adding verts where it thinks it needs them. vert count will always be higher in enfusion than blender
so looks like it will also split up the meshes into multiple ones ?
If you’ve got separate mesh in blender they will import separate yes
i have them all joined into selections, but in workbench one material is getting split in like 5 meshes ?
eventhough its one selection in blender
Hard to say without seeing your setup/output
Is there a way to view my colliders in game for helmets to see if they are updating?
There’s an option on debug menu to view colliders or if you look at the XOB in workbench you can view collisions
Howdy hey
Recently I got this gen 2 glock mod for reforger but I wanted to know how I could possibly import it into blender and it's textures
I have my enfusion blender tools set up and my workbench
No you can't take someone else's models out of the game
Ah
What about just reforger models how do I import those into Blender?
It's model making, not model taking
You dont
Alright then
smh 
Learn how to make game assets is the only thing I could suggest.
good try but he already left the dc 
Left the dc?
Oh he left the server.
Lol
While these are skills anyone can learn, not everyone has time or want to learn. 
Or the creativity to actually model something good ^^
I tried it for two years but never really completed anything "big"
Only my one helmet i did ^^ - harder shapes are the issue for me atleast. I tried an Opel Blitz for Reforger, but the cabin i am breaking down at...
it does take some practise to find good workflow that fits your thought process
you got great model going there already
In general, I think texturing skills are more important than modeling skills, at least in regards to looks (not performance). I know I’m biased considering I haven’t created my own model before, but based on all the assets I’ve worked with, a great looking model with god-awful texturing is a lot worse than a mediocre model with great textures. Though, there is definitely some overlap with those skills due to the requirement of a normal map
That being said, still love high quality models, which your truck certainly is
To be fair if your model sucks then so will the texture (maybe indirectly)
Depends
If your models looks bad because of your intentions for optimization and doing more with textures then it doesn’t really apply
In this day and age of technology for modelling the bigger problem is making good looking but optimised models. Anyone can follow a doughnut tutorial on YouTube but end up with a few million verts, the art is in taking the concept and making it lower poly.
🤦♂️
Couple things. Not right channel. And you can’t pay ppl to mod within the enfusion tools per BIs EULA. Your mod will get removed. Not trying to be mean; just letting you know
But you can pay ppl to make models and texture as long as all of that is done outside of the workbench
Understand u my friend but im looking for someone take a project of my server and be our dev
Hard surface might be more forgiving but organic isn’t. If you have a shit looking highpoly you’ll have a shit looking model after texturing.
Nope wrong, you can make a bad model and make it good and cool looking with a great unwrap and neat texture work. You can also make a perfect model and texture it with smart UV project by Blender and it will look like trash at the end cause edges etc wont fit to each etc.. even bad texture work can ruin your great model at all.. at the end for visual purpose the texture artist will decide if your model will look good or bad.
You are 50% right. Refer to what I said above your comment.
You still can manually "repair" the trashy highpoly model when you paint the normal map manually instead of baking the trash. You also can safe a lot if texture work gets manually done, wont look perfect at all but not that worse without textures 😅.. You are right about organic stuff this might be more difficult to make it looking good at all but if its like that most texture artits will say you got to redo or improve what you did. When you do all by yourself, its more or less a skill issue, so you will redo it anyway when you have gained more skills in stuff.. no master has fallen from the sky 🤪
I was thinking also about bad topo making it texture bad and look bad
cant pay for that
tools are non commercial use only.
I would assume you dont want to waste money on banned mod
U need to be your dev if you want to have server with custom mods
thats the whole thing
💯
ty - maybe at some day ill get my head around the cabin - but till today i just havent.. 🙁
How did you use photo scanned data in marvelous?
scann- retopo- import marvelous convert to garment simulate etc
I don’t understand the logic behind that. You have a scanned mesh that is already a highpoly. All you have to do it retopo, bake then texture. Can we see the MD version? I’m intrigued.
Well when i scanned it, it had some odd creases and they were barely any too and i wanted to try something new so i imported it into marvelous and simulated it to have more wrinkles then baked in marmo with original scann textures
Can we see it though? This is gonna blow my mind lol
Yes, i can post later just out rn
Aight cool
first stop at #rules to learn about our stance on crossposting same thing on multiple channels
Very nice looking though.
Marvelous is so... Marvelous.
Hey guys, I’m hoping you can help me out. My building has this issue where outside light leaks in (you can see it in the pic highlighted in blue). When you get closer it fixes itself.
It’s just a visual bug, but it makes the model look off. Anyone know what’s going on? Thanks!
Your model isn’t fully sealed in either the LOD it’s using for shadows, or your box volume if you’ve made those.
so every building has a env probe which tells the engine to render interior lighting and make it darker its the reason why when you look into a building window at day its completly dark from the inside
👀
This looks great
Wait…. You can convert an existing mesh into a simulated on in MD???? How did I not know this!!!
You can but you need to have it UVd then you need to stitch all the seams together in MD. It’s quite messy. You also will loose all original shape the moment you hit simulation which is why I’m curious to how it achieved what he said. I’ve been using MD for over 4 years and what he is saying just doesn’t make sense to me which is why I want to see what he did.
The picture he posed also doesn’t look like a lowpoly but just the high poly with a texture over it.
Yeah so original image is not the lowpoly
yes it is? just used marmo to bake the textures
No it’s not. I’ve been doing this for 8 years. The first picture you post has much more geometry then that very secretive 1/4 of a shirt you just posted.
it's the exact same one i've shown in the first picture, we can go to a vc if you want, i'll show you 🙃
Look at your pocket flap geo on the first image and then on your retopo. Ones a complete flat surface and the other isn’t. Doesn’t matter how good of a bake you get it will not have that protruding with a complete flat surface. Again the first image isn’t just the highpoly with a texture over it. I could pick out so many more areas on this but I’m not gonna waste my time lol.
Just to clean up any confusion what I am saying is that the first image you posted is not your lowpoly model. It is just a highpoly with textures.
ohh that's not the full retopo i made the pockets and other parts separate...
Did you ever get an answer on this. I am also curious
Not really. Some of it is created from blender. Otherwise you can place your logos on the actual skins of the vehicles, buildings, weapons etc.
Thats what I had been doing is what your video from 7-8 months ago had done
- Create Decal Entity,
- Create a emat with your image,
- Apply emat to the mat section in the entity,
- Turn off terrain only,
- Nest the entity within the object you are applying it to,
- Profit
EDIT: Of course move/scale/transform as needed to fit your taste
Cheers mate
Hello I have a quick question. I'm considering making a building pack for my map. I plan on using free 3D assets I find on the web I was just wondering if there's anything special I need to do before uploading them and publishing the building pack?
Do I need to set any special licensing or do anything in the bio specifically?
Depends on the license of the models ur getting. Just read the license 🙂
Also make sure its not some ripped stuff 
From what I can tell reading the description of this it seems it can be used without any problems but is this something that is safe?. https://free3d.com/3d-model/watch-tower-made-of-wood-94934.html
its pretty obvious displaying license for personal use, what this includes you have to check for urself on the side and figure it out
Im sure its been asked a billion times,
but why the further I go out the leaves for my tree just shrink up and dissappear, what setting am I missing here.
how its supposed to look lol.
use opacity map instead of alpha
Elaborate cause as far as I am aware I am using the opacity map
Cant seem to figure it out
ur not using alpha bias?
maybe try to use a black and white opacity map
did this like 2 years ago so I might not have the solution to ur problem
treecrown has some spefics im not aware abt rn I would need to check it out myself again :/
I recently had the same issue with my cam netting.
I resolved it by changing the sort by setting in the material. I can’t remember off the top of my head which one I used but there’s only 4 or 5 options so test each one out.
Also… I’m curious, is it a gum tree?
Exactly what im using lol, I have had this issue in the past and now cant remember for the life of me what I did to fix it.
I will give it a shot.
acacia
try increasing alpha mul and/or the other alpha option below
If the issue persist you may have to use a matbasicpbr sadly idk
how did this go?
textures?
yes
i kinda gave up and started on making some wizard drip
wizard drip 😭 hows that coming along man?
alright so far! il post a showroom image once done!!
nice man, ping me i wanna see how this comes out 🙃
Ive been looking into it, trying to figure out what is different.
this is the only option on the image texture file that is different.
and I believe this is the reason why my leaves dissappear at distance.
However I cannot figure out how to remove the alpha channel
Its gotta be the image texture file cause I replace my opacity file with a vanilla base game one and it works fine, no more disappeary leaves.
using mine breaks it.
Like Ben said opacity maps supposed to be greyscale not black/red like your current one. Change the red to white and try again
Casey it is white for me.
there were two version one red cause on one import it turned the white areas red.
and the second one on import is just white.
Neither of them work.
Im also using substance painter.
This, This does not work.
theres still a alpha channel or something attached to it.
also the error it spits out at me.
if theres a naming convention im unaware of.
Currently set it as Acacia_A and that still doesnt work so im utterly stumped.
you are welcome
Also sliders below do something but i don't remember what exactly
I love you, will give it a shot here in a few.
That table at the bottom of this page lists all the suffixes, if you're dragging and dropping a png in to convert it make sure the suffix is right as it reads that to define import settings
It worked thank you so much my man
That was my pain and tears
Also try different foliagealpha modes and sliders, maybe you can get better results.
will do
Hey lads, is there any tutorials on Tree imports? I've had a dive through the wiki and cant find much.
I have the tree model in with correct colliders etc (matching vanilla colliders) and prefabs setup the same as vanilla. However they don't sway and move like the original ones do so I assume I have missed something along the way. The original games tress dont have bones but they also dont have morphs so im curious how they did it.
click change class,
Then choose PBRTreeCrown For the leaves
and PBRTreeTrunk For the Base Trunk of the Tree.
Shader magic
you ever get around to this?
Yeah I just haven’t posted the drip yet!
Hi, I am trying to use the Blender addon, I have Workbench Running with the NET API on and the Port configured correctly in Blender + workbench, the options that need the NET api also work, however all things Like exporting/saving Materials give me the Message that it needs to be Inside an Active addon, Even when saving Inside the Open addon folder, why is that Happening?
I get this error all the time, save your project from the top left and relaunch your project and it will fix this
In Blender or the workbench?
Workbench, save workbench close it relaunch and reimport
Okay, I will try that, thank you!
Can anyone explain what the 'static' layer of the "Building" collider type does within the context of the Enfusion engine. I am trying to get a better understanding of it so that I can more accurately determine the level of detail that I must include in my structure's BuildingView/Building collider(s). I know the building collider should be as simple as possible while preserving the building's overall shape. That said, I have some large columns that have some relatively large, detailed parts that jut out. I don't know whether to include them in the building collider or keep them out to reduce the vert/tri count.
I plan to make a separate, far more detailed FireGeo collider
How do I import a model and make it appear in GM? I can get the fbx in the workbench fine
Like say I wanted to import a wall
Just to clarify, you’ve already successfully imported the model into Enfusion from Blender?
open up a building .xob in the editor and look at its colliders. i believe they use a UTM for fire geometry aka bullet holes. and for actual physical collisons it will be simple planes i think dont quote me just go look
Again, I understand all of that and have been actively looking at base game assets for reference. That's not my question though. Im just kinda wondering how much detail I should be adding to the building collider such that player collision is best while minimizing the vert/tri count
I guess I can just test it as I go. And try to just use cube shapes rather than conforming to every large edge on the columns. The base game models sometimes just make me think I should be adding more detail than is neccesary. Like some of the base game structures have building colliders where a fence is fully detailed whereas others have fences that are just made of cubes
Detailed enough to work but also not cause issues.
That is on a per model basis.
Got it. Thx!
again they list the vert counts in workbench
ALL colliders should be as primitive as possible.
farmhouse BD is a tenth the verts that its LOD0 is
Well the building im working on has a lot more exterior detail that juts out compared to any of the base game models, so there is no base game asset that I can directly reference the vert count to. But I get your point
At least not on a 1:1 scale
your building looks like the church
go look at how the church colliders are done
Good reference. Hadn't considered the church yet
If you're questioning how to do this that much, watch some videos about "game ready assets" specifically the colliders.
I'm sure there are plenty on youtube.
nobody considers the church and look at the state of modern society
yes
Well now Im pissed b/c i've done like a days work attaching the exterior detail to mesh rather than keeping that detail and the buildings shape as seperate b/c the wiki said the best practice for making structure colliders was to make a single trimesh
Place asset in GM, go to the side list and find your asset in the world, drag it from the list back into your resource maanger to create prefab (name it)
You'll need to add all of the applicable components for a prop to your prefab
what so make a world?
Or just read the link I posted last
Or you can duplicate a preexisting prop and just replace its .xob with your own, which will bypass the need to manually add the required components since it will already have them
Yeah you should prob read that or watch a tutorial
I have no refrence
It's the size that you imported it as
The opacity associated with the material is causing it to appear that way
ah
One sec
thank you
it is beautiful
so from here how do I make it so it's placeable
I can't find any good tutorials
Read wiki links from Zelik so you understand what your doing as youll gain more that way. Then once your done with that, do what I previous said
Or skip the wiki and do what I said. But you will not learn much that way
I will do both
what existing prop would be best to duplicate?
I assume your model is a fence. Find a fence prop
What you said doesn't include registering it so it's actually placable via gm mode.
i thought its was a cheese grater
You can place an .xob in GM mode, right?
Doesn't matter if all the components are there, if it isn't actually registers to be placeable
You can only place things that are placeable.
And no, you can't place xobs
Only prefabs that are registered..
I placed an .xob
That's world editor
That isn't GM mode
ye and look at the components list on the right. it instantly becomes an entity
ah didn't mean to say GM then
drag it back into the folder to save it
He asked about GM mode though.
Yeah but hes got to make a prefab first to create an editable prefab, which can then be added to the gm list
And the wiki article explains it.
And I told him to read it. Im not disagreeing
so do i get the thing i duplicated and give it my mesh?
I think I've made the prefab
Would this now work if i made this a mod?
also what does this mean?
Sry, I can't keep helping you (and another person via DM) and work on my model in Blender at the same time. Read wiki. If you havent figured it out by the end of the night, ill explain more
that looks really familiar, where do i recognise that building from? 
Ignore that
How should I know. I paid for it from a reputable artist on FAB. I always do background checks on any model I purchase, so I hope your not accusing me of using stolen assets
Srysly. I got $1k in purchased models in my mods. I'm not risking using content that could get me banned
oh hell nah, no accusations. i always believe innocence unless proven otherwise
i meant the building itself looks familiar
i cant pinpoint it tho
why does the prefab have no collision?
either no colliders or its still a xob in nature (aka no rigid body etc etc)
it says rigid body is inactive
Well if you do actually learn that its a stolen model, pls let me know. Like actually. I try to do significant background checks via reverse image searches and looking at games that it could have possibly come from, but its not always full proof. Ive had to remove a model I was working on once before (early on when I began modding) after someone told me he thought it was stolen. The models he thought it were wasn't it. But it got me to do more searching, and I discovered it was from an old Modern Warefare map. After that, I dont trust artists without reputable catalog and artstation portfolio
Model never got uploaded to base game. That was good timing too. I was just about to begin the LODs for that model (crashed Mi-24) prior to the heads up from that person
thats kinda why i started making my own models, trusting in other people selling assets or including dependecies in my mod can always lead to me getting shafted lol
It takes so much time though. In fact, my mods try to solve this issue for map makers. I make prop mods for map makers so that they dont have to learn all about modding in assets and creating/purchasing their own (ie, I dont make my mods for myself (ie, server or map))
Yaniv station is what it reminded me off, its the closest i could find honestly
looks at my as close to 1:1 model of the 121-60-25 building from pripyt trust me i know 😭 shit was 2 months so far, mostly research and whatnot
Well Im sure it was inspired by Yanov (and Chernobyl). The majority of his portfolio is abandoned soviet buildings and props
Well your apartment looks great (based on your prior photos). Cant wait to see it textured
fucking hell its probably some random ass town called Shuntsyuvisk or something with a population of 5, in the middle of siberia and youd find that type of building 😭
Yeah, modding is way more time consuming to learn and difficult then it seems at the onset. Proof of my point as to why I try to make props so that ppl dont have to learn this shit considering how difficult it can be to learn at first
enfusion makes it seem alot easier than it is for beginners especially
once it clicks its super fun tho
I just want one tutorial or one person to run me though how to get a prop in from start to finish
Like I thought there would be more
alot of people (not everyone) who managed to get through the initial slugfest of modding dont feel like helping newcomers because you usually get the idea guys that request you to do absolutely everything for them, people who just dont listen, or who only see you as a means to an end and are rude as shit towards the person helping them
as for video tutorials you can check out swampfox on youtube
he covered alot of diffrent things, maybe he has one up
I actually checked his videos already to see if he had one for this. He doesn't (at least not for 2nd part of what he will need to do, which is add the finished prefab to GM)
Though if he gets that far, I can explain that process. The wiki is shit on that subject
No it's not. Just read it and do what it says. Pretty simple in fact.
It tis'. I've read it before when trying to learn. Learned far more from this discord on how to do it (specifically EditablePrefabs) then I did from that wiki
the wiki is sometimes hit or miss imo
I guess that's a matter of opinion.
Well I will say that its def not an amazing source for learning interior shading. I've had 4 ppl dm me for help regarding it b/c the wiki and SwampFox's videos weren't enough. Plus, it fails to cover a few topics, such as setting exterior/interior materials via the 'disable interior probe' setting in the .emat.
some of the things kind of rely on a base level of understanding and most people that started modding with reforger have absolutely fuck all of that majority of the time so youre kinda just sitting there reading a wall of text which feels randomly throws in words in vietnamese
my experience atleast
You know the most amazing source for learning most things though? The game and all of the assets that are supplied to you. They are all working examples. All you have to do is look at them. Being here since the day the game dropped, I can tell you for a fact that I have learned more from the game than any external source.
True. But you cant learn about BSP in game bc its not accessable
works if you know what youre looking at tho
Doesn't matter. Im not looking for an argument. Ppl have their opinions on the matter. I just want to work on my model
Why is the only resource the driest wiki article that usually misses a few bits
Like for arma 3 it was hell and I thought moving to reforger would mean more stuff
I just want this fence in 😭
The wiki article for what you're doing isn't missing any bits.
That part is true THP801
But it is difficult to understand some of it without context, especially if using the workbench for the first time without any prior modding experience. Alright, no more type from me. I shut down discord.
You can see the BSPs in workbench? 🤷♂️
Reforger is nicer than arma 3, more streamlined and industry standard stuff
How? I think you might be mixing it up with Boxvol_n which can be seen when putting down a probe.
Nope not mixing it up, you can look at the XOB and see it under colliders
Are you sure? I've never seen that before and just double-checked one of my models that has a working BSP and cannot find it under the .xob's collider tab. Can you show me what your talking about.
This got me to where I needed to be. As for having a GM placable object if you open one in the workbench from vanilla you can see there is a component added you can add to your prefab too.
Updates:
08/17/25 - None at this time
Bohemia Interactive Substance Painter Export Profiles
https://github.com/BohemiaInteractive/Arma-Reforger-Misc/tree/main/Art/Substance Export Profiles
My references:
https://youtu.be/bsRyO1QStC8?si=b04BnuQW8QhShVpL (4 part series, Piano_Man has great videos and he sounds better than me!)
Beginner Tut...
Your description is going to cause more confusion for him then benefit. Its called an editable prefab, which is a specific prefab variant intened for game master. He first needs to create a regular prefab that contains the proper components for a prop (as well as create colliders and LODs for the .xob in Blender). Then, he'd click on the prefab in the resource manager such that its highlighted and click Ctrl+Shift+U to generate an editable prefab based on the regular prefab variant. Next, he will need to fill in the required components for the editable prefab; they will automatically be added when generated but he still needs to fill in things such as UI name, description, etc, and added the white prop outline that appears when placing an object in GM. After all that, he needs to 'override' the "EditablePrefabsConfig.conf" file, open it, and add his editable prefab to the list that appears.
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration
Alright clearly you know a lot more than I do. I was just trying to be helpful. That tutorial is useful at the very least.
I'm not trying to put you down. Just want to prevent potential confusion
Actually you just answered a lot of questions I had because I haven't actually gone through the process of doing it yet but I wanted to make a pack soon for the server I'm on.
Well, please share a screenshot.
I'm like 99 percent sure you can show bsp with debug tool
But I'm at work so I cannot provide example
I’ll dig it out when I’m on my computer later. Worst case like dusty says it’s also in the debug tools
Hello guys, I am planning to use some items from sketchfab I stuck on when importing models from blender into workshop How does one properly Re-texture the texture of the clothing or item to match the look of the textures that Arma reforge haves? So the custom clothing I make or use from sketchFab looks like it belongs in the video game texture wise. If anyone has advice or even a video that you can suggest, please let me know. Here is a picture of a jacket I want to use.
People learn to texture idk it's not that complex in the grand scheme of things but like everything it's learning the skills not just grabbing a model online and slapping it in. Most people here use Substance painter to make textures
Ah okay so substance painter is basically the main tool I will need to use to properly re-texture an object to make it have the same “look” that the clothing textures have in arma. By any chance do you know of a video I can look for on YouTube that can guide me at least to where I need to start? Everything I look related Arma reforge related for retexturing is just mainly how to change the vanilla texture camo of an asset into something completely else which I’ve learned so far. If not do not worry thank you for the information you’ve told me. I was questioning if I needed substance painter or not in the first place.
Theres litterally thousands of guides and videos online if you google to learn how to use substance painter, it's not reforger specific. You can't use it to edit base game stuff only custom models. Once you get your head around the tool theres export templates pinned in this channel to get them in the reforger format
Ah OK, so I just was pretty much searching up the wrong guide videos, I was mainly looking on how to re-texture on workshop did not know that substance painter was something I needed. But I just realized it isn’t free I’m going to go have to look for an alternative. Thank you for your advice and info. Maybe one day I’ll be able to afford that program. Lol for what I want to do could I possibly do it on blender? If so, that’s all I need to know and I will somehow figure it out. Google search is giving me mixed answers and I just need a straight one. Lol
There are ways to do it on Blender but it's a bit more messy IMO
Instamat is a free alternative to subtance but it's a lot more complex
OK, that’s good to know that’s possible. I have managed to turn a doughnut into a mech I’m sure I’m able to figure out this . Btw By complex, do you mean the spiderweb of nightmares of attaching plug-ins into another plug-in into another one? For both blender and Instamat.
Substance is so popular in part because they've nailed the simplicity of putting model in, dong textures, AO etc and exporting it in whatever formats you need. Blender and InstaMat are less plug and play you kinda need to set a lot more stuff manually to get what you want
Yeah, I see what you mean. I’ve been watching videos while messaging, I see how easy it is and less headache, headaches compared to the other two programs. Looks like I’m either gonna either bite the bullet spend 25 bucks for one month spend an unhealthy amount of editing then cancel my subscription lol or learn the hard way. Thank you for taking your time to explain some of this to me i’m new to the re-texturing part of stuff so trying to figure out where I should start it was difficult.
Thank you very much. That does actually help me if I end up getting government aid for school, sadly, though I am not in college because I am too broke to go to college too 🤣🤣🤣🤣 still good advice if anyone else sees this if they go to college
3d modeling and texturing skills are general and get those first then figure out how to put it in the game
There is no one video that will teach you how to match the Reforger "look" in terms of textures. It takes time and skill to create all those 3d assets in Reforger from which you will need to learn yourself to get the look you want. There are thousands of videos and tutorials online that you can use to learn to be a better texture artist so I'd recommend just doing your research and developing your skills.
There really is no straight answer for this kind of thing.
Is there a way we can mirror/flip a texture against it's UVs within Enfusion? I know I can in Blender but that would require separate xobs for whats essentially the same thing. I know I can offset/rotate I just dont see mirror
I can't imagine Reforger would have such a thing.
Maybe somehow with shapekeys and morphing script
Guess I'll just stick with two xobs then, not worth that effort to try be slightly more space efficient
Im in the making of a few backpacks. These are my first backpacks and i totaly struggle and the soulder straps. Im not a real Waightpaint pro at Blender. Does anyone have an idea how do i fix it? Do i need to remove any bones or waights or add waights... i am total stuck...
Depends on the type of backpack model but usually you can get away with just weighting it to one of the spine bones, it doesn't always need to move with the rest of the body
Uhh just spine bone. Ok i try that.
Spine5 works fine for me, you could try
crazy ass Nice 😄
Its a bit a special thing yes 😅.. automated sentry gun as backpack, while you wear it you got one barrel of it as shoulder mounted automated cannon and when you put the sentry gun backpack to surface you can assemble it to a automated sentry gun (2 barreled)
wait a minute... There is a freaking star wars mod or stuff? xD
No its Command & Conquer Tiberian Sun related mod, but that backpack stuff is a own idea i did already in Arma 3
Bro wtf!
Hey guys, I'm having an issue with the Hiding option in the BaseLoadoutClothComponent.
When I remove the vest, the polo underneath doesn't reappear in the TAB inventory menu. However, on the character itself everything displays correctly — the polo reappears normally in-game. The issue is purely visual in the TAB menu.
For context, the polo is registered as a Jacket slot and the motorcycle vest is registered as a Vest slot. The polo has a Hiding entry targeting the motorcycle vest, which works correctly in-game.
Any help would be appreciated!
Its a bug, looks like you did it right, i got the same issue with pants and jacket
Hey, im a little stuck in here... what can i try? How do i fix the Thumbnail request timeouts?
not possible afaik
How can i lerp a BOXVOL only on one side? If i make it bigger, my building is black on the outside, but with less lerp, there is a black line when moving through the door.
Something I would like to do, is reconfigure the side turrets to be fixed forward and controlled by the pilot.
I understand how to add a weapon slot facing forward. But i dont know how to attach it to the mounted gun model and then rotate the top part forward.
The case catch needs rotated forward.
How can I configure the bone for the turret mount to rotate the top forward at init or by component?
Does anyone know what the difference between a material collider with no unit, "unit" , and "unit min" is (e.g., wood vs. wood 50mm vs. wood 50mm min)? I obviously understand that it denotes the material collider's thickness, which will effect bullet penetration for Fire collider types. But is the no unit ("wood") the thinnest option or would that be the collider with the smallest unit ("wood 10mm")? And is the min (ie, minimum) the thicker option for the same unit the thicker to the two options?
Ever since I started creating mods half a yr ago, I assumed that the no unit option is the thinnest and the min option is the thicker option between same unit options. Just looking for confirmation as to whether that is correct
My colliders refuse to work and it's dirving me nuts, I've tried UBX, UCX, UTM, XOB and nothing will let me get collisions to correctly function. I need help
they show up in the engine, but I can still walk through it, and everything else goes through them aswell
Do you have the colliders component on the entity?
show your prefab
?
BuildingFireView
does your prefab have a rigid body component?
yup, I have that
I see only Building
Then go to your Component "RigidBody" and select checkbox "Model Geometry"
haha no worries
And?
Do anyone know how to make clothes?
Make 2 separate boxes, one side cutted
yes, why?
Forgot about this, I was tripping balls it’s not on the colliders but you can use the debug menu when previewing the XOB to show it
how? you mind showing me?
THis details the shortcuts for diag/debug menu
Hey guys,
I'd like to implement visible holstered pistols on the character's hip — similar to how rifles are visually slung on the back or chest when not in hand. Would anyone happen to have any idea about this?
I’d be asking in the scripting channel
okay thanks 🙂
if anyone wants these boots you can have the 3d model and textures for free just dm me you can change them to what ever you want 🙃
Hello everyone, I need help
I’ve tried many ways to weight paint my clothes in Blender, but it’s hard
Does anyone know how to do it?
this might help
you can use this for 3d too
Thanks🙏🏽
Is there any guide how you can create custom attachments for helicopters?
Like a custom mount for a custom weapon in? With blender
I have a turret with 2 parts and UV maps, should i export it as 2 seperate FBX's?
just remember you cant use real product names or logos and such without permission
no, nothing that specific.
first you start from learning model making and texturing and such though
So you just have to guess the shapes etc? Because you obv. cannot open the reforger assets in blender
some things you might attach in way that you finetune their position in the prefab in Workbench
and making things in real scale usually works as Arma things are made in relatively real scale
you can also create a dimension helper object you can finetune first by series of imports into workbench and matching rough size with whatever you want to measure
Thanks for the tips 😄
yeah there's none of that sort on there, it's just my name and a random design i made and who ever wants them like i said can change it to what ever they want
final with sharpness mask
For scale I use an FBX i saved of the character that comes with the weighting sample from the github.
There should be a “building base” entity which is a box when you place if. Replace its xob with yours, then save it as prefab. It should have all the minimum requirements for a building.
anyone know what component to add to get access to a previewrender attribute for just a generic item?
What PBR is your material using?
tree was legit working fine before 1.7
textures are fucked now and I cannot seem to fix it
Do you have multiple UVs? Maybe it’s changed which one it’s looking at
how would I change that in reforger
they shouldnt have switched uvs, only have the 1
no idea whats up, even re imported the assets
when making a cockpit is there anything you can do to stop the exposure from getting funky and boosting like crazy bc of the large amount of dark values on the screen?
I would assume, occluders.
similiar to how interiors work.
well if anyone else has issues with their trees lmk, not sure whats going on with mine.
cant seem to reimport them or anything to get the materials to work.
its like it has a overlayed material over it.
It’s not vertex colours on the model is it?
Oh wait you mentioned the update so I assume it was fine prior
it is vertex colors, but had no issues prior.
ill actually have to check the model I use tree it and it generates the models a certain way
I’ve always had issues with vertex colours man. I’ve always had to remove them before import
Just reexport from blender after you clear
game doesn’t use vertex colors, you should remove before export/import
where is the um vertex colors located in blender?
why would you have them then?
as stated earlier I use treeit to generate the trees
it generates the models a certain way
on export.
thank you I assumed it was that
weird…
Tree it uses vertex colors for reference on wind animations. So I get how it happened
not sure what it is used for
cool, in general for game engines vertex colors is not really used, hence the question
it might be used for baking purposes / setting up maps etc but that’s about it
yeah thats what I believe its used for I just never really use it for that matter cause shaders are easier done by hand lol
interesting that the update just now caused issues for me
fair enough. in general if colora imported are anything but white before assigning material the issues is almost always vertex colors
neah, it always been the case
I swear ive never had issues in the past with it lol
Whoever in BI added the panel to see BSP etc in the xob I love you
YEOOOO
HUGE
anyone have any idea why many of my imported clothing models are now animated in the inventory previews when "preview worn model" is selected? previews of these items were working fine before today's update, but I can't figure out what changed
Vertex colors are used a good bit in most UE games for environmental art.
Hello, I wanted to ask if anyone can help me make my mask transparent, that is, transparent on the inside but not on the outside.
Once basic textures are assigned and visible in Resource Manager viewport, there is still one more thing to do, which will hide headgear in first person view . To do so, perform following steps
-
Assign HeadClipping_A.edds texture to Opacity Map
-
Enable both Allow User Alpha Bias & Disable User Apha in Shadow properties
From the BI wiki
Clarification here, if your hiding the whole thing for first person you don’t need a head clipping alpha
thank you
Nice! I can finally view my BSPs, portals, and volumes in engine
Having same issue, all models are now suddenly animated and take animations from a character which looks bizarre, disabling any options doesnt work. Hell, even if you copy vanilla prefab and use as a base its still animated even though it works fine for vanilla assets
i was working on a building the day before the update. seeing this yesterday made me smile.
did BI changed anything at the Character_Base model?
I think I figured this out. still double checking, but it seems like all my affected models had working skeletons, but were missing memory points. adding the missing memory points and reexporting seems to make the models behave normally in the inventory previews again
Its a engine issue of 1.7, need a fix
Hi guys I am very new to modding . I wanted to make a Black Huey do you have any guides/tutorials I should watch or recommendations in general ?
There are many videos about reskinning. Watch them, itll help a bit. There are some mods/tools too, to extract the packed. Edds fromthe hue textures.
guys since the udpate all my modded cars got "strange" issue like the tire sound noise even if the car is stopped, and the camera shake is terrible, anyone else got the issiue?
lowkey adds a bit of life to the menu
if someone has problem with custom cars, since the update bis touched the Pacejka, just reset them to default data
Yes, thank you! I noticed my memory points had .001 after it, once I removed the .001 my models started to act like vanilla models.
Hey i was having the same issue and this fixed it. When reimporting did it make a new .xob and not replace the old one for you by any chance?
It will only do that if you didn’t select to overwrite the file
This doesnt work, thats what I have and preview picture is still animated, pants are running, hands moving etc. This wasnt a problem in 1.6
What does it look like in blender?
Can you despand the "hips" bone?
hmmmm, despand your armature and show me your memory points
this is what mine looks like:
Model.
I better be able to put my face on the character model
Hello! Is there any guide to put a gun model in Reforger?
And uniforms?
Didn't see any channel for textures, but does anybody know what shading they are using? In the Enfusion tool I see Base colour, Opacity and Normal map.
PBR metal rough afaik, if you mean that?
I think you might be able to switch the shader in the material
not publicly available yet, you can check samples though for some inspiration https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewWeapon
Yay no more smdi!
yup pbr metal rough
Amazing
someone already shared a substance export present
Can I have it ?
Good evening, could you tell me how to convert my p3d/blender to xop please?
a4, neat
🤯
can you pin it?
I hope to have it on wiki tomorrow
Thank you guys!
you can use blender plugin attached with Arma Reforger tools to import p3d and then export such model to fbx
Are you trying to bring something ATM?
after that, you can import FBX in Workbench
Thing is tho, with Substance painter PBR metal rough does not have opacity. And Opacity is unsupported with PBR. So how could that be right?
I saw this plugin but I don't understand how to use it
opacity is separate mask in Enfusion
You are right, it says PBR in Enfusion on the dropdown.
How would I export an opacity map from substance then?
opacity is separate mask in Enfusion
Yeah I see, but my textures look nothing like they do in substance
and are you doing some transparent objects?
your opacity is already in a separate channel in painter (using the pbr metallic roughness alpha-blend template)
you may have to add opacity through the texture set settings
should be there by default with this template
https://i.imgur.com/5txufhS.png In Substance
https://i.imgur.com/YB0UlqZ.png In Enfusion
I dont get, what is with the Roughness and Metalic?
hold on, I need to try something
Guys, can you please create something like draft guide for that ?
Because its kinda confusing.
Especially here
looks like your normal map is not loaded?
It might be some patience is required to wait till all the docs and samples are up
I get that in these interwebs times everyone wants to be first but there is plenty of time
@mental onyx
substance: https://i.gyazo.com/f3d25eb626f754a728d4292eb7e1b9bf.jpg
workbench: https://i.gyazo.com/7cad185ae7e3942b1f53a15a73db5706.jpg
not perfect but the normal map works for me
But how do you do? I must be stupid not knowing how to import my 3d XD
Maybe its because my normal map is the one I used for A3?
Probably not. I will have to look into it tomorrow
I might be able to assist with some of this tomorrow
probably, try to export it using the preset that reyhard sent earlier
DirectX
How can I open the xob file in Blender?
Yeah I will! Thanks. Wrong channel for this, but I was hoping to inherit all coding from the B22 binocular but change a few variables Just like I did with the same bino in a3. Havent found a way to do that yet either, but documentation will be Released I asume
Check the samples on github,. You just have to export your FBX from blender and then import it (drag and drop) in workbench
why would you need that?
I don't know
Now I get it, my work flow is still stuck in Arma 3 😂
ooooh i know thanks
yup, you need to change your workflow
You can't import xob into blender but you can import the fbx source file that the xob uses, in blender 🙂
I thought that the fbx is just for the import, but its still a part of the .xob which is really nice.
Simply overwriting the fbx with changes will instantly also rebuild the xob
@knotty cedar Do you have any idea on polycounts for this?
has anything been said about the tool to help to the conversion of existing p3d's to enfusion? or is that the blender addons included in the tools?
unlikely for that to happen
i mean, they literally said it, it's on the enfusion website https://gyazo.com/8d0adfdbab56e8662f32f7fdcaacf49e
you ca. have the meshes used if you wanted to
was wondering mostly if there was some clarification of what that tool is or if it's out ,etc
Is this the coding? What about to how to export to tools? I just drop my model and textures? I'm very confused D:
No sorry, I don't wanna give the wrong info I'll check if this is in any of the planned documentation tomorrow though cause it's a good point
didn’t see it till now, still, you can easily move over the meshes for all lods if you wanted to (and had access to the source files)
yeah so far the biggest change is textures, some models are not dramatically different from the samples i've checked like weapons
there's 2 blender addons in the reforger tools folder that should be pinned, helps sorting the samples to properly understand the lods
without having check any samples
you can check all the data existing in the reforger assets list
as such, it is way easier to figure things out on your own
p3ds are convertable
how exactly? i can't figure it out lol
Does toolssupport fbx models?
yes, they are made to work with FBX files
none, you can directly preview a 3D model by double clicking on any .xob file
So... I need to click in my model, right?
yup, import your model, it will convert it to xob then you just have to double click on it.
got it, thanks!
do you know what textures do I need? Like normal, specular, diffuse...
have a look over emats
you need a BCR (Base Color/Roughness) and a NMO map ( Normal/metallic/Occlusion). Here is an export preset for substance painter: #enfusion_model message
you can also add an opacity map
PBR Metallic-Roughness Workflow
but Enfused
Base colour and roughness in the same map? How does that work? I only know texturing for A3. Might be a dumb question
the textures are 32bit
4 channels x 8bit/channel
BCR - rbg = albedo + a = roughness
also, NMO = normal metalness ao
rg = xy normals , b = metalness and a = ao, at least from the emat description
Appreciate the info @sly bridge I Just need to figure how to properly make and export these texture sets from substance
you can have mouse over materials slots for quick description
this doesn’t work as intended?
Ive yet to try it, been celebrating our National day all day. So went off to bed. I will test tomorrow. Thanks again for all the info 😄
the blender plugin how do you install it
Edit - Preferences - Add Ons - Install - select the Zip
I'm currently trying to add an collider to my object. I pressed the "Colliders Setup" in blender but its still importing it as an visual Mesh. Is there anywhere a description?
@winter current in blender under enfusion tools u can import Arma 3 P3D into .blend that allows u to export it to FBX for the .xob
created an Emat with a BCR and an NMO
normal, roughness and metallic seem to work but base color looks completely black
Indeed
yeah i'm working on it, i managed to properly install the plugins and import it, gotta work on texture conversion first and then i'll go back to it 😄
anyone managed to import emats correctly?
Ok for me it work when I renamed the collider object to "UCX_Component01", I dont know if this is the right way but worked for now.
you need to open the xob that autogenerates once you import the model
not the fbx itself
it just made an .fbx file and .txo file no xob file
ideally it autogenerates when you import it into enfusion
what do you mean? Your emats don't work?
exported the textures correctly and imported them onto an emat, it all works except the base color, the model has correct roughness and normal, and I think metallic too
just the base color doesn't work
making it all black
Hello,
I can't import .obj into enfusion... Has anyone succeeded?
Weird, how did you export your BCR? How does it look like?
I don't think you can import obj but I'm not sure. Use FBX.
mine works
used the export setting linked here
the BCR seems to work, in fact on the material itself its the correct color
but on the model its black
might be a model problem but what could it be
not working...
Check your model's normals
normals seem alright
I might be missing something in the workflow
I created a new emat, added the BCR and NMO, then added the emat on the model
am I missing a step?
Any clue on where to find the exporter for Reforger, if there's any anything close to "official"?
Ah, nevermind, found it under #enfusion_blender_tools ...but I guess "PINNED MESSAGES" should be a thing staff, shouldn't they? 😄
ok it seems to be related to my model but I'm not sure why
do I need to observe special procedures when exporting?
or is it just a simple fbx?
Howdy gents, arma 3 modder looking to test out enfusion
im trying to work out how the new rigging system works, any pointers?
Model's dimensions are the same as arma 3? Like uniform, vest and gun dimensions?
Oh no uwu
https://i.imgur.com/gTC2hVM.png
for some reason this chair ends up black once in enfusion
it should be white like the blender default cube underneath
can't find any discernible difference between the two
turns out if I export the chair as p3d and then reimport in blender and re export as fbx it works
why? you might ask
good question
In blender are they the same material?
Perhaps reimporting and exporting is stripping the material data, making them both identical.
I though of that, but nope, I tried removing the material, tried recalculating normals
no dice
the p3d export must remove something that the chair had and a3 doesn't need
making it viable for reforger
this is confusing but hopefully a dev could explain what makes untextured objects black when in the workbench
Hmm, haven't downloaded the game yet so can't be of much help. Is that cube a cube from blender or a sample thing? If you added a sphere for example then re-rexported is it a third colour, white, or the same as the chair?
cube from blender
but if I add a 3rd object its also white, I'm assuming that all properly imported objects are white
Are they both unique objects in blender, or the one?
If you join the chair into the cube is it still not white
so wether they're different objects or one merged object the difference remains
which is even stranger
Well thats interesting.
also tried moving onto another blend file
Once they are merged is it still only showing one material
yes I tried exporting with them having different materials, same materials, no materials
same results
Its a stretch... But does the chair have any vertex weights painted to it?
checked and no
no weight nor vertex paint on the object
has anyone played around with the car sample? i can't figure out why the doors are not animated, none of them work
so when or if documentation is released, will there be info on how to import clothing parts/set them up for ingame?
probably i imagine
i think documentation is released tmr according to dedmen 
or well its like uhhh 11:37pm CDT for so like tmr is in like 30
xd
is there a way to dierectly import an arma 3 helemt to reforger.
or at least use the model with the texture ?
directly, no. You will have to import it to some 3D software first. With official Blender plugin you can import any existing P3D and it will do some very basic setup for you, like renaming objects and adding proper suffixes/prefixes. Once you have that in Blender, you can export it to FBX
ahh okay, do i need to press something in blender to sort it ou ?, is there documentation somewhere ?
Use the blender addons included in your reforger tools folder and check this for how to set it up properly
also will the textures already made for arma 3 work or will i need to completely redo them ?
you'll have to remake them, there's a substance painter export preset already
ahh thats good at least, means its going to be relatively easy
any idea where i can find that ?
btw i already have blender set up
once again thank you
can anyone tell me how to create a prefab?
There's a couple of ways to go about that:
- You can create entity via "Create" tab in World Editor and then drag it to Resource Browser attached to World Editor
- If you have a model ready (as .xob) you can place xob in World Editor, it will automaticly create entity and dragging entity to Resource Browser again will create entity out of it
- You can inherit prefabs via "Inherit Prefab" or "Inherit Prefab in 'addon name'" action in Resource Browser attached to World Editor
How do I import models into Arma Reforger?
Place your .fbx in (or export .fbx to) the directory of your choosing. Then within Workbench, navigate to the directory, right click the .fbx file and click "Register and Import" to import the model and generate the .xob from it in the same directory.
Cheers!
@knotty cedar Could I dm you like where I am in the editor, as I cannot send photos here?
Do the models live update in the workbench or do you have to reimport the FBX
what are .xob files like where do you get them from ? i only know normal formats for models like obj fbx etc
.xob are new file formats that replaces p3ds, and are auto-generated from .fbx files
ahh oky
Whenever the .fbx is changed, (and if workbench is running) it will immedietly re-import and rebuild the xob
it's worth to note that you can reimport things when world editor is in play mode
When doing this, how do i change what type of entity my model is? not sure if it's the right question lol
so basically i imported a car model, but when i drag it to the world editor it's defined as a generic entity, is there a way to change that when creating the prefab or it's defined somewhere else?
wait, components, i think that's it?
Hello, quick question, what is the normal time for a .fbx to be registered and imported?
best would be to use existing prefab as base
I'm kind of limit testing right now, have 1.5 mil edges and tris
so place i.e. Wheeled_Car_Base.et prefab in world editor and then drag it to resource browser to create a new prefab
My high poly f-117a
xd
Just seeing what happens and what it looks like under the new engine
Took less then a sec on a 20k model but att 1,5 million i would says mins IF it even works
Hello, do you have any information regarding the faces of the 3D models?
From what level it starts to be too much, etc.
i would like to add Nightcamo parka and PLCE chest rigg
But every time when im importing these models Enfusion crashes
I'll have some information for you maybe later tonight or tomorrow, I'm currently implementing the said amount of polys and I'll give feedback about my performance
Have you checked out the sample mod assets? They should give you a rough idea as those assets have been designed to balance visual quality and performance in Everon
i'm sure i'm doing something wrong cause i can't find that prefab at all lol, don't know why
how are prefabs (.et) and models (.xob) related? Is a prefab like an instance with specific config/variables of a model?
prefab is a config basically
where model is... a model, sort of p3d
enfusion://ResourceManager/~ArmaReforger:Prefabs/Vehicles/Core/Wheeled_Car_Base.et
Just checking, did you download samples 😁 ?
yes, all of them and they've been useful so far to work on the models, it's the workbench part so far the struggle lol
in Resource Manager options it is possible to register enfusion protocol, so link above will redirect you to this prefab
i did something super janky, replacing the model from an existing prefab and it kinda worked in a super funny way lol
sorry for being slow, where would I enter the URL for enfusion:// ?
for instance browser, for some reason discord doesn't recognize it
Resource Browser?
Hi. Where can I find this plugin?
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Tools:_P3D_Conversion'
works!
but I only see an empty platform, there's an error in the log: Create entity @"ENTITY:1" ('Vehicle') at <0.000000 0.000000 0.000000> @"{1F9BB80C3EC3C891}Prefabs/Vehicles/Core/Wheeled_Car_Base.et" VEHICLE (E): Wheeled - no physics component! (@"ENTITY:1" ('Vehicle') at <0.000000 0.000000 0.000000> @"{1F9BB80C3EC3C891}Prefabs/Vehicles/Core/Wheeled_Car_Base.et") VEHICLE (W): No steering axle on ()
ah, ok, so as intended!
hopefully the right channel for this question: The models as fbx that I imported into workbench are untextured. How do I convert the paa's to the right format so the object is textured in Reforger?
This is was huge, i guess the component action manager is my culprit now since i can see the car ingame, i have collision with it but no actions to get in or interact at all
and i guess they're defined in that component?
Just managed to import first weapon model to the workbench. There are no LODs or colliders, but it somehow works. https://imgur.com/dExaP32
you don't have collider probably @winter current
maybe try to convert them back to png with arma 3 tools. I imported my textures like that and they automatically converted to dds in workbench
ok, where did you place the pngs? Same dir as the fbx?
Same here https://imgur.com/0z9hd21 altough not a weapon, what I am struggling to figure out now is how to do inheritance from base game classes.
nope, i just looked for the directory with Substance Painter exports.
I didn't have anything except of that one mesh in the fbx so I knew I wouldn't get anything else. We have to wait for documentation
Yeah same I'm waiting for docs. As of now I have no clue on how to get this into the game itself. I dont know how configs work at all this time around, and dont know how to inherit values from lets say the US B22 Binocular, which is what I was thinking about using for inheritance for this Leupold mk4 spotting scope.
in Resource Browser attached to World Editor (this is very important!) you can use "Inherit in 'addon name'" action
alternatively you can use this method
(gif from tutorial which I'm converting to wiki right now 😉 )
How would I setup my file structure like that? Assets, configs, language etc
Is everything done trough the workbench or do I still have to go to a specific folder location and make these?
you can create structure manually in workbench but in some cases it is also possible to relay on autogenerated structure
I'm going to have to wait until the docs come out. I'm stuck with this https://imgur.com/TBSrwKN and dont understand how to proceed, setup file structure, basically do anything except importing fbx and applying texture.
you can create new folders
you can also do that in file explorer if you wish
Yeah but I dont even know where the file location is for my Leupoldmk4 folder 😅
I just hit start new project, and started importing. I have no clue where on my pc that is actually saved.
Alright, so my documents. Thanks
?
Sorry, just excited for modeling and adding in scope ideas.
In ARMA3 the LPVOs were either 1x or 6x. now they can be everything inbetween too
How do you package a mod, similar to create a pbo in arma 3 ?
file publish bundle then publish again. can put it private unlisted or public
Server connection failed. [RestApi] ID:[8] Error Code:400 - Bad Request, ApiCode:
cant even open the publish menu
yh the servers for it are abit shocking rn,
keep trying it it might work after a few attempts
Why would you need an internet connection to pack your mods o_O
beacuse it get published to the workshop.
depending on what visibility you selected public unlisted private test
But I may want to test my mods w/o uploading them somewhere. Imagine having a terrain with +2gigs in size.
Furthermore if I had Internet problems and may want to work on my mods - could get difficult.
also binarized p3d?
no
I'm having trouble getting bones/memory points imported to workbench with FBX, is there any specific export setting I need to use or something?
Have you ticked Export Skinning in fbx import options? (within Workbench) 
any one use substans painter?
Should we expect functionality for vehicles on tracks like "selectionLeftOffset = pasoffset"?
how do you install export templates
That fixed it! thanks 😄
where is that exactly (i'm having issues with importing bones as well)
On the right side of screen, in workbench you can find a tab called import settings or something, (if you have an xob opened)
ok, it worked (i just forgot to click the reimport ressource button)
Hello how can i create a prefab for my weapon ?
Anyone up to make a quick TLDR on the import process for me ?
As many Lod work as before ? is model.cfg still a thing ?
No more model.cfg
and lods you just make all that things in blender with multiple collection
and after export in fbx and import in fbx in enfusion
I have the same vehicle issue.
I tried to fix it in object builder and reimport it but it does not change
don't use object builder anymore use blender
in blender it's good it's when I import in enfusion
in fbx ?
yes
you have multiple lods ?
no
did you have the enfusion plugin for blender ? the plugin tell you if he find error
"\SteamLibrary\steamapps\common\Arma Reforger Tools\Blender"
yes I have it, when I import it on blender there is no problem with the face but when I pass it on enfusion it becomes broken
with the report button ?
In your screenshots it looks like your collider (geometry) is being recognized, as box, which looks fine. Layer presets are also imported correctly it seems. What do you see when you activate collider display mode here? You should see a cube
after one day i have finally my weapon in game !
where ?
in blender
nice
Could you explain how you got it to appear ingame?
wow 😄
You make the model in blender with the textures blabla...
You import it in fbx in Enfusion with good folder
Import the textures with materials
I've got a helmet, trying to get it to be a selectable item, got it in the tools, created the prefab based off the model
i take it in the arsenal box
Just can't get it to be visible in the arsenal
ok
Simplest way is to go into world editor (empty map is fine) drag the .xob of the structure into the world, this will create a generic entity with the model plugged in, then drag the entity back to resource browser and a prompt will ask you for the name of your newly created prefab 🙂
okay
Is there mass management like on A3?
that makes a .ct file
@fathom bolt can i pm tou
Yes you can
Correct normals?
Mass here
heu idk i just import it
Center of mass
- Center of mass can be defined through empty dummy/null object, with prefix:
COM_ - When FBX doesn't have COM prefix...engine will create center of mass in 0,0,0 coordinates
- When there are two or more COM prefix dummies, engine will take the first one it find and ignore the rest
Turn on the backface culling on blender and youll see if it makes the same thing.
I have no idea how to mod but , please i beg you do a silenced AR platform like M4
Even with mass there is still no geometry
are coliders done thro blender or in the workshop i have no idea on them
the object here we pass through
https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewProp
You model them in blender and you can already define layer presets there too
@knotty cedar How can i import my bones in enfusion cause i have them in blender but not in enfusion ?
its in the "skeletons" collection in blender
it could be that if bones fail to import from fbx 🤔
like this ?
And its worked thanks ! you confirm that the memory points are now bones ?
They show up in bones indeed
Hello there. I'm trying to upload my model in game. I can see it in Arma reforger, on "Workshop" page, but i can't download and test my own project in the local "Zeus" mod. I just see default models from Arma. Where i can find any guidelines? On the community wiki just nothing about this.
Thank you
Hey is there a way to kind of have a HDRI in the view port? Mainly of like the base game map so i can see what my textures will look like there?
I couldn't find to put the geometry, I'm waiting for the wiki
Hello, do you guys know if there's some kind of Bulldozer to test the animations, like the one for A3?
I want to see if the doors on my truck open and stuff
One thing you can do is use an environment map texture to get some cool image based lighting on your model:
Sick ty
some should be included and I think you can find them if you search for 'env' in file names
ah thats amazing ty
also whats the size limit for a model in meters?
same as before or is it more now?
For the weapon a part of the documentation is there :
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding
I think it was like 50x50x50 meter in A3 right? I don't think we stil have that low limitation but not sure on the extreme limit 😁
Ok, how i understand, for creating a static models you need a prefabs for it. How i can create a prefab in "Workbench"? I'm already imported my model and setup material.
So, about colliders, they need layers to work, right?
How do you make a gun prefab appear in the ingame arsenal?
I've added it to the "ArsenalConfig_BLUEFOR.conf", but it does not appear ingame
have you tried to load it with sample mod new weapon and compare it if its visible?
The new weapon sample project does not appear either
https://imgur.com/gallery/rfKSQ2G managed to import my first model
and are you using crate placed by game master?
or weapon rack?
I am placing an arsenal crate with gamemaster
the untextured m4 that's in the workshop right now does show up there
but the sample project weapon and my honey badger do not
In MyProject>Assets>Weapons>Rifles>Myweapon
you need the .xob file (the model)
In MyProject>Prefabs>Weapons>Rifles>Myweapon
you need the file (the prefab) : "Rifle_Myweapon.et
in the prefab you need to modify the "meshObject"
after that
in MyProject>Configs>Arsenal
you need to add the line :
Rifle_Myweapon.et
Item Ressource Name : Rifle_Myweapon.et
Item Type : Rifle
Item Mode : DEFAULT
Max count per item type (1)
with this i have my weapon in game
In the folder arsenal you need the file "ArsenalConfig_BLUFOR.conf" of course
Thank you very much, I think I did all that, but I guess I missed something? https://puu.sh/J0ZHx/1f3bb1dd03.png
I can place the prefab object in the world builder editor thingy and pick it up there
So if you save, bundle, publish and go to the editor you normally see your weapon in the arsenal box (bluefor) on page 3 maybe
i've only tried with default
