#enfusion_model

1 messages · Page 30 of 1

pulsar sandal
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i fixed it

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change tiny destructible to huge destructible

stray bridge
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layer preset is set to terrain, use buildingfireview for the colliders and you cant pass trough anymore

delicate condor
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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

austere yew
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YOO

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@primal zealot I was working on a pre explosion Chernobyl unit 3+4 model before

dense thicket
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How can I seperate meshes in blender to get this effect in enfusion

brisk grotto
dense thicket
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Like this?

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Cause that is not working

brisk grotto
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How are you exporting? It may be merging them

dense thicket
brisk grotto
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you aren't exporting with BIs plugin, try use that instead?

brisk grotto
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Odd, I thought thats all it needs. Maybe someone here knows

dense thicket
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This was checked

brisk grotto
primal zealot
austere yew
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Oh wait

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Shit

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I thought I replied to someone ab my tank model

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I started that model last year in August

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Made a couple renders with it

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I stopped working on it at about September 14th

primal zealot
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Did you also do the interiors?

austere yew
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I was working on exterior at the time

primal zealot
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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

austere yew
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Thatchernobylguy

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I think that’s his name

primal zealot
austere yew
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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

primal zealot
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Thats crazy work to behonest. But i guess that the asset would be to heavy on performance on enfusions engine

austere yew
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I actually met him through a Roblox RBMK-1000 simulator LOL

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The owner is making the same game but with more accurate physics and so on in godot

primal zealot
# austere yew

I dont see the second vent stack but it still looks very good

austere yew
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You have grid synchronisation control rods ARM etc

austere yew
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I was moving onto unit 1/2 after

primal zealot
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What the hell haha. Ive seen chernobyl scenarios on roblox, crazy

austere yew
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It has actual ORM calculations, thermal activity of the core with 3d simulations rather than 2d

primal zealot
austere yew
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Another amazing thing is working AR

austere yew
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You see the issue was

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Skala was offline

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Operators should’ve recalculated the ORM

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and done actual checks to see if the core was xenon poised

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But given the decay chain of iodine 135 to xenon 135

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It’s impossible for a xenon buildup

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As it’s half life is about 5-6 hours

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Power went low near midnight

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They pulled control rods without following procedure to pull the core back up to power over the next hour

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They did it too fast and accounted for theoretical xenon buildup

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When there was non

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So it slingshot into the state of criticality

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Then a design flaw was the tip of the iceberg

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Graphite displacers etc

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Given they followed procedure it wouldn’t have happened

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It’s a mix of Soviet error and operator error

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Sorry for dumping that info

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LOL

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The second power started rising fast it was impossible to turn back

primal zealot
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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

austere yew
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all they had to do was

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check ORM

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and safely and strategically remove control rods and placing them in

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in various areas

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I heard a rumour somewhere idk if its been proven

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but apparently, toptunov was moving control rods erratically

brisk grotto
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As much as I love a good history/chernobyl rant, can we keep this model channel on topic 🤣

austere yew
gaunt bane
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You set the prefab placement to “slope and contact”?

viral geyser
idle drift
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Anyone knows how to fix this

ornate walrus
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Assign material in blender?

idle drift
quiet ledge
# idle drift

Probably vertex color, if you go to the clean up section in enfusion tools it can auto remove them

delicate condor
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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?

calm rune
delicate condor
worn plover
haughty oasis
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Yeah vertex colour is useful for id maps but ive transitioned to using material colours for it as its easier to apply

sly bridge
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i always thought that vertex paints will be used by enfusion for thermals to be fair

delicate condor
sly bridge
remote palm
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I mean if you use vertex colors for ID maps, you (really) should know how to remove them afterwards for export.

mighty lodge
# idle drift

It’s because of the attributes that are in the model

remote palm
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If you duplicate the prefab you can remove the cargo prefab

young shard
bold saffron
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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

remote palm
bold saffron
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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

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i triangulated the faces i did apply transforms, i merged the vertex at the tip too and still the same error

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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

young shard
bold saffron
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i think the ctrl+T bind also works, i had tried the modifier but it didn't seem to like that lol

young shard
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Well it tends to work better with quads. Since you have ngons it won't like it.

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I'd recommend lowering the poly count on that as well since it's just a bullet. + Shade smooth it.

bold saffron
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it is still broken

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though now i am getting new errors, face edge shared by too my faces and convex is not closed

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well i just went with a UBX to test and that worked no issue

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and now i can't get interaction layers to work wah

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wait nevermind i figured that out

covert rune
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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 😉

bold saffron
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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

bold saffron
bold saffron
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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

muted narwhal
brisk grotto
young shard
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Mostly just messing around experimenting with making vehicles in Reforger.

muted narwhal
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Are you a part of any unit that does the Warhammer theme?

young shard
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I'm not.

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Just something I did a couple months ago.

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Though it seems we have a mutual friend.

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If you want the model I'd be fine with giving it.

mighty bronze
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Also I usually put it at 0,0,0 anyways (or none at all given it creates a scene root anyways)

trail hornet
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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?

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Also I can’t seem to get the collision to work with the vehicle

bold saffron
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just move everything closer/to 0,0,0 so it isn't offset? and then reimport it

surreal ore
plush torrent
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Where can I learn how to make probes?

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I’d like to make a pitch black box

sage lance
plush torrent
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Yes

sage lance
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I will dm you in a sec w/ stuff

plush torrent
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sweet

manic maple
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Can we modify a vehicles stock performance values in the prefab editor?

fluid dragon
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What could be the reason why my model that i import has double the vertex count compared to my model in blender ?

stray bridge
fluid dragon
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that shouldnt change the vertex count tho should it

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As Example, My wheel has 6418 Verts in Blender and in the workbench it shows 12634 Verts for whatever reason

fluid dragon
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The Facecount/Triangle count matches btw

brisk grotto
fluid dragon
brisk grotto
fluid dragon
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i have them all joined into selections, but in workbench one material is getting split in like 5 meshes ?

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eventhough its one selection in blender

brisk grotto
dense thicket
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Is there a way to view my colliders in game for helmets to see if they are updating?

brisk grotto
glacial wharf
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Howdy hey

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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

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I have my enfusion blender tools set up and my workbench

delicate condor
glacial wharf
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What about just reforger models how do I import those into Blender?

delicate condor
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It's model making, not model taking

glacial wharf
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Alright then

stray bridge
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smh TommyAngeloBRUH

young shard
stray bridge
young shard
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Oh he left the server.

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Lol

delicate condor
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While these are skills anyone can learn, not everyone has time or want to learn. blobdoggoshruggoogly

remote palm
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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...

midnight path
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almost done

delicate condor
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you got great model going there already

sage lance
# remote palm Or the creativity to actually model something good ^^ I tried it for two years b...

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

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That being said, still love high quality models, which your truck certainly is

shell hedge
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To be fair if your model sucks then so will the texture (maybe indirectly)

plush torrent
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If your models looks bad because of your intentions for optimization and doing more with textures then it doesn’t really apply

brisk grotto
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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.

sage lance
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🤦‍♂️

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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

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But you can pay ppl to make models and texture as long as all of that is done outside of the workbench

summer owl
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Understand u my friend but im looking for someone take a project of my server and be our dev

calm rune
burnt surge
# shell hedge To be fair if your model sucks then so will the texture (maybe indirectly)

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.

calm rune
burnt surge
# calm rune 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 🤪

shell hedge
delicate condor
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cant pay for that

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tools are non commercial use only.

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I would assume you dont want to waste money on banned mod

delicate condor
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thats the whole thing

obsidian grail
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made some combat clothing, zbrush and marvelous

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was photo scanned too

remote palm
calm rune
obsidian grail
calm rune
obsidian grail
calm rune
obsidian grail
calm rune
delicate condor
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first stop at #rules to learn about our stance on crossposting same thing on multiple channels

young shard
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Marvelous is so... Marvelous.

urban needle
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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!

brisk grotto
void sluice
calm rune
devout dune
civic holly
uneven vessel
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Yes super cool

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Will give this a try later

calm rune
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The picture he posed also doesn’t look like a lowpoly but just the high poly with a texture over it.

calm rune
obsidian grail
calm rune
obsidian grail
calm rune
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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.

obsidian grail
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ohh that's not the full retopo i made the pockets and other parts separate...

half marlin
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Did you ever get an answer on this. I am also curious

paper mantle
half marlin
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Thats what I had been doing is what your video from 7-8 months ago had done

obsidian grail
obsidian grail
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👀

half marlin
surreal oracle
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soon tm figuring out textures :{

slate stump
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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?

stray bridge
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Depends on the license of the models ur getting. Just read the license 🙂
Also make sure its not some ripped stuff 84140pawpawdone

slate stump
stray bridge
cold zinc
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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.

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how its supposed to look lol.

stray bridge
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use opacity map instead of alpha

cold zinc
cold zinc
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Cant seem to figure it out

stray bridge
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ur not using alpha bias?
maybe try to use a black and white opacity map

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did this like 2 years ago so I might not have the solution to ur problem

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treecrown has some spefics im not aware abt rn I would need to check it out myself again :/

civic holly
civic holly
cold zinc
cold zinc
olive fern
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If the issue persist you may have to use a matbasicpbr sadly idk

obsidian grail
surreal oracle
obsidian grail
surreal oracle
obsidian grail
surreal oracle
obsidian grail
cold zinc
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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.

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and I believe this is the reason why my leaves dissappear at distance.

However I cannot figure out how to remove the alpha channel

cold zinc
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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.

brisk grotto
cold zinc
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Im also using substance painter.

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This, This does not work.

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theres still a alpha channel or something attached to it.

cold zinc
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also the error it spits out at me.

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if theres a naming convention im unaware of.

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Currently set it as Acacia_A and that still doesnt work so im utterly stumped.

leaden chasm
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Also sliders below do something but i don't remember what exactly

cold zinc
brisk grotto
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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

cold zinc
leaden chasm
leaden chasm
civic holly
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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.

cold zinc
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click change class,

Then choose PBRTreeCrown For the leaves
and PBRTreeTrunk For the Base Trunk of the Tree.

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Shader magic

obsidian grail
surreal oracle
uncut idol
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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?

sweet onyx
sweet onyx
uncut idol
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Okay, I will try that, thank you!

obsidian grail
sage lance
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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.

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I plan to make a separate, far more detailed FireGeo collider

trail hornet
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How do I import a model and make it appear in GM? I can get the fbx in the workbench fine

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Like say I wanted to import a wall

sage lance
worn plover
sage lance
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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

surreal ore
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That is on a per model basis.

sage lance
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Got it. Thx!

worn plover
surreal ore
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ALL colliders should be as primitive as possible.

worn plover
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farmhouse BD is a tenth the verts that its LOD0 is

sage lance
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At least not on a 1:1 scale

worn plover
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your building looks like the church

sage lance
worn plover
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go look at how the church colliders are done

sage lance
surreal ore
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If you're questioning how to do this that much, watch some videos about "game ready assets" specifically the colliders.

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I'm sure there are plenty on youtube.

worn plover
sage lance
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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

trail hornet
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I've read them

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it has collidesrs

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how do i make it so i can place it with zeus

sage lance
# trail hornet yes

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)

sage lance
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You'll need to add all of the applicable components for a prop to your prefab

surreal ore
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Or just read the link I posted last

sage lance
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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

sage lance
trail hornet
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it is big and weird

sage lance
surreal ore
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It's the size that you imported it as

trail hornet
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it si the right size lol

sage lance
# trail hornet

The opacity associated with the material is causing it to appear that way

trail hornet
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ah

sage lance
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One sec

trail hornet
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if i remove it then it stops being see through

sage lance
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I know

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Play with these settings

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Keep the opacity map

trail hornet
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thank you

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it is beautiful

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so from here how do I make it so it's placeable

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I can't find any good tutorials

sage lance
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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

trail hornet
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I read them

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oh wait

sage lance
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Or skip the wiki and do what I said. But you will not learn much that way

trail hornet
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I will do both

trail hornet
sage lance
surreal ore
worn plover
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i thought its was a cheese grater

sage lance
surreal ore
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Doesn't matter if all the components are there, if it isn't actually registers to be placeable

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You can only place things that are placeable.

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And no, you can't place xobs

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Only prefabs that are registered..

sage lance
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I placed an .xob

surreal ore
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That's world editor

sage lance
surreal ore
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That isn't GM mode

worn plover
sage lance
worn plover
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drag it back into the folder to save it

surreal ore
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He asked about GM mode though.

trail hornet
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I have found a fence and duplicated it

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I'ts in the chainlink folder under prefab

sage lance
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Yeah but hes got to make a prefab first to create an editable prefab, which can then be added to the gm list

surreal ore
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And the wiki article explains it.

sage lance
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And I told him to read it. Im not disagreeing

trail hornet
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so do i get the thing i duplicated and give it my mesh?

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I think I've made the prefab

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Would this now work if i made this a mod?

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also what does this mean?

sage lance
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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

short marsh
sage lance
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Ignore that

sage lance
sage lance
short marsh
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i meant the building itself looks familiar

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i cant pinpoint it tho

trail hornet
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why does the prefab have no collision?

short marsh
trail hornet
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it says rigid body is inactive

sage lance
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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

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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

short marsh
sage lance
short marsh
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Yaniv station is what it reminded me off, its the closest i could find honestly

short marsh
sage lance
sage lance
short marsh
trail hornet
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it cant be this hard to import a fence

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im done

sage lance
# trail hornet it cant be this hard to import a fence

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

short marsh
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enfusion makes it seem alot easier than it is for beginners especially

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once it clicks its super fun tho

trail hornet
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I just want one tutorial or one person to run me though how to get a prop in from start to finish

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Like I thought there would be more

short marsh
# trail hornet 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

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as for video tutorials you can check out swampfox on youtube

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he covered alot of diffrent things, maybe he has one up

sage lance
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Though if he gets that far, I can explain that process. The wiki is shit on that subject

surreal ore
sage lance
short marsh
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the wiki is sometimes hit or miss imo

surreal ore
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I guess that's a matter of opinion.

sage lance
# surreal ore 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.

short marsh
#

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

surreal ore
sage lance
short marsh
sage lance
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Doesn't matter. Im not looking for an argument. Ppl have their opinions on the matter. I just want to work on my model

trail hornet
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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 😭

surreal ore
sage lance
#

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.

brisk grotto
brisk grotto
olive fern
brisk grotto
sage lance
slate stump
# trail hornet I just want one tutorial or one person to run me though how to get a prop in fro...

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.

https://youtu.be/JRcm75FfYig

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...

▶ Play video
sage lance
# slate stump This got me to where I needed to be. As for having a GM placable object if you o...

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

slate stump
sage lance
#

I'm not trying to put you down. Just want to prevent potential confusion

slate stump
olive fern
worn plover
#

But I'm at work so I cannot provide example

brisk grotto
wary crest
#

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.

brisk grotto
wary crest
# brisk grotto People learn to texture idk it's not that complex in the grand scheme of things ...

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.

brisk grotto
wary crest
# brisk grotto Theres litterally thousands of guides and videos online if you google to learn h...

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

brisk grotto
#

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

wary crest
brisk grotto
#

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

haughty oasis
#

If you are a student you can get substance for free

#

Not sure if that helps

wary crest
# brisk grotto Substance is so popular in part because they've nailed the simplicity of putting...

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.

wary crest
# haughty oasis Not sure if that helps

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

shell hedge
#

3d modeling and texturing skills are general and get those first then figure out how to put it in the game

young shard
# wary crest Hello guys, I am planning to use some items from sketchfab I stuck on when impor...

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.

brisk grotto
#

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

young shard
#

I can't imagine Reforger would have such a thing.

burnt surge
brisk grotto
#

Guess I'll just stick with two xobs then, not worth that effort to try be slightly more space efficient

chrome crater
#

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...

brisk grotto
chrome crater
#

Uhh just spine bone. Ok i try that.

burnt surge
chrome crater
burnt surge
# chrome crater 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)

chrome crater
burnt surge
chrome crater
#

Bro wtf!

loud kayak
#

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!

burnt surge
chrome crater
#

Hey, im a little stuck in here... what can i try? How do i fix the Thumbnail request timeouts?

spiral hedge
#

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.

nova pagoda
#

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?

sage lance
#

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

white garden
#

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

nova pagoda
#

Do you have the colliders component on the entity?

white garden
plush torrent
white garden
burnt surge
white garden
#

omg

#

thank you

#

why did it not have a rigid body I won't know

burnt surge
plush torrent
cosmic wren
#

Do anyone know how to make clothes?

thick cloak
sly bridge
brisk grotto
# olive fern And?

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

brisk grotto
#

THis details the shortcuts for diag/debug menu

loud kayak
#

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?

olive fern
loud kayak
obsidian grail
obsidian grail
# obsidian grail

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 🙃

wicked lance
#

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?

obsidian grail
#

you can use this for 3d too

wicked lance
#

Thanks🙏🏽

uncut idol
#

Is there any guide how you can create custom attachments for helicopters?
Like a custom mount for a custom weapon in? With blender

trail hornet
#

I have a turret with 2 parts and UV maps, should i export it as 2 seperate FBX's?

delicate condor
# obsidian grail

just remember you cant use real product names or logos and such without permission

delicate condor
#

first you start from learning model making and texturing and such though

uncut idol
#

So you just have to guess the shapes etc? Because you obv. cannot open the reforger assets in blender

delicate condor
#

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

uncut idol
#

Thanks for the tips 😄

obsidian grail
#

final with sharpness mask

fierce kraken
keen fossil
vale pond
#

anyone know what component to add to get access to a previewrender attribute for just a generic item?

cold zinc
#

so uh update broke my trees?

#

why is it doing this lol

brisk grotto
cold zinc
#

tree was legit working fine before 1.7

#

textures are fucked now and I cannot seem to fix it

brisk grotto
#

Do you have multiple UVs? Maybe it’s changed which one it’s looking at

cold zinc
#

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

glacial osprey
#

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?

cold zinc
#

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.

civic holly
#

Oh wait you mentioned the update so I assume it was fine prior

cold zinc
#

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

civic holly
#

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

sly bridge
cold zinc
#

where is the um vertex colors located in blender?

sly bridge
cold zinc
#

as stated earlier I use treeit to generate the trees

#

it generates the models a certain way

#

on export.

civic holly
#

Here

cold zinc
#

thank you I assumed it was that

cold zinc
#

How's that weird?

#

vertex colors were indeed the issue

#

thank you gentleman

civic holly
#

Tree it uses vertex colors for reference on wind animations. So I get how it happened

sly bridge
cold zinc
#

the wind animations, normally its used for ue5

#

well ue in general

sly bridge
#

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

cold zinc
#

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

sly bridge
#

fair enough. in general if colora imported are anything but white before assigning material the issues is almost always vertex colors

sly bridge
cold zinc
#

I swear ive never had issues in the past with it lol

brisk grotto
#

Whoever in BI added the panel to see BSP etc in the xob I love you

odd goblet
#

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

young shard
mystic jungle
#

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.

brittle osprey
brisk grotto
sage lance
#

Nice! I can finally view my BSPs, portals, and volumes in engine

forest fossil
eager warren
chrome crater
#

did BI changed anything at the Character_Base model?

odd goblet
cloud rampart
robust wraith
#

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 ?

chrome crater
fervent knoll
#

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?

hazy path
fervent knoll
#

if someone has problem with custom cars, since the update bis touched the Pacejka, just reset them to default data

rose yarrow
cold rune
brisk grotto
forest fossil
rose yarrow
forest fossil
rose yarrow
forest fossil
rose yarrow
rose yarrow
knotty cedar
#

Model.

wanton oak
#

I better be able to put my face on the character model

jagged smelt
#

Hello! Is there any guide to put a gun model in Reforger?
And uniforms?

mental onyx
#

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.

thorny cobalt
#

PBR metal rough afaik, if you mean that?
I think you might be able to switch the shader in the material

tidal latch
dull yew
#

Yay no more smdi!

bright raft
#

Amazing

rain wadi
#

someone already shared a substance export present

willow sage
#

Can I have it ?

tidal latch
swift anvil
#

Good evening, could you tell me how to convert my p3d/blender to xop please?

leaden chasm
#

a4, neat

dull yew
#

🤯

rain wadi
tidal latch
willow sage
#

Thank you guys!

tidal latch
willow sage
#

Are you trying to bring something ATM?

tidal latch
#

after that, you can import FBX in Workbench

mental onyx
# rain wadi yup pbr metal rough

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?

swift anvil
#

I saw this plugin but I don't understand how to use it

tidal latch
mental onyx
mental onyx
tidal latch
#

opacity is separate mask in Enfusion

mental onyx
tidal latch
#

and are you doing some transparent objects?

rain wadi
thorn topaz
#

you may have to add opacity through the texture set settings

rain wadi
#

should be there by default with this template

mental onyx
uneven seal
#

I dont get, what is with the Roughness and Metalic?

rain wadi
#

hold on, I need to try something

willow sage
#

Guys, can you please create something like draft guide for that ?

#

Because its kinda confusing.

willow sage
rain wadi
delicate condor
#

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

rain wadi
#

not perfect but the normal map works for me

swift anvil
#

But how do you do? I must be stupid not knowing how to import my 3d XD

mental onyx
#

Probably not. I will have to look into it tomorrow

knotty cedar
#

I might be able to assist with some of this tomorrow

rain wadi
bright raft
#

Normal map is DirectX or OpenGl

#

?

rain wadi
uneven seal
#

How can I open the xob file in Blender?

mental onyx
rain wadi
uneven seal
#

And from the workbench back to blender?

#

Is this possible?

sly bridge
#

why would you need that?

rain wadi
uneven seal
rain wadi
knotty cedar
#

You can't import xob into blender but you can import the fbx source file that the xob uses, in blender 🙂

uneven seal
#

I thought that the fbx is just for the import, but its still a part of the .xob which is really nice.

knotty cedar
#

Simply overwriting the fbx with changes will instantly also rebuild the xob

mental onyx
#

@knotty cedar Do you have any idea on polycounts for this?

winter current
#

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?

winter current
sly bridge
#

you ca. have the meshes used if you wanted to

winter current
#

was wondering mostly if there was some clarification of what that tool is or if it's out ,etc

jagged smelt
knotty cedar
sly bridge
winter current
#

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

sly bridge
#

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

winter current
zinc crow
#

open in 3d modeling tool and export to new format

#

there is no magic woosh button

jagged smelt
#

Does toolssupport fbx models?

rain wadi
jagged smelt
#

nice!

#

In the workbench... Wich quick launch I should select to open a 3d model?

rain wadi
jagged smelt
rain wadi
jagged smelt
#

got it, thanks!

#

do you know what textures do I need? Like normal, specular, diffuse...

sly bridge
#

have a look over emats

rain wadi
#

you can also add an opacity map

#

PBR Metallic-Roughness Workflow

#

but Enfused

mental onyx
#

Base colour and roughness in the same map? How does that work? I only know texturing for A3. Might be a dumb question

sly bridge
#

the textures are 32bit

#

4 channels x 8bit/channel

#

BCR - rbg = albedo + a = roughness

sly bridge
#

rg = xy normals , b = metalness and a = ao, at least from the emat description

mental onyx
#

Appreciate the info @sly bridge I Just need to figure how to properly make and export these texture sets from substance

sly bridge
#

you can have mouse over materials slots for quick description

mental onyx
lone orbit
#

the blender plugin how do you install it

uneven seal
#

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?

green hemlock
#

@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

hot pumice
#

created an Emat with a BCR and an NMO
normal, roughness and metallic seem to work but base color looks completely black

rain wadi
winter current
hot pumice
#

anyone managed to import emats correctly?

uneven seal
hot pumice
#

you need to open the xob that autogenerates once you import the model
not the fbx itself

lone orbit
hot pumice
#

ideally it autogenerates when you import it into enfusion

rain wadi
hot pumice
#

making it all black

pulsar drift
#

Hello,
I can't import .obj into enfusion... Has anyone succeeded?

rain wadi
rain wadi
#

mine works

hot pumice
#

might be a model problem but what could it be

pulsar drift
#

not working...

hot pumice
#

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?

odd spade
#

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? 😄

hot pumice
#

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?

pure kayak
#

Howdy gents, arma 3 modder looking to test out enfusion

#

im trying to work out how the new rigging system works, any pointers?

jagged smelt
#

Model's dimensions are the same as arma 3? Like uniform, vest and gun dimensions?

pure kayak
#

Dont think so

#

body base looks very different

jagged smelt
#

Oh no uwu

crude star
#

very different is an overstatement

#

it's not THAT different

hot pumice
#

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

wise karma
hot pumice
#

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

wise karma
#

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?

hot pumice
#

cube from blender

#

but if I add a 3rd object its also white, I'm assuming that all properly imported objects are white

wise karma
#

Are they both unique objects in blender, or the one?
If you join the chair into the cube is it still not white

hot pumice
#

so wether they're different objects or one merged object the difference remains

#

which is even stranger

wise karma
#

Well thats interesting.

hot pumice
#

also tried moving onto another blend file

wise karma
#

Once they are merged is it still only showing one material

hot pumice
#

yes I tried exporting with them having different materials, same materials, no materials
same results

wise karma
#

Its a stretch... But does the chair have any vertex weights painted to it?

hot pumice
#

checked and no
no weight nor vertex paint on the object

winter current
#

has anyone played around with the car sample? i can't figure out why the doors are not animated, none of them work

pure kayak
#

so when or if documentation is released, will there be info on how to import clothing parts/set them up for ingame?

copper beacon
#

i think documentation is released tmr according to dedmen nonomihappy

#

or well its like uhhh 11:37pm CDT for so like tmr is in like 30

#

xd

frank spindle
#

is there a way to dierectly import an arma 3 helemt to reforger.

#

or at least use the model with the texture ?

tidal latch
frank spindle
#

ahh okay, do i need to press something in blender to sort it ou ?, is there documentation somewhere ?

winter current
frank spindle
#

also will the textures already made for arma 3 work or will i need to completely redo them ?

winter current
#

you'll have to remake them, there's a substance painter export preset already

frank spindle
#

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

frank spindle
#

once again thank you

sage bay
#

can anyone tell me how to create a prefab?

knotty cedar
# sage bay 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
honest wave
#

How do I import models into Arma Reforger?

knotty cedar
# honest wave 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.

honest wave
#

Cheers!

#

@knotty cedar Could I dm you like where I am in the editor, as I cannot send photos here?

upbeat wyvern
#

Do the models live update in the workbench or do you have to reimport the FBX

digital badge
sly bridge
#

.xob are new file formats that replaces p3ds, and are auto-generated from .fbx files

digital badge
#

ahh oky

knotty cedar
tidal latch
#

it's worth to note that you can reimport things when world editor is in play mode

winter current
#

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?

eager topaz
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Hello, quick question, what is the normal time for a .fbx to be registered and imported?

tidal latch
#

best would be to use existing prefab as base

eager topaz
#

I'm kind of limit testing right now, have 1.5 mil edges and tris

tidal latch
#

so place i.e. Wheeled_Car_Base.et prefab in world editor and then drag it to resource browser to create a new prefab

pliant pendant
#

1.5 million triangles?

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what kind of model is it

eager topaz
#

My high poly f-117a

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xd

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Just seeing what happens and what it looks like under the new engine

last parcel
#

Took less then a sec on a 20k model but att 1,5 million i would says mins IF it even works

near portal
#

Hello, do you have any information regarding the faces of the 3D models?
From what level it starts to be too much, etc.

willow sage
#

i would like to add Nightcamo parka and PLCE chest rigg

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But every time when im importing these models Enfusion crashes

eager topaz
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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

knotty cedar
winter current
lime comet
#

how are prefabs (.et) and models (.xob) related? Is a prefab like an instance with specific config/variables of a model?

tidal latch
#

prefab is a config basically

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where model is... a model, sort of p3d

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enfusion://ResourceManager/~ArmaReforger:Prefabs/Vehicles/Core/Wheeled_Car_Base.et

knotty cedar
winter current
tidal latch
#

in Resource Manager options it is possible to register enfusion protocol, so link above will redirect you to this prefab

winter current
#

i did something super janky, replacing the model from an existing prefab and it kinda worked in a super funny way lol

lime comet
tidal latch
#

for instance browser, for some reason discord doesn't recognize it

lime comet
#

Resource Browser?

tidal latch
#

firefox

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or file explorer

heady osprey
lime comet
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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 ()

tidal latch
#

it is a base prefab without model

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so of course not all system are going to work

lime comet
#

ah, ok, so as intended!

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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?

winter current
#

and i guess they're defined in that component?

eager hill
tidal latch
#

you don't have collider probably @winter current

eager hill
lime comet
mental onyx
eager hill
#

nope, i just looked for the directory with Substance Painter exports.

eager hill
mental onyx
tidal latch
#

alternatively you can use this method

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(gif from tutorial which I'm converting to wiki right now 😉 )

mental onyx
#

Is everything done trough the workbench or do I still have to go to a specific folder location and make these?

tidal latch
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you can create structure manually in workbench but in some cases it is also possible to relay on autogenerated structure

mental onyx
tidal latch
#

you can also do that in file explorer if you wish

mental onyx
#

I just hit start new project, and started importing. I have no clue where on my pc that is actually saved.

tidal latch
mental onyx
#

Alright, so my documents. Thanks

dense plover
#

Folding stocks on EVERY GUN yes bois?

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BRUH LPVOs can be actually Variable now!

sly bridge
#

?

dense plover
#

Sorry, just excited for modeling and adding in scope ideas.

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In ARMA3 the LPVOs were either 1x or 6x. now they can be everything inbetween too

buoyant tiger
#

How do you package a mod, similar to create a pbo in arma 3 ?

lone orbit
#

file publish bundle then publish again. can put it private unlisted or public

buoyant tiger
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Server connection failed. [RestApi] ID:[8] Error Code:400 - Bad Request, ApiCode:

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cant even open the publish menu

lone orbit
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yh the servers for it are abit shocking rn,

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keep trying it it might work after a few attempts

buoyant tiger
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Why would you need an internet connection to pack your mods o_O

lone orbit
#

beacuse it get published to the workshop.

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depending on what visibility you selected public unlisted private test

buoyant tiger
#

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.

tidal latch
#

no

low mica
#

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?

knotty cedar
lone orbit
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any one use substans painter?

abstract burrow
#

Should we expect functionality for vehicles on tracks like "selectionLeftOffset = pasoffset"?

lone orbit
#

how do you install export templates

fossil crystal
knotty cedar
fossil crystal
fathom bolt
#

Hello how can i create a prefab for my weapon ?

iron ridge
#

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 ?

fathom bolt
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No more model.cfg

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and lods you just make all that things in blender with multiple collection

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and after export in fbx and import in fbx in enfusion

digital vector
#

I have the same vehicle issue.

glacial bobcat
#

I tried to fix it in object builder and reimport it but it does not change

fathom bolt
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don't use object builder anymore use blender

glacial bobcat
#

in blender it's good it's when I import in enfusion

fathom bolt
#

in fbx ?

glacial bobcat
#

yes

fathom bolt
#

you have multiple lods ?

glacial bobcat
#

no

fathom bolt
#

did you have the enfusion plugin for blender ? the plugin tell you if he find error

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"\SteamLibrary\steamapps\common\Arma Reforger Tools\Blender"

glacial bobcat
#

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

fathom bolt
#

with the report button ?

knotty cedar
fathom bolt
glacial bobcat
fathom bolt
glacial bobcat
#

nice

last hill
fathom bolt
fathom bolt
#

Import the textures with materials

last hill
# fathom bolt wow 😄

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

fathom bolt
#

i take it in the arsenal box

last hill
#

Just can't get it to be visible in the arsenal

fathom bolt
#

ok

knotty cedar
#

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 🙂

lone orbit
#

okay

digital vector
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Is there mass management like on A3?

willow sage
#

@fathom bolt can i pm tou

fathom bolt
#

Yes you can

dawn pine
#

Correct normals?

knotty cedar
glacial bobcat
knotty cedar
#

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
dawn pine
mossy moth
#

I have no idea how to mod but , please i beg you do a silenced AR platform like M4

digital vector
#

Even with mass there is still no geometry

lone orbit
#

are coliders done thro blender or in the workshop i have no idea on them

digital vector
knotty cedar
fathom bolt
#

@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

knotty cedar
fathom bolt
fathom bolt
#

And its worked thanks ! you confirm that the memory points are now bones ?

knotty cedar
serene halo
#

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.

fathom bolt
hidden yarrow
#

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?

digital vector
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I couldn't find to put the geometry, I'm waiting for the wiki

safe sierra
#

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

knotty cedar
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One thing you can do is use an environment map texture to get some cool image based lighting on your model:

hidden yarrow
#

Sick ty

knotty cedar
hidden yarrow
#

ah thats amazing ty

#

also whats the size limit for a model in meters?

#

same as before or is it more now?

fathom bolt
knotty cedar
serene halo
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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.

rain wadi
#

So, about colliders, they need layers to work, right?

sweet kettle
#

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

tidal latch
sweet kettle
#

The new weapon sample project does not appear either

hidden yarrow
tidal latch
#

or weapon rack?

sweet kettle
#

I am placing an arsenal crate with gamemaster

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the untextured m4 that's in the workshop right now does show up there

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but the sample project weapon and my honey badger do not

fathom bolt
#

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

sweet kettle
#

I can place the prefab object in the world builder editor thingy and pick it up there

fathom bolt
#

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

sweet kettle
#

okay

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lmao

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Item mode has to be default?

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Rifle seems to not work

fathom bolt
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i've only tried with default