#enfusion_model

1 messages ยท Page 33 of 1

zenith quartz
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buncha wips

mental onyx
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Nice

split rampart
zenith quartz
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And I have waaay more.

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๐Ÿ˜…

split rampart
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Probably something I'd get criticized for, but I love to just shove stupid abouts of ambient occlusion onto my stuff xD

mental onyx
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One of the first proper models I made actually

zenith quartz
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I'm just glad with PBR I don't have to play a guessing game with making things look good.

mental onyx
split rampart
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oh fuck I nearly bought the tutorial on gumroad for 43 bucks

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on artstation for like 27

zenith quartz
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omg it took 20 mins to remesh the slide

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PAIN.

eager hill
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Do you have any idea what's wrong with attachments? They worked and somehow stopped, even though I didn't change anything. I can't pick them up

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I can see them in inventory, but I can't move them anywhere. Even interaction doesn't show

fathom bolt
mental onyx
fathom bolt
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Thanks BIS ? ๐Ÿ˜…

warm mist
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art station learning is a good way to learn a lot of the modern 3d pipeline...it's free as well

eager hill
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Tried putting attachments on top of the other attachments. I guess it isn't possible. Or I don't know how to do it

hot pumice
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has anyone figured out if there is any sort of model size limit?

glad sable
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Is there a way to get default game models?

knotty cedar
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If you mean fbx source files

fathom bolt
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you need memory point

willow sage
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How many tris should be on weapon ?

fathom bolt
glad sable
eager hill
fathom bolt
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try with a weapon

eager hill
mental onyx
eager hill
fathom bolt
eager hill
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I'll try that

fathom bolt
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but with that i dont think it gonna keeping the main attachments working

eager hill
hot pumice
eager hill
fathom bolt
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or

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bypass it with an other attachments in the main rifle

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with the good position

hot pumice
fathom bolt
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but not very good

eager hill
split rampart
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@zenith quartz just following that blender beginner guide again for the fun of it, then he does the bevel outer arc shape thing and my mind is blown lol

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well it's my first time watching this beginner guide

zenith quartz
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Hahaha.

eager hill
# fathom bolt I will try too

adapter is mostly for testing. But if we found a way to do it, we could for instance make the elcan specter scope that can have a red dot attached on top

fathom bolt
eager hill
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in arma 3 it would've been one object, but here whole attachment system is much much better so we can try to seperate it into 2 different pieces

fathom bolt
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yes and now we're not limited with attachments or not 5 max

round orbit
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any idea why this is happening?

split rampart
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can attachments have attachments?

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can glasses, face masks, and beards be different slots

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if so, the future is now

willow sage
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I have one modeled somewhere.

swift anvil
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Hello, I absolutely can't get my character to carry my items and use them as my weapons or anything. Do you have a tutorial or can you help me please

eager hill
willow sage
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PM or here ?

eager hill
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I don't think I can do anything with the default ones though because they don't have memory points

split rampart
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Oh! one thing I noticed when playing was backpacks were made up of attachments, you couldn't move em around or anything, but that suggests to me that you could

eager hill
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can be here if you don't mind

split rampart
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I am excite

willow sage
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sure

swift goblet
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the armature problem, theres a fix?

willow sage
eager hill
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The problem is I have no clue what to do with it lmao

fathom bolt
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like the ARII scope

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put a glass in 3d

eager hill
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It's basically ARII scope but with changed model

fathom bolt
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yes but one second

lean spruce
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Is that a Boxer? ๐Ÿ˜ฎ

fathom bolt
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i hope it's clear ๐Ÿ˜„

eager hill
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now I know even less than I did ๐Ÿ˜„

zenith quartz
fathom bolt
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you need to have lens

eager hill
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as a separate model?

fathom bolt
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no in your model

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like this

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1 black face and a lens

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to close your model

eager hill
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I see

fathom bolt
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u can isolate material

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in workbench

eager hill
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I get it how it works now

willow sage
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๐Ÿ˜„

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Omg * Ups

valid torrent
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god damn the emission setting is amazing

fathom bolt
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Very good !

eager hill
willow sage
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it is like 2 years old and dont had knowledge how to do suff then

lament solar
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Ey i've been reading the chat and got my armature and first vis lod of a pants into workbench

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it's weighted correctly but when trying to move the bones in the world editor the mesh doesnt follow them

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Can't post images pog

cunning vessel
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We started porting our A3 mod (S & S) to Reforger

lament solar
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It says bones 0 + 241

teal temple
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on which lod do I set colliders

lament solar
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Yes and the armature is assigned in it

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i select both then export as fbx

swift goblet
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how did you guys fixed the armature problem?

lament solar
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"export skinning" is also enabled

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and i reimported it

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very odd

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oh yeah and it imports backwards

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while the vanilla stuff are facing in the correct direction

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I've seen people have working jackets and vests so it has to be possible

swift goblet
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theres a bug with the armature

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some people have made a way to work with the bug

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doing changes to the armature

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but idk how they did that

lament solar
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So it's probably best wait until they upload a correct sample file

swift goblet
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if you use maya you dont have that bug

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it happens only with blender

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the bug is something that doesnt attachs the weight with the correct bone

lament solar
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I've downloaded a modified armature someone uploaded here and am using that

swift goblet
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i think

lament solar
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Do you have any idea what it might be?

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sadge

swift goblet
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i tried using it but i have the same bug as SupeTroop

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the weights arent imported

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with the original armature weights get imported but the herarchy is messed

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im gonna retry maybe i forgot something

lament solar
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Is there some blender tool you guys use? I just export everything as fbx

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don't know if thats the correct method

swift goblet
fathom bolt
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I have a problem with uv

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in blender the texture are showed correctly but in enfusion no its like the uv map change

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nop same problem

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can we view the uv in enfusion ?

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wrong texture -_-

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but where i've made that ๐Ÿ˜„

lament solar
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Ok I have fixed it I think

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In Object Properties of your mesh in blender

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there is a tab called relations

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add your armature as the parent

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my mesh shrunk for some reason but sclaing it by 100 put it back to perfect size

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then I applied the scale

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and bam

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the mesh moves with the armature in world editor

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Now I just need to make a prefab that uses it

willow sage
lament solar
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๐Ÿ˜„

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i still have to get it working ingame and have no idea how

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I guess i'll just inherit one of the vanilla prefabs and work off of that

willow sage
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Bro, you are not only one

lament solar
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We will all get there

swift goblet
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i made it work! now i need to see how the weights works in this game xD

lament solar
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looks perfect to me

swift goblet
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i have unweighted vertex

lament solar
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If you have modded a3 then weighting stuff for reforger sohuldnt be an issue

swift goblet
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xD

swift goblet
digital vector
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Good evening, do you know how to add a rigidbody to a building?

ornate scaffold
mental onyx
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Looks good so far

neon tusk
swift goblet
swift anvil
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Gj fapret

swift goblet
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ty

white sigil
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I have problems with exporting weighted model with skeleton.. every time it exports only model.. is there any trick ?

sweet kettle
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I keep getting this log entry. Has anyone fixed this?

RESOURCES (E): Trying to create RigidBodyComponent on model @"Data/MK18/Main/MK18_Main.xob" without geometry
swift goblet
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why material override doesnt work?

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do i need to process the material for the object?

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it still shows original material

kindred timber
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I have a problem with the collisions. I created a cube as the collisionbox. When I go to Colliders it says "Invalid layer masks:1". In the list in UBX_Atm -> Interaction Layers it says "All interaction layers used"

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nevermind I did everything from scratch and it works now

swift goblet
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i dont want to have 20 models of the same backpack just becouse i want different textures

swift goblet
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doesnt changes the texture

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even with material override setted

mental onyx
# swift goblet yeah but the prefab i made doesnt work

Try and take the prefab you want to edit, drag it into the world editor. Right click on the prefab on the left hand side (The list) Click break Prefab Instance (Icon will turn red) Then do your changes, then drag the red icon into your folder and rename to your liking

mental onyx
deft owl
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 VEHICLE   (E): Wheeled - failed to setup powertrain!```
Gettin this error but I can't find anywhere to set a drive axle
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My engine outputs to clutch, clutch outputs to gearbox, gearbox outputs to axle diff, and the axle diff outputs to the two wheels on the axle. Not sure what else to do to define a drive axle

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Aha, its the amount of torque share. Torque share must be > 0

dim gate
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Hello guys, i'm planning to add new uniforms and gear into the game in a small mod pack, i was thinking about custom weapons too but the new animations system is filtering me out atm so i'll check on that later.
i would like to know how to retrieve texture files from the base models to do retex works on them and if it's even possible ( if not, i'll try to do my own models )

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alright, modelling it is then

mental onyx
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Any idea why my scope is detachable but not my other attachments?

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I think it might be because I'm using the "BaseAttachmentType" Because my scope is using AttachmentOpticsM21

last hill
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Hey guys, working on my m4a1 block 2 live on twitch, having an issue with my custom magazine model being offset when brought into the prefab? The default magazine position is correct, what x/y/z axis must my magazine model be set to for export?

knotty cedar
white sigil
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When I try export weighted model with skeleton and then import it into workbench it just missing skeleton.. any tips ?

mental onyx
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Hey Lewd you showed a picture earlier of a pip scope that had the sightpicture being displayed upsidedown. How did you fix this? I have it similar but side to side

last hill
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I don't have access to the normal one, do you mean the sample model?

mental onyx
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Wdym? Its just a disc with a transparent texture. How can I know which way is up and down?

kindred timber
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What is the difference between prefabs and prefabs_editable

last hill
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@white sigil That and scene heirarchy

white sigil
kindred timber
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How do I make a .et file out of my .xob file

white sigil
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okey now Im stuck with this.. ๐Ÿ˜„

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it moves with skeleton in blender and in workbench too but as prefab it looks like this and it only rotates with body.. do I miss some bones ?

mental onyx
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You mean eye mem point in scope model or something else?

ornate scaffold
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what determines this?

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i got a similar issue

white sigil
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Do you know how many bones is needed ? because hierarchy looks okey I just used sample and switched things ๐Ÿค”

kindred timber
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I really dont understand why my prop wont show up in the entity browser

white sigil
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ah yeah I see now.. something went wrong at start.. left is mine and right is asset already ingame..

kindred timber
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Do I have to edit anything else other than the NewProp_Props.conf?

vernal trellis
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Apologies if this has already been asked, but when I set up textures why are they so blown out?

mental onyx
knotty cedar
mental onyx
vernal trellis
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in the tools it looks like this

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while in painter it looks more like this

eager hill
vernal trellis
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Like this?

eager hill
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Almost, you need to have correct maps

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BCR stands for BaseColor/Roughness

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NMO is Normal/Metallic/Occlusion

buoyant kiln
eager hill
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Export preset should be in pinned messages I believe

vernal trellis
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changeing the grayscale works, is there any rule of thumb for what it should be set to?

buoyant kiln
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No, it's as you want. Enfusion brightened textures.

vernal trellis
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alright good to know, thanks

buoyant kiln
kindred timber
vernal trellis
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will do

sick shard
terse lintel
round orbit
lament solar
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I also have the problem of the hierarchy not matching up and my pants are just floating

terse lintel
mental onyx
terse lintel
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I have a model that collides fine with the player and other Entities, but not the terrain. Did I mess up the colliders or is the rigidbody at fault?

round orbit
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So it's the hierarchy?

shadow karma
quasi sedge
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anyone can help regarding importing a backpack?

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got the samples and my P3D, just a bit lost on where to start ๐Ÿ™‚

simple meteor
quasi sedge
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ok

round kestrel
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What im doing wrong?

buoyant kiln
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@round kestrel Add datas in your addons.

mental onyx
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Anyone know whats causing this issue? https://imgur.com/xfMJbqA

What you see there inside the scope is the suppressor of the rifle... Which makes no sense. Somehow the sight picture is below the gun

fathom bolt
mental onyx
grim cliff
simple meteor
round kestrel
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Still same error

mental onyx
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I think I know whats missing

fathom bolt
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I will try tomorrow for me (12h39 am here)

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What ?

mental onyx
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In scope model

fathom bolt
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Oh possibly

mental onyx
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I give up for tonight

kindred timber
terse lintel
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xob? your changes to a xob file will propegate to all prefabs using the xob

kindred timber
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so i dont have to do anything?

terse lintel
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Nope, should work

kindred timber
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good

lament solar
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I can't believe theres no way to copy a rig from one xob to another

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the sample one seems to be fucked

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i have no idea how to even begin fixing it

round kestrel
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I think i give up, thats bullshit ๐Ÿ˜„
I did everything that the Installation Guide told me and it didnยดt work ๐Ÿ˜„

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I just did it like this guy, step for step.
Can use Collider Setup ๐Ÿ˜„

lament solar
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Could you educate us how to export it correctly?

final pulsar
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Add \ at the end of path.

astral oar
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lets go

final pulsar
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I had the same error ! @round kestrel ๐Ÿ˜‰

round kestrel
hidden yarrow
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Wrong path

final pulsar
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Yep

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U need to extract the zip folder and use this folder in ur path.

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Unzip like this:

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and use the path of the extracted folder.

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And add the \ at the end of the path.

mental onyx
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This might not even be a "problem" per say, but I am trying to configure PIP for a binocular class.

grim crypt
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i have gotten the gun to work and movable parts to move BUT for some reason whenever you have the weapon in your hand all the movable parts go forward for some reason? im inheriting from the SVD, anyone got any idea of what to do?

split rampart
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cry until it works CryingBoy

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I know nothing about making a weapon but my assumption would be that if it's inherited from the SVD, it's animations might be off

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you'd have to make a custom animation for the gun parts im guessing

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then for the boy's animations

grim crypt
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seems odd af tho, in dayz its 100x more simple.. just inheriting from the base class and lining up the model with the gun you are inheriting from and renaming the parts you want to move and boom! even if the gun is waaay off the movable parts stay with the model and work fine

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tbf its EA and changes may be made, right now its more advanced than i expected

split rampart
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Give it a month, it'll be beautiful

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All the documentation and new mods ๐Ÿ˜ฉ

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I can't wait to see some total conversion work, Spartans from a Halo mod won't be weird work arounds, same for warhammer dudes

grim crypt
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it is just a test after all, just wish it was as simple as dayz is cause that really is newbie friendly

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i use the tutorial map, idk how to get that plane square everyone else uses

lone ocean
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can you import models from sketchfab to xbox consoles
with workbench

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3d models on xbox consoles

lament solar
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you need to add a cameramanager component

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@inland ginkgo

split rampart
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Cylinder

lament solar
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clean af

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how did you do those little indents on the back?

split rampart
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Well im following a revolver tutorial that avery posted earlier, but the answer was booleans

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so far I've learned three new things that blew my mind and will probably start using all the time now lol

lament solar
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i'll check it out

split rampart
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It's 27 bucks on artstation though

lament solar
split rampart
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Nice

lament solar
split rampart
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thicc

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I wanna learn to model clothes PES_Cry

astral oar
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hot

lament solar
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Took me years

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stil llearning alot

split rampart
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Wot program?

lament solar
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Marvelous Designer

astral oar
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still adding some clothes also

lament solar
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and then sculpting in blender

split rampart
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I'd have to learn marvelous designer before I bought marvelous designer lol

lament solar
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๐Ÿดโ€โ˜ ๏ธ

split rampart
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but between Arma Reforger and Blade and Sorceries armor update, good time as any to start learning

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but I'll probably focus on gun

lament solar
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i'll have to refurbish some of my weapons from a3

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not looking forward to it

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the implementation part i mean

astral oar
lament solar
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depends what the model is

astral oar
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clothing

pure kayak
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damn, how'd you get it looking so good

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in MD

lament solar
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Lot of trial and error. I've been modding arma 3for 6 or so years

quasi sedge
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i've got my P3D imported and discarded all the un-needed lods but unsure where to start. I am trying to import a backpack, but have no idea what i'm doing. Can anyone provide me with a bit of direction please?

astral oar
quasi sedge
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I was able to import a helmet, but have no idea regarding rigging a backpack and weighting it lol

astral oar
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@lament solar clothes just don't look right it seems

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can't really find a good ground for clothing settings

pure kayak
lament solar
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my material settings for the pant

astral oar
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๐Ÿ˜ฉ

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๐Ÿ‘

lament solar
pure kayak
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lemme find an example

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this is A3 but it was mostly made in marvelous

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and i wanted to learn how to take it astep further

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now that im moving to enfusion

split rampart
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Does Enfusion use standard PBR or are there more maps I should be worried about? lol

pure kayak
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it uses BCR maps and NMO maps

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custom stuff, but its easy to fix up

split rampart
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Probably possible to make a Enfusion Preset in SP

pure kayak
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yeah it is

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someone shared one here, i made one myself

lament solar
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look at sewing templates online

pure kayak
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i see, and one quick question about it, for tougher fabrics would you have any advice on that? like old wool uniforms for example, i always find MD makes them far too uh, soft

lament solar
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there are some presets

split rampart
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I haven't been surrounded by 3D artists who are better than me before

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im scared

lament solar
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I use denim raw

split rampart
lone orbit
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im useing the m16 as a base but dk how to edit the animation for it

pure kayak
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ahh i see, i'll try out denim raw

lament solar
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try messing with uhh

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i forget work in english

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stickiness

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no

pure kayak
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pressure?

lament solar
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no

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fuck i'll start up MD

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Friction

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the cloth will want to slump down and will be baggy at the bottom only

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which looks bad

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if you up friction a bit it will wrinkle more naturally

split rampart
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I probably won't learn how to do clothing for a while, but I'll definetly do retextures since a lot of the time in Arma 3 I was like "That'd be good in black"

pure kayak
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well fuck i think that just fixed my wool problem

split rampart
pure kayak
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Wait, hang on a second

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aussie man sighted

split rampart
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lol im a hermit, I had no idea this Jim franchise thing existed, but now im hooked lol

pure kayak
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ahh

lament solar
pure kayak
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i've never seen somene outside of Aus talk about jims everything

lament solar
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then I recognized the shape

split rampart
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Yeah, the models base normal map is good enough that you can literally just throw on a color or a camo and it'll look great/good enough

lament solar
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the AO helps alot too

split rampart
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dat too

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my solution to my models looking bad is to throw on unrealistic ammounts of AO until it works

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works every time ๐Ÿ˜‰

lament solar
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that's what I used to do

pure kayak
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absolute hero @lament solar

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wool is fixed

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not longer soft bendy bs

lament solar
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oh and lower your particle distance before exporting

pure kayak
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ah yeah, i do that one, i sit around 8

lament solar
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my PC blows up with a complex piece of clothing if I set it to lower than 10

pure kayak
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ah righty

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tfw i used to work on 10 cause the md tutorails said so

lament solar
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you doing ww2 stuff?

pure kayak
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not exactly

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its alt-history set after the weimar republic

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but no nazi shit if ya get me

lament solar
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i don't judge

pure kayak
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i considered ww2 properly but i figured 5000 others will do the same shit

lament solar
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sounds interesting

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whats the scope of the mod?

pure kayak
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mainly just basic units as of now

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i work on and off on it

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i did a stahlhelm somewhere here for it too

lament solar
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oh you even did an item model for it

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i can't be fucked for now

pure kayak
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well tbh it was an easy one

lament solar
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i'd have to resimulate my stuff and fold them

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then texture again

pure kayak
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just proportional edited the strap

lament solar
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yeah thats what I thought

pure kayak
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ah yeah,i m just gonna do one of those per faction i think

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i even thought make like a laundry bag

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clothing bag or whatever

lament solar
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yeah, one model fits all type thing

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I might do that

split rampart
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I hope that the clothing works the way I think it does, made up of parts that you can modify

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even if I don't model clothing, I can do cool attachments for em uwu

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because if you look at the vests and the backpack, it's made up of pouches n canteens and stuff

lament solar
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The uniform is broken up into pants, boots and jacket

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which is great

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reduces the amount of variants you need to do

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since you can just mix and match

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Idk if you can place stuff on vests like in that one dayz mod

pure kayak
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you actually can but its disabled i remember reading

split rampart
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yeah, but I mean the vest appears to be made up of parts, which can't be switched out at the moment, but I imagine that's a setting somewhere

pure kayak
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you can double click the ALICE and theres pouches

lament solar
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oh

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Interesting

split rampart
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I want the vietnam mod that will probably come to have a modifiable helmet that you can put playing cards into

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also a camo slot system so you can just kinda throw whatever camo onto whatever clothing

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doesn't sound like it's planned but should totally be possible

lament solar
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what like net camo?

split rampart
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that too

lament solar
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oh you mean ingame you can swtich out camos on cloths

split rampart
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yeah

lament solar
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That would be great

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woudln't make sense unless its in an arsenal

split rampart
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I don't think clothing is set up for it, but guns can be switched to PBRcamo class which allows you to overlay camo over the entire gun

lament solar
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if you can do it with guns you can do it with every asset

split rampart
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yeah but clothing has a specific material class

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and I think PBRCamo might override it

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but theoretically, you could just make a custom class with the camo options

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It's a SDK, anything is possible

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Lol it's hard trying to explain to my friends why im so excited, it's because you can literally turn ArmA into any game now

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Literally had one guy go "But is it as moddable as Skyrim? ๐Ÿคช "

lament solar
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Goofy ahh

ornate scaffold
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I placed some generic characters down in my test world but they dont seem to render over around 300m anyone know how i can change this so they render further?

short yew
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Are there any good guides for vehicle creation out yet?

split rampart
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the weapon creation documentation just came out

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Vehicle is probably coming soon

normal quail
# short yew Are there any good guides for vehicle creation out yet?

I am wanting that too. I am learning myself currently. I imported the FBX of the sample car into Blender and exported it back out to really see what was going on. Had an issue with the bones not loading, found out the reason why and got that problem solved. Its helped me doing it this way until the documentation comes out. Pretty confident I can now set up a car model in blender but still so much more to learn, animated doors, driver proxies ect

celest rampart
#

speaking of guides, one for uniform/gear modeling would be amazing. wanna know how to get the PASGT vest, as well as the m88 with goggles and scrim M88 into the arsenal box

#

unless there is one, and i'm completely blind

astral oar
#

hopefully arsenals gets some updates worried about mods conflicting with overrides

#

Okay!

#

For any mod makers you can run two arsenal overrides together

#

i was able to get both my drip jacket and headset to load even though they were different mods

split rampart
#

I hope there's some kind of virtual arsenal equivalent

#

the box is... not ideal sad

last hill
astral oar
#

sorry quebec

#

i beat you out bro

celest rampart
#

cag goon cag cag goo

astral oar
#

plate carrier has been hell for some reason with weighting

#

way easier with full vests for some reason

#

do you have a base one done you can send me?

#

thanks bb

#

Here is a small video showing how to add your finished prefabs to a arsenal! - Haven't tested but i'm pretty sure it will only let you add gear for the faction to it - So if you replace a soviet headgear you can only add it to the soviet arsenal

tacit eagle
astral oar
last hill
astral oar
#

From what i can see also

#

it shouldn't conflict with other mods

#

i was able to run both my headset and drip jacket mods

last hill
#

I guess because they are all unique guid codes

astral oar
#

yeah

#

probs combines them without replacing

#

i thought they would just replace and such

last hill
#

Great to know mate, will get on and set up my block ii when I am able to get back on

astral oar
#

โค๏ธ

#

i forgot ron had so many gun models

#

i got so much shit to do now

last hill
#

I am also going to try to get the microt2 and a few other bits I bought up and running.

astral oar
#

i wanna figure out guns

astral oar
#

chad

last hill
#

Fractured his right arm eh?

last hill
astral oar
#

Testing stuff

lean spruce
#

how the hell do I make a weapon fire? I'm so confused which component takes care of that...

eager hill
lean spruce
#

I do have a muzzle component, so that's good news ๐Ÿ˜„

eager hill
#

It'll be easier to inherit from other prefab though

lean spruce
#

I probably need to crosscheck with other prefabs

#

baby steps ๐Ÿ˜„

eager hill
#

Just drag existing weapon prefab into world editor, change mesh and drag it back to resource browser

lean spruce
#

Yeah, I should probably play around with that first before trying to create a mortar ๐Ÿ˜„

eager hill
#

You need also 2 memory points on your weapon

lean spruce
#

always? troubbThink that's interesting

eager hill
#

One shows where is the chamber and the second one where muzzle ends

lean spruce
#

oh

#

so it creates the flight vector

patent knoll
eager hill
#

I suspect enfusion uses it to determine what is the direction of the muzzle

astral oar
patent knoll
astral oar
ornate scaffold
#

all the ammo types in one ๐Ÿ™‚ how bad can it be?

patent knoll
lean spruce
#

can I not edit 2 prefabs at the same time? ๐Ÿค”

ornate scaffold
#

drag them both into the world editor

#

then just click on the one u wanna edit and swap between the two

lean spruce
#

oh, ok ๐Ÿ˜„

#

ty

astral oar
#

Sorry sir

#

Hand over all your TFL mods

#

@inland ginkgo with a little bit of tweaks it's perfect

#

thanks for the weights baby

torpid ledge
#

If you're gonna do ripped shit, just don't post it on this discord

astral oar
#

I got perms Pray4pepe

lean spruce
#

heh, now I crash when I click either mouse button with my weapon equipped ๐Ÿ˜„

torpid ledge
#

maybe he has perms too i dont know

astral oar
#

quebec is cute probs

dark cedar
#

https://youtu.be/WpkAPo7DqkY would be nice to have a mod implement these weapons

The Defense Department Has Begun An Intensive Search For A Weapon Technology That Will At Least Double The Effectiveness Of The Rifleman In Combat. This Program Briefly Describes The Four Advanced Firearm Prototypes Currently Being Developed By Independent Contractors. The New Firing Range At Ft. Benning Will Be Used To Test The Effectiveness Of...

โ–ถ Play video
astral oar
delicate condor
bright raft
#

A question, is there currently any way to create new prefab from scratch? Docs only suggest dupicating existing ones

astral oar
delicate condor
#

Is that in writing

astral oar
#

yes

#

I've shown it to one of the @bohemia.net already

#

I have rules to follow though with the perms i was given

delicate condor
#

What kind of rules?

astral oar
#

When asked who to credit i was told Void Interactive

delicate condor
#

Alrighto. Good to see people going about it the right way.

astral oar
#

After yesterday and my closeness with the RON devs thought i might as well ask

delicate condor
#

Ah

#

I'm little sad you did not ask before doing..

astral oar
#

Ohh

#

i asked before i even touched anything believe me

eager hill
#

It's just easier to use existing prefabs so you don't have to configure everything yourself

bright raft
#

Ok got it. Thank you ๐Ÿ˜‰

delicate condor
delicate condor
#

๐Ÿ‘ then again would make no sense to have 100 same models in mods anyway

astral oar
#

If someone wants perms it goes through the entire void team basically

#

I have a direct line to some of them so no emails needed kekwlol

astral oar
primal wyvern
#

btw 6b47 helmet made by u xD

dense needle
#

How to make bone on imported model ?

primal wyvern
#

time to update screens, because we make new boots/pants system xD

delicate condor
#

you guys jest. just remember to not bitch about it when you actually get booted

dark herald
#

when modelling items for reforged; what geometry can be used? Triangles? Quads? Total Triangles?

fathom bolt
#

How can i set the skeleton for a weapon ?

dark herald
knotty cedar
# dark herald when modelling items for reforged; what geometry can be used? Triangles? Quads? ...

You can usually model in quads, and even ngons or polygons (faces) that consist of more than four vertices (points), engine will often interpret it correctly and auto triangulate. As artist I personally encourage modeling in quads for this reason, it's a lot nicer to work with when making changes and stuff. Like if there's no need for triangulation of the source model, I wouldn't recommend it :)

#

Hence why I recommend quads ๐Ÿ™‚

dark herald
knotty cedar
# dark herald is it easy to change triangles for quads in design phase?

All depends on what stage in the production process. If you're creating a model from scratch, early in production you are (depending on method) not working at a high level of detail, as a result you have fewer faces and they are typically larger ones. At that stage I personally recommended to model with quads in mind cause it allows you to use things like edge loop selections which is really handy and for sculpting you often need a base mesh with a proper model topology anyway, especially if you are working with things like character skinning/ animation, there topology is crucial. If the model you are editing was modeled in a similar way (but then triangulated automatically later) then it's possible for 3d software (at least Maya) to undo the triangulation so you get your quad topology back.

daring condor
#

generally you want quads where possible, so subsurfs dont go haywire, but there are obvious cases where you can just use tris.
ngons should be avoided where possible since they can get triangulated in funny ways leading to weird shapes

lean spruce
#

Are we currently able to switch which ammo we're using?

e.g. switching between HEDP and HE for the grenade launcher troubbThink

round kestrel
tidal latch
#

then, you can use that tool on object in that collection

hidden yarrow
#

Hahaha nice work

last hill
#

Masking out the area might work? There was an option I recall seeing in my looking around, can't remember exactly

dim gate
#

hi guys, great news, i've managed to make this AK work
i do have one issue with it, for some reason the bones are not exporting properly and because of that nothing is animated on the weapon, there's also the iron sight not properly alligned when aiming but it's still look "correct" to work

last hill
dim gate
#

yes, i did followed the wiki entry about weapon configs

#

oh wait

#

i forgot to click reimport

#

let me try again

#

nah, for some reason it still show them as memory point instead of bone

graceful oriole
#

I am wondering how easy will it be to make custom characters with custom skeletons.

last hill
#

I thought I saw something about masking base models for clothing, but I have no idea where it was, possibly on the documentation for characters? I'm sorry mate, trying to remember off the top of my head

calm rune
#

In all seriousness are some of you guys actually stealing/ripping content and putting it on the workshop? LOL

delicate condor
#

just share it privately under the table

willow sage
#

I would like to see more '90 stuff, this era vibe is unbeatable.

opal schooner
calm rune
#

Actually a really good start.

willow sage
#

Nice p320

opal schooner
#

my man knows his guns

calm rune
#

Personally would have even picked something easier but your doing a fine job as is.

daring condor
#

pistol seems fine for a start

opal schooner
daring condor
#

but something like a vehicle or rifle will make you want to jump

#

also be prepared to want to redo everything once your done

#

assuming you are new to modeling

willow sage
#

It's about that shape and what you want to recreate.

calm rune
patent knoll
#

anyone here up for making buildings for a Camp Pendleton map?

daring condor
#

i quit modeling for a year afterwards

calm rune
daring condor
#

24k tris

#

and topology so bad i couldnt dream of reworking it

opal schooner
willow sage
daring condor
#

in case anyone wants to do anything with it

willow sage
#

There is no point working on it because some models are designed to be created easier

#

I mean look at mk16 or mk17

#

And then on zmt mws15

#

Which one in your opinion is easier to make?

daring condor
#

true

mortal sentinel
#

how do you even begin to create an item? Like I want a pistol or a scope, do you get their exact measurements somewhere?

daring condor
#

thats the best way, yes

willow sage
calm rune
daring condor
#

3d scan > technical drawings tho

willow sage
#

With no dimensions

daring condor
#

what i recommend

#

is getting pure ref

#

and as many images as possible

mortal sentinel
#

and you're making the stuff in blender, right?

daring condor
#

ye

#

this is my ref folder for an old project

willow sage
#

Twardy?

daring condor
#

no

#

pt-76

#

the swimming tank

#

its in cwr3

#

im just lurking here

#

i might try some stuff in enfusion

#

but rn im still working on a3

daring condor
mortal sentinel
willow sage
#

Oh man wish you look, there is so much undiscovered possibilities.

daring condor
#

conex container is a great start

#

not too hard, not to simple

#

plenty of refs easily excessible online

mortal sentinel
#

oh, right maybe even a container could work

daring condor
#

or really anything

#

my workflow starts with gathering refs

mortal sentinel
#

oh and how do you color/texture stuff? You take something from reference pictures?

daring condor
#

and general information about the object

#

watching youtube doccumentaries etc

#

then i try to find a 3d scan or make one myself

opal schooner
daring condor
#

if that fails i look for blueprints

mortal sentinel
#

what's with the 3d scan?

daring condor
#

but i try to avoid all secondary sources

#

obv not always possible

daring condor
#

mind you, not a really useable one

#

but it will usually have the general shape

#

so you can start to construct geometry around it

mortal sentinel
#

is there a software for this?

opal schooner
daring condor
#

substance has a free student license

#

non commercial tho

#

but you can use it for modding

mortal sentinel
#

alright, I'll start with something I guess

#

not sure how far I'll get, I give up easily lol

daring condor
#

generally the best thing to do

#

well not giving up

#

but starting

#

dont expect your first model to look good

#

or your second or your third

opal schooner
#

@mortal sentinel the donut is everyone's first project, this is a great set of tutorials to get started, don't worry about messing it up https://www.youtube.com/watch?v=nIoXOplUvAw

Blender tutorial series showing you how to use the most common features, like modelling, lighting, materials, geometry nodes and rendering - whilst making a donut.

Download the Blender Shortcut Hotkey PDF: https://www.dropbox.com/s/jg4fs4i8zw5bxt7/Blender 3.0 Shortcuts v1.2.pdf?dl=0
Google Doc version: https://docs.google.com/document/d/1...

โ–ถ Play video
mortal sentinel
#

yea it'll look crap, but I feel like it won't be easy to create anything or I'll run into issues. One thing is to create the model, next is to get it into arma

daring condor
#

blender guru is annoying af

#

and i hate his videos

opal schooner
#

lmao

daring condor
#

but the donut totorial is great for learning blender

#

especially the interface

opal schooner
#

Yea I wouldn't go in blind, I feel like the UI might be a bit overwhelming at first and might just get frustrating quickly

daring condor
#

Also, I suggest going with shortcuts

#

The gizmos are slow

#

And tool hierarchy insane

willow sage
#

Done at least 60+ hours of gurus tutorials, he is absolutely the best for beginners.

round kestrel
mortal sentinel
#

aight, let's make a donut in arma

round kestrel
round orbit
#

Hello everyone, Ok so I got my vest working properly.

I have a few questions:

  1. How do I make it so my vest doesn't float in mid-air when placing it into the world.
  2. I don't get a prompt to pick it up or wear it when walking close to it, is this because I don't have a collider setup yet?.
  3. When I remove the vest, it doesn't physically show up on the ground but I can use the Vicinity tab to reequip it.

https://gyazo.com/fd099a4829fdd0e406c25844330aab13
https://gyazo.com/d2558d1c98381dadb65332132b34b419

kindred timber
terse lintel
#

Collider shuld be PropViewFire and requires a rigidbody

round orbit
eager hill
#

Almost finished, need to add some screws to make it look more real

hidden yarrow
#

that using remesh?

eager hill
hidden yarrow
#

looks good

eager hill
#

decided to give that workflow one more chance. Weapon I added to the game earlier was done with bevel weight and subd

kindred timber
round orbit
kindred timber
#

did you mean this?

#

custom Properties is usage PropFireView (blocked by the context menu)

round orbit
#

Does your collider have a material assigned to it?

kindred timber
#

yes concrete

round orbit
#

I can't see your hierarchy from my phone

kindred timber
#

i added the material with the collider setup

round orbit
#

Ok when you're in enfusion do you see any colliders in your object collider tab

kindred timber
#

yeah it says Colliders (1/1) UBX_Atm

knotty cedar
#

What do you see if you enable collider visibility in 3d viewport with the little purple/pink icon? Could be the collider is offset in position or something of that nature

kindred timber
#

A green cube where I want it to

#

The position is fine

#

Im trying to manually add a material to the collider cube now

#

nope didnt work

round orbit
#

Ack

kindred timber
knotty cedar
#

@kindred timber Works after adding RigidBody component to prefab for me ๐Ÿ™‚

kindred timber
#

Thx will try it as soon as I'm Home

bright raft
oblique hinge
#

how much detail should i put into which LOD of an object i'm making?

bright raft
slender steeple
calm rune
#

I can not figure out scopes for the life of me. Whenever I ADS I just see my mesh lmao

quasi sedge
#

Trying to import a backpack, all is well until I equip it.

#

It becomes a penis pack.

#

Me thinks the bones are wrong but when comparing it to some other imports the bones seem to be right?

split rampart
quasi sedge
#

If anyone can help me pls let me know, this is a bit annoying lmfao. headgear had no problem importing thanks to jromie

lone orbit
#

any one know how to put an image onto a model instead of a material.

quasi sedge
#

not sure

oblique hinge
quasi sedge
#

in blender or enfusion

oblique hinge
#

if it is there, open the model in blender, remove the root bone and rename the armature to "Root"

oblique hinge
quasi sedge
#

no armature bone

oblique hinge
#

then idk

quasi sedge
#

bmmst

#

maybe wrong vertex groups

pale island
#

Oh shit did Quebec get banned XD

quasi sedge
#

vertex groups of backpack

#

without armature ofc

oblique hinge
#

maybe putting an armature modifier will make it work. (or it will make enfusion crash)

quasi sedge
#

oh in the fbx I put I did make an armature modifier

digital vector
#

Hello, I can't get the frame when importing on enfusion

#

An idea ?

quasi sedge
#

what it looks like when I modify with armature @oblique hinge

#

this is how i normally export it

oblique hinge
# quasi sedge

that's more or less how my headgear which works looks like

quasi sedge
#

yeah, not really sure. maybe vertex groups are wrong??? there is no sample for me to check.

oblique hinge
#

what do the parameters of the armature modifier look like?

quasi sedge
oblique hinge
#

have you tried selecting one of the vertex groups in the parameters? that makes it work for my headgear but that has only one bone right now so idk how it works with multiple ones

quasi sedge
#

parameters in enfusion or blend

oblique hinge
#

blend

quasi sedge
#

yeah i tried selecting it and checked the vertex params and seemed ok

#

the only sample they dont have is the alice backpack ๐Ÿ˜ฉ

#

painful

queen pike
quasi sedge
#

very nice!

mortal sentinel
#

damn

#

makes me wanna try to make a scope too. Did you get real life measurements from somewhere?

quasi sedge
#

you can do it by proportioning an image to the size of the weapon

#

reference image in blender and set measurements if ur an insane man

#

well if anyone knows how they can fix my penis pack issue from earlier lmk

queen pike
#

Nope, just the references. Now I have to adapt the dimensions to the game weapon model

mortal sentinel
#

alright, if I ever get to making a scope, I'll try it

carmine vapor
#

Anyone here creating buildings?

last hill
eager hill
wheat bay
#

Quick question about Colliders. Can the UBX Box be a rectangle shape or does it have to stay a cube?

eager hill
#

nvm I found it

outer sage
terse star
wheat bay
#

Well I guess I meant Rectangle Box, but thank's that answers that.

last hill
terse star
#

Yes, but box just means ยซย 3D object with 8 verticesย ยป

knotty cedar
#

Cube versus Box ๐Ÿ˜…

terse star
wheat bay
#

You couldn't do this though

#

Right?

#

Otherwise this becomes Convex?

cyan urchin
#

I think 'cuboid' is the right word, as it means by adjusting the length of edges it can be returned to a cube

#

Or 'rectangular cuboid'

terse star
#

Or maybe boxes need to have 90 degrees angles

#

I donโ€™t remember

wheat bay
#

Well reguardless, will this break if I set it to UBX_box

terse star
#

But yknow box โ‰  cube, thatโ€™s just what I am trying to explain to you ๐Ÿ˜ƒ

terse star
swift anvil
#

could you give me your opinion on my props please. Would it be rocks to mine coal ?

hidden yarrow
#

The model is good but the textures need some work

#

Doesnt look natural

swift anvil
#

thanks Xovo ๐Ÿ™‚

terse star
swift anvil
#

thanks for your advices

delicate condor
misty gull
#

Yes, much better

#

Keep the other version but tone the roughness down and use it for a rainy texture

swift anvil
#

I take my textures from arma 3. I don't know if it's the best or if I should start all over again

storm crater
hidden yarrow
#

Thats is alot better

digital vector
#

Is there a trick to do in blender to export the bones?

terse lintel
delicate condor
swift anvil
#

my coal for exemple

delicate condor
#

pretty sure you are not just free to use them, might be just a technicality but better to be sure than suffer consequences later

#

or do you mean you use your own textures you made for Arma 3

#

and not textures from arma 3

hidden yarrow
#

I think he means his own

delicate condor
#

why would there be need to go from paa to png then though? one does not make .paa straight up

swift anvil
#

the textures were made by myself on arma 3 why would I have any problems if I import them on enfusion?

misty gull
#

What process would I follow to import and rig some of my 3D vehicle models into Reforged?

delicate condor
#

then there is no problem

hidden yarrow
#

I had the same i didnt save my old files so i had to convert my paaโ€™s to png so i could use m in reforger

delicate condor
#

but how you said it earlier came out your textures are from Arma 3 textures

#

all good then

misty gull
#

What would it take to get this into arma?

delicate condor
#

a lot of work

misty gull
#

Even just to drive it?

hidden yarrow
#

Takes you getting it ready for arma lol

delicate condor
#

yes

misty gull
#

I have no clue where to start

swift anvil
hidden yarrow
#

Samples and the wiki

delicate condor
molten viper
# bright raft

This is awesome. A modified version of the default M16, but with a flat top upper to support railed optics would be a good starting point for weapon sight mods

misty gull
#

Ok, so maybe a scope?

delicate condor
#

or a simple box

misty gull
#

haha, okay

delicate condor
#

just to get familiar with the tools and workflows

misty gull
#

Do i batch FBX export my models?

delicate condor
#

people very often start from complex things and get frustrated

misty gull
#

True but i'm a stubborn person

delicate condor
#

yes well. you can still take the smart road

#

and be stubborn there

misty gull
#

Boring

#

jk

#

I think I will start with a landmine

daring condor
misty gull
#

didn't even think of that

#

Is Anyone interested in creating a vehicle mod pack? I'm very skilled in 3D Modeling. I just lack the game engine knowladge

dim gate
#

everyone does at this point, very little documentation available from BI and not much is explained
eventually we'll find out but for now, it's all about experiments

#

at least, some people managed to figure out mission making, weapon and character gear import

#

i haven't seen anyone try vehicles, yet

tacit eagle
#

Does anyone knows how to do the weighting for enfusion to prevent this happening

astral oar
#

Thatโ€™s a skeleton issue

tacit eagle
#

like this is pain in the ass , not a single explanation how to fix it beside one guy told me weighting need to be done

#

yeah, how to fix it

astral oar
#

Did you skin it?

tacit eagle
#

ye

astral oar
#

How many bones

tacit eagle
#

in model?

astral oar
#

Yes

tacit eagle
#

not a clue, i think none

astral oar
#

Bruh

#

You gotta give it a skeleton for it to work

tacit eagle
#

how to do that ๐Ÿ˜ฆ

#

and where to apply it to character on right position

astral oar
#

Quebec posted But heโ€™s gone so clue on where his fixed Skele is

twin robin
#

I have the same inssue but i put the skele in the 3d model , How i can fix that?

tacit eagle
#

this is what he told me to do

#

but idk what and how

#

hah

tacit eagle
#

i was looking like whole day

#

cannot find

astral oar
#

Good lord

tacit eagle
#

bro some of us dont even know how many bones shoud be there hahaha

#

we are here to get explanation

#

how to and why bones are used

astral oar
#

Thatโ€™s why Iโ€™m asking Luke

tacit eagle
#

how to put them into model

astral oar
#

You must have a total of 163

tacit eagle
#

i got like 0

twin robin
#

how i can put all bones?

tacit eagle
#

๐Ÿ˜‚

astral oar
#

Your missing sone then @twin robin

#

I can look around for quebecs Skele but Iโ€™m not home

tacit eagle
#

you actualy get skele and just apply model on it?

#

that would be helpful as fuck

twin robin
#

can you send my the bones to mp when you are on home? @astral oar

astral oar
#

i can repost the fixed Skele later yeah

dim gate
#

so, if i recap well, you need to import your models with the skeleton bones for it to work ?

tacit eagle
#

yeah

dim gate
#

uh ok

tacit eagle
#

but not a single explanation about bones

#

how to get them or anything

astral oar
#

I will be posting a fixed model

#

That has the needed bones

dim gate
#

i'm sure someone already did

astral oar
dim gate
#

wut

astral oar
#

All his logs are gone

dim gate
#

fugg

#

good thing i download it

astral oar
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I have it will post it later

tacit eagle
dim gate
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yes and no

twin robin
dim gate
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you have to put it along your model and use it to weight your model

dim gate
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the weight paint is what make the model stick to your character and move it around limbs and such

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the skeleton is here because ...... i don't know

tacit eagle
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i guess weight painting follows skeleton

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skeleton simulates the bosy

dim gate
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man arma 3 had it easier with the old OFP tools

tacit eagle
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body

dim gate
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just weight the model and call it a day

tacit eagle
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It would be easy if we had only one video

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on youtube for reforger showing

tacit eagle
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i mean i know to get to painting

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but how shoud i do it and what are the tricks

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i dont get a single thing

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nobody want to explain

dim gate
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lol, iktf

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painting can be done automatically with some smoothering

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every blender tutorial about it can show it you

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it's a general thing, it doesn't just apply to Arma

tacit eagle
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all painting i see, it paints a whole character

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not only like vest

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thats the issue

dim gate
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it paint all visible part of a model

tacit eagle
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i need detailed explanation why we do a specific thing while we paint